2 CLASS(Vaporizer, Weapon)
3 /* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Vaporizer, impulse, int, 7)
5 /* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN);
6 /* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
8 /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
10 /* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
12 /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
13 /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
15 /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
16 /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, PRI) \
21 P(class, prefix, animtime, float, PRI) \
22 P(class, prefix, damage, float, PRI) \
23 P(class, prefix, refire, float, PRI) \
24 P(class, prefix, ammo, float, SEC) \
25 P(class, prefix, animtime, float, SEC) \
26 P(class, prefix, damage, float, SEC) \
27 P(class, prefix, delay, float, SEC) \
28 P(class, prefix, edgedamage, float, SEC) \
29 P(class, prefix, force, float, SEC) \
30 P(class, prefix, lifetime, float, SEC) \
31 P(class, prefix, radius, float, SEC) \
32 P(class, prefix, refire, float, SEC) \
33 P(class, prefix, shotangle, float, SEC) \
34 P(class, prefix, speed, float, SEC) \
35 P(class, prefix, spread, float, SEC) \
36 P(class, prefix, reload_ammo, float, NONE) \
37 P(class, prefix, reload_time, float, NONE) \
38 P(class, prefix, switchdelay_raise, float, NONE) \
39 P(class, prefix, switchdelay_drop, float, NONE) \
40 P(class, prefix, weaponreplace, string, NONE) \
41 P(class, prefix, weaponstart, float, NONE) \
42 P(class, prefix, weaponstartoverride, float, NONE) \
43 P(class, prefix, weaponthrowable, float, NONE) \
45 W_PROPS(X, Vaporizer, vaporizer)
49 REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer));
53 .float vaporizer_lasthit;
55 .float jump_interval2;
64 REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
67 void SendCSQCVaporizerBeamParticle(entity player, int hit) {
69 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
70 WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
71 WriteCoord(MSG_BROADCAST, w_shotorg.x);
72 WriteCoord(MSG_BROADCAST, w_shotorg.y);
73 WriteCoord(MSG_BROADCAST, w_shotorg.z);
74 WriteCoord(MSG_BROADCAST, v.x);
75 WriteCoord(MSG_BROADCAST, v.y);
76 WriteCoord(MSG_BROADCAST, v.z);
77 WriteByte(MSG_BROADCAST, hit);
78 WriteByte(MSG_BROADCAST, etof(player));
79 WriteByte(MSG_BROADCAST, player.team);
82 bool autocvar_cl_vaporizerbeam_particle = false;
83 float autocvar_cl_vaporizerbeam_lifetime = 0.8;
84 float autocvar_cl_vaporizerbeam_colorboost = 0.7;
86 string Draw_VaporizerBeam_trace_callback_tex;
87 float Draw_VaporizerBeam_trace_callback_rnd;
88 vector Draw_VaporizerBeam_trace_callback_rgb;
89 float Draw_VaporizerBeam_trace_callback_a;
90 void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
94 vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
95 for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
96 Draw_CylindricLine(hit, start, 8, Draw_VaporizerBeam_trace_callback_tex, 0.25, Draw_VaporizerBeam_trace_callback_rnd, Draw_VaporizerBeam_trace_callback_rgb, min(1, Draw_VaporizerBeam_trace_callback_a - i), DRAWFLAG_NORMAL, vorg);
97 Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
100 .vector vorg1, vorg2;
102 void VaporizerBeam_Draw(entity this)
104 //draw either the old v2.3 beam or the new beam
105 particles_alphamin = particles_alphamax = particles_fade = 1;
107 string tex = "particles/lgbeam";
109 tex = "particles/gauntletbeam";
111 //entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
114 rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true);
119 rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
121 float fail = (this.nextthink - time);
123 Draw_VaporizerBeam_trace_callback_tex = tex;
124 Draw_VaporizerBeam_trace_callback_rnd = 0;
125 Draw_VaporizerBeam_trace_callback_rgb = rgb;
126 Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
127 WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, NULL, NULL, Draw_VaporizerBeam_trace_callback);
128 Draw_VaporizerBeam_trace_callback_tex = string_null;
130 /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
131 if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
132 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
134 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
137 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
139 Net_Accept(vortex_beam);
140 setthink(this, SUB_Remove);
141 this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
142 this.draw = VaporizerBeam_Draw;
143 this.drawmask = MASK_NORMAL;
145 this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
146 this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
147 this.cnt = ReadByte();
148 int myowner = ReadByte();
149 this.owner = playerslots[myowner - 1];
150 this.sv_entnum = myowner;
151 this.team = ReadByte() - 1;
153 pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
155 if(autocvar_cl_vaporizerbeam_particle)
157 WarpZone_TrailParticles(NULL, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
158 this.draw = func_null;
159 this.drawmask = MASK_NORMAL;
168 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
169 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
171 void W_RocketMinsta_Explosion(entity actor, vector loc)
173 if(accuracy_canbegooddamage(actor))
174 accuracy_add(actor, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
175 entity dmgent = spawn();
176 dmgent.owner = dmgent.realowner = actor;
177 setorigin(dmgent, loc);
178 RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
182 void W_Vaporizer_Attack(Weapon thiswep, entity actor)
184 bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
185 float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
187 W_SetupShot(actor, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
188 // handle sound separately so we can change the volume
189 // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
190 sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
194 FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
196 // do this now, as goodhits is disabled below
197 SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
200 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
201 if(damage_goodhits && actor.vaporizer_lasthit)
203 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
204 damage_goodhits = 0; // only every second time
207 actor.vaporizer_lasthit = damage_goodhits;
210 if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
211 W_RocketMinsta_Explosion(actor, trace_endpos);
213 W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
216 void W_RocketMinsta_Laser_Explode (entity this)
218 if(other.takedamage == DAMAGE_AIM)
220 if(DIFF_TEAM(this.realowner, other))
223 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
225 this.event_damage = func_null;
226 this.takedamage = DAMAGE_NO;
227 RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other);
231 void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
233 W_RocketMinsta_Laser_Explode(this);
236 void W_RocketMinsta_Laser_Touch (entity this)
238 PROJECTILE_TOUCH(this);
239 //W_RocketMinsta_Laser_Explode ();
240 RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other);
244 void W_RocketMinsta_Attack2(entity actor)
246 makevectors(actor.v_angle);
250 float total = autocvar_g_rm_laser_count;
251 float spread = autocvar_g_rm_laser_spread;
252 float rndspread = autocvar_g_rm_laser_spread_random;
254 Weapon w = PS(actor).m_weapon;
255 PS(actor).m_weapon = WEP_ELECTRO;
256 W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
257 PS(actor).m_weapon = w;
259 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
261 while(counter < total)
263 proj = new(plasma_prim);
264 proj.owner = proj.realowner = actor;
265 proj.bot_dodge = true;
266 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
267 proj.use = W_RocketMinsta_Laser_Explode_use;
268 setthink(proj, adaptor_think2use_hittype_splash);
269 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
270 PROJECTILE_MAKETRIGGER(proj);
271 proj.projectiledeathtype = WEP_ELECTRO.m_id;
272 setorigin(proj, w_shotorg);
274 proj.rm_force = autocvar_g_rm_laser_force / total;
275 proj.rm_damage = autocvar_g_rm_laser_damage / total;
276 proj.rm_edmg = proj.rm_damage;
278 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
280 proj.movetype = MOVETYPE_BOUNCEMISSILE;
281 //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
282 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
283 proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
284 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
285 proj.angles = vectoangles(proj.velocity);
286 settouch(proj, W_RocketMinsta_Laser_Touch);
287 setsize(proj, '0 0 -3', '0 0 -3');
288 proj.flags = FL_PROJECTILE;
289 proj.missile_flags = MIF_SPLASH;
291 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
293 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
298 void W_RocketMinsta_Attack3 (entity actor)
300 makevectors(actor.v_angle);
306 Weapon w = PS(actor).m_weapon;
307 PS(actor).m_weapon = WEP_ELECTRO;
308 W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
309 PS(actor).m_weapon = w;
311 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
313 while(counter < total)
315 proj = new(plasma_prim);
316 proj.owner = proj.realowner = actor;
317 proj.bot_dodge = true;
318 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
319 proj.use = W_RocketMinsta_Laser_Explode_use;
320 setthink(proj, adaptor_think2use_hittype_splash);
321 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
322 PROJECTILE_MAKETRIGGER(proj);
323 proj.projectiledeathtype = WEP_ELECTRO.m_id;
324 setorigin(proj, w_shotorg);
326 proj.rm_force = autocvar_g_rm_laser_force / total;
327 proj.rm_damage = autocvar_g_rm_laser_damage / total;
328 proj.rm_edmg = proj.rm_damage;
330 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
332 proj.movetype = MOVETYPE_BOUNCEMISSILE;
333 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
334 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
335 proj.angles = vectoangles(proj.velocity);
336 settouch(proj, W_RocketMinsta_Laser_Touch);
337 setsize(proj, '0 0 -3', '0 0 -3');
338 proj.flags = FL_PROJECTILE;
339 proj.missile_flags = MIF_SPLASH;
341 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
343 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
348 METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor))
350 if(actor.(thiswep.ammo_field) > 0)
351 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 1, false);
353 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
355 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
357 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
358 // if the laser uses load, we also consider its ammo for reloading
359 if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
360 thiswep.wr_reload(thiswep, actor, weaponentity);
361 } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
362 thiswep.wr_reload(thiswep, actor, weaponentity);
364 if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
366 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
368 W_Vaporizer_Attack(thiswep, actor);
369 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
372 if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
374 if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
376 bool rapid = autocvar_g_rm_laser_rapid;
377 if(actor.jump_interval <= time && !actor.held_down)
380 actor.held_down = true;
381 actor.jump_interval = time + autocvar_g_rm_laser_refire;
382 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
384 W_RocketMinsta_Attack2(actor);
386 else if(rapid && actor.jump_interval2 <= time && actor.held_down)
388 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
390 W_RocketMinsta_Attack3(actor);
391 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
394 else if (actor.jump_interval <= time)
396 // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
397 actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
399 // decrease ammo for the laser?
400 if(WEP_CVAR_SEC(vaporizer, ammo))
401 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
403 // ugly instagib hack to reuse the fire mode of the laser
404 makevectors(actor.v_angle);
405 Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack
406 PS(actor).m_weapon = WEP_BLASTER;
409 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
410 WEP_CVAR_SEC(vaporizer, shotangle),
411 WEP_CVAR_SEC(vaporizer, damage),
412 WEP_CVAR_SEC(vaporizer, edgedamage),
413 WEP_CVAR_SEC(vaporizer, radius),
414 WEP_CVAR_SEC(vaporizer, force),
415 WEP_CVAR_SEC(vaporizer, speed),
416 WEP_CVAR_SEC(vaporizer, spread),
417 WEP_CVAR_SEC(vaporizer, delay),
418 WEP_CVAR_SEC(vaporizer, lifetime)
420 PS(actor).m_weapon = oldwep;
422 // now do normal refire
423 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
427 actor.held_down = false;
429 METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor))
431 actor.ammo_field = (thiswep.ammo_field);
432 actor.vaporizer_lasthit = 0;
434 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor))
436 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
437 float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo;
438 ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
441 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor))
443 if(!WEP_CVAR_SEC(vaporizer, ammo))
445 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo);
446 ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
449 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
451 actor.vaporizer_lasthit = 0;
453 METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
455 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
457 if(WEP_CVAR_SEC(vaporizer, ammo))
458 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
460 used_ammo = vaporizer_ammo;
462 W_Reload(actor, used_ammo, SND_RELOAD);
464 METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
466 return WEAPON_THINKING_WITH_PORTALS;
468 METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep))
470 return WEAPON_VAPORIZER_MURDER;
476 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
478 vector org2 = w_org + w_backoff * 6;
479 if(w_deathtype & HITTYPE_SECONDARY)
481 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
482 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
486 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
487 if(!w_issilent) { sound(actor, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
490 METHOD(Vaporizer, wr_init, void(entity thiswep))
492 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
494 precache_pic("gfx/reticle_nex");
497 METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
499 if(button_zoom || zoomscript_caught)
501 reticle_image = "gfx/reticle_nex";
506 // no weapon specific image for this weapon