]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_vaporizer.qc
Weapons branch reloaded
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_vaporizer.qc
diff --git a/qcsrc/common/weapons/w_vaporizer.qc b/qcsrc/common/weapons/w_vaporizer.qc
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+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id  */ VAPORIZER,
+/* function  */ W_Vaporizer,
+/* ammotype  */ ammo_cells,
+/* impulse   */ 7,
+/* flags     */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
+/* rating    */ BOT_PICKUP_RATING_HIGH,
+/* color     */ '0.5 1 1',
+/* modelname */ "minstanex",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairminstanex 0.4",
+/* wepimg    */ "weaponminstanex",
+/* refname   */ "vaporizer",
+/* wepname   */ _("Vaporizer")
+);
+
+#define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
+#define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, PRI, ammo) \
+       w_cvar(id, sn, PRI, animtime) \
+       w_cvar(id, sn, PRI, refire) \
+       w_cvar(id, sn, SEC, ammo) \
+       w_cvar(id, sn, SEC, animtime) \
+       w_cvar(id, sn, SEC, damage) \
+       w_cvar(id, sn, SEC, delay) \
+       w_cvar(id, sn, SEC, edgedamage) \
+       w_cvar(id, sn, SEC, force) \
+       w_cvar(id, sn, SEC, lifetime) \
+       w_cvar(id, sn, SEC, radius) \
+       w_cvar(id, sn, SEC, refire) \
+       w_cvar(id, sn, SEC, shotangle) \
+       w_cvar(id, sn, SEC, speed) \
+       w_cvar(id, sn, SEC, spread) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+
+#ifdef SVQC
+VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+.float vaporizer_lasthit;
+.float jump_interval;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
+void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
+
+void W_Vaporizer_Attack(void)
+{
+       float flying;
+       flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+
+       W_SetupShot(self, TRUE, 0, "", CH_WEAPON_A, 10000);
+       // handle sound separately so we can change the volume
+       // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
+       sound (self, CH_WEAPON_A, "weapons/minstanexfire.wav", VOL_BASE * 0.8, ATTEN_NORM);
+
+       yoda = 0;
+       damage_goodhits = 0;
+       FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
+
+       if(yoda && flying)
+               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+       if(damage_goodhits && self.vaporizer_lasthit)
+       {
+               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+               damage_goodhits = 0; // only every second time
+       }
+
+       self.vaporizer_lasthit = damage_goodhits;
+
+       pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       // teamcolor / hit beam effect
+       vector v;
+       v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+       switch(self.team)
+       {
+               case NUM_TEAM_1:   // Red
+                       if(damage_goodhits)
+                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
+                       else
+                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
+                       break;
+               case NUM_TEAM_2:   // Blue
+                       if(damage_goodhits)
+                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
+                       else
+                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
+                       break;
+               case NUM_TEAM_3:   // Yellow
+                       if(damage_goodhits)
+                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
+                       else
+                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
+                       break;
+               case NUM_TEAM_4:   // Pink
+                       if(damage_goodhits)
+                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
+                       else
+                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
+                       break;
+               default:
+                       if(damage_goodhits)
+                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
+                       else
+                               WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
+                       break;
+       }
+       
+       W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
+}
+
+float W_Vaporizer(float req)
+{
+       float ammo_amount;
+       float vaporizer_ammo;
+
+       // now multiple WR_s use this
+       vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+
+       switch(req)
+       {
+               case WR_AIM:
+               {
+                       if(self.WEP_AMMO(VAPORIZER) > 0)
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
+                       else
+                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), FALSE); // WEAPONTODO: replace with proper vaporizer cvars
+                               
+                       return TRUE;
+               }
+               case WR_THINK:
+               {
+                       // if the laser uses load, we also consider its ammo for reloading
+                       if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
+                               WEP_ACTION(self.weapon, WR_RELOAD);
+                       else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
+                               WEP_ACTION(self.weapon, WR_RELOAD);
+                       else if(self.BUTTON_ATCK)
+                       {
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
+                               {
+                                       W_Vaporizer_Attack();
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
+                               }
+                       }
+                       else if(self.BUTTON_ATCK2)
+                       {
+                               if(self.jump_interval <= time)
+                               if(weapon_prepareattack(1, -1))
+                               {
+                                       // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
+                                       self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
+                                       
+                                       // decrease ammo for the laser?
+                                       if(WEP_CVAR_SEC(vaporizer, ammo))
+                                               W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
+
+                                       // ugly instagib hack to reuse the fire mode of the laser
+                                       W_Blaster_Attack(
+                                               WEP_VAPORIZER | HITTYPE_SECONDARY,
+                                               WEP_CVAR_SEC(vaporizer, shotangle),
+                                               WEP_CVAR_SEC(vaporizer, damage),
+                                               WEP_CVAR_SEC(vaporizer, edgedamage),
+                                               WEP_CVAR_SEC(vaporizer, radius),
+                                               WEP_CVAR_SEC(vaporizer, force),
+                                               WEP_CVAR_SEC(vaporizer, speed),
+                                               WEP_CVAR_SEC(vaporizer, spread),
+                                               WEP_CVAR_SEC(vaporizer, delay),
+                                               WEP_CVAR_SEC(vaporizer, lifetime)
+                                       );
+                                       
+                                       // now do normal refire
+                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
+                               }
+                       }
+                       
+                       return TRUE;
+               }
+               case WR_INIT:
+               {
+                       precache_model("models/nexflash.md3");
+                       precache_model("models/weapons/g_minstanex.md3");
+                       precache_model("models/weapons/v_minstanex.md3");
+                       precache_model("models/weapons/h_minstanex.iqm");
+                       precache_sound("weapons/minstanexfire.wav");
+                       precache_sound("weapons/nexwhoosh1.wav");
+                       precache_sound("weapons/nexwhoosh2.wav");
+                       precache_sound("weapons/nexwhoosh3.wav");
+                       //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
+                       VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
+                       return TRUE;
+               }
+               case WR_SETUP:
+               {
+                       self.ammo_field = WEP_AMMO(VAPORIZER);
+                       self.vaporizer_lasthit = 0;
+                       return TRUE;
+               }
+               case WR_CHECKAMMO1:
+               {
+                       ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
+                       ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= vaporizer_ammo;
+                       return ammo_amount;
+               }
+               case WR_CHECKAMMO2:
+               {
+                       if(!WEP_CVAR_SEC(vaporizer, ammo))
+                               return TRUE;
+                       ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
+                       ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= WEP_CVAR_SEC(vaporizer, ammo);
+                       return ammo_amount;
+               }
+               case WR_CONFIG:
+               {
+                       VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
+               case WR_RESETPLAYER:
+               {
+                       self.vaporizer_lasthit = 0;
+                       return TRUE;
+               }
+               case WR_RELOAD:
+               {
+                       float used_ammo;
+                       if(WEP_CVAR_SEC(vaporizer, ammo))
+                               used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
+                       else
+                               used_ammo = vaporizer_ammo;
+
+                       W_Reload(used_ammo, "weapons/reload.wav");
+                       return TRUE;
+               }
+               case WR_SUICIDEMESSAGE:
+               {
+                       return WEAPON_THINKING_WITH_PORTALS;
+               }
+               case WR_KILLMESSAGE:
+               {
+                       return WEAPON_VAPORIZER_MURDER;
+               }
+       }
+       return FALSE;
+}
+#endif
+#ifdef CSQC
+float W_Vaporizer(float req)
+{
+       switch(req)
+       {
+               case WR_IMPACTEFFECT:
+               {
+                       vector org2;
+                       org2 = w_org + w_backoff * 6;
+                       if(w_deathtype & HITTYPE_SECONDARY)
+                       {
+                               pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
+                               if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
+                       }
+                       else
+                       {
+                               pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
+                               if(!w_issilent) { sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM); }
+                       }
+                       return TRUE;
+               }
+               case WR_INIT:
+               {
+                       precache_sound("weapons/laserimpact.wav");
+                       precache_sound("weapons/neximpact.wav");
+                       if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+                       {
+                               precache_pic("gfx/reticle_nex");
+                       }
+                       return TRUE;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       if(button_zoom || zoomscript_caught)
+                       {
+                               reticle_image = "gfx/reticle_nex";
+                               return TRUE;
+                       }
+                       else
+                       {
+                               // no weapon specific image for this weapon
+                               return FALSE;
+                       }
+               }
+       }
+       return FALSE;
+}
+#endif
+#endif