X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvaporizer.qc;h=c660279efa0899bd098733814cc8a12f10d6346c;hb=17308b9ad60c2f773be0de39b811a9752e3037af;hp=6e7e386e5de48ef6b89101280ea01b3e2c5e79e7;hpb=201f6309c92217b63dc34daf004fbb7424096eca;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index 6e7e386e5..c660279ef 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -14,38 +14,42 @@ CLASS(Vaporizer, Weapon) /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex"); /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer"); /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, PRI) \ + P(class, prefix, animtime, float, PRI) \ + P(class, prefix, damage, float, PRI) \ + P(class, prefix, refire, float, PRI) \ + P(class, prefix, ammo, float, SEC) \ + P(class, prefix, animtime, float, SEC) \ + P(class, prefix, damage, float, SEC) \ + P(class, prefix, delay, float, SEC) \ + P(class, prefix, edgedamage, float, SEC) \ + P(class, prefix, force, float, SEC) \ + P(class, prefix, lifetime, float, SEC) \ + P(class, prefix, radius, float, SEC) \ + P(class, prefix, refire, float, SEC) \ + P(class, prefix, shotangle, float, SEC) \ + P(class, prefix, speed, float, SEC) \ + P(class, prefix, spread, float, SEC) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Vaporizer, vaporizer) +#undef X + ENDCLASS(Vaporizer) -REGISTER_WEAPON(VAPORIZER, NEW(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, damage) \ - 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) +REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer)); + #ifdef SVQC -VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float vaporizer_lasthit; .float jump_interval; .float jump_interval2; @@ -71,7 +75,7 @@ void SendCSQCVaporizerBeamParticle(entity player, int hit) { WriteCoord(MSG_BROADCAST, v.y); WriteCoord(MSG_BROADCAST, v.z); WriteByte(MSG_BROADCAST, hit); - WriteShort(MSG_BROADCAST, num_for_edict(player)); + WriteByte(MSG_BROADCAST, etof(player)); WriteByte(MSG_BROADCAST, player.team); } #elif defined(CSQC) @@ -103,10 +107,18 @@ void VaporizerBeam_Draw(entity this) string tex = "particles/lgbeam"; if(this.cnt) tex = "particles/gauntletbeam"; - vector rgb = getcsqcplayercolor(this.sv_entnum - 1); + vector rgb; + //entity e = CSQCModel_server2csqc(this.sv_entnum - 1); + //if (e == NULL) + //{ + rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true); + //rgb = '1 1 1'; + //} + //else + // rgb = e.glowmod; rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost); - float fail = (self.nextthink - time); + float fail = (this.nextthink - time); Draw_VaporizerBeam_trace_callback_tex = tex; Draw_VaporizerBeam_trace_callback_rnd = 0; @@ -116,7 +128,7 @@ void VaporizerBeam_Draw(entity this) Draw_VaporizerBeam_trace_callback_tex = string_null; /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2)) - if(autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || isdemo())) + if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo())) WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); else WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/ @@ -125,7 +137,7 @@ void VaporizerBeam_Draw(entity this) NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew) { Net_Accept(vortex_beam); - this.think = SUB_Remove_self; + setthink(this, SUB_Remove); this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10); this.draw = VaporizerBeam_Draw; this.drawmask = MASK_NORMAL; @@ -133,9 +145,13 @@ NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew) this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord(); this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord(); this.cnt = ReadByte(); - this.sv_entnum = ReadShort(); + int myowner = ReadByte(); + this.owner = playerslots[myowner - 1]; + this.sv_entnum = myowner; this.team = ReadByte() - 1; + pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1); + if(autocvar_cl_vaporizerbeam_particle) { WarpZone_TrailParticles(world, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2); @@ -144,7 +160,6 @@ NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew) remove(this); } - pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1); return true; } #endif @@ -153,77 +168,82 @@ NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew) spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); } spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); } -void W_RocketMinsta_Explosion(vector loc) -{SELFPARAM(); - if(accuracy_canbegooddamage(self)) - accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0); +void W_RocketMinsta_Explosion(entity actor, vector loc) +{ + if(accuracy_canbegooddamage(actor)) + accuracy_add(actor, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0); entity dmgent = spawn(); - dmgent.owner = dmgent.realowner = self; + dmgent.owner = dmgent.realowner = actor; setorigin(dmgent, loc); - RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other); + RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other); remove(dmgent); } -void W_Vaporizer_Attack(Weapon thiswep) -{SELFPARAM(); - bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last +void W_Vaporizer_Attack(Weapon thiswep, entity actor) +{ + bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000); - W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage); + W_SetupShot(actor, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage); // 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, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM); + sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM); yoda = 0; damage_goodhits = 0; - FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); + FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); // do this now, as goodhits is disabled below - SendCSQCVaporizerBeamParticle(self, damage_goodhits); + SendCSQCVaporizerBeamParticle(actor, damage_goodhits); if(yoda && flying) - Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); - if(damage_goodhits && self.vaporizer_lasthit) + Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); + if(damage_goodhits && actor.vaporizer_lasthit) { - Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); + Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); damage_goodhits = 0; // only every second time } - self.vaporizer_lasthit = damage_goodhits; + actor.vaporizer_lasthit = damage_goodhits; if(autocvar_g_rm) if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT))) - W_RocketMinsta_Explosion(trace_endpos); + W_RocketMinsta_Explosion(actor, trace_endpos); - W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); + W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); } -void W_RocketMinsta_Laser_Explode () -{SELFPARAM(); +void W_RocketMinsta_Laser_Explode (entity this) +{ if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) - if(DIFF_TEAM(self.realowner, other)) - if(other.deadflag == DEAD_NO) + if(DIFF_TEAM(this.realowner, other)) + if(!IS_DEAD(other)) if(IsFlying(other)) - Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); + Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; - RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other); - remove(self); + this.event_damage = func_null; + this.takedamage = DAMAGE_NO; + RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, world, world, this.rm_force, this.projectiledeathtype, other); + remove(this); +} + +void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger) +{ + WITHSELF(this, W_RocketMinsta_Laser_Explode(this)); } -void W_RocketMinsta_Laser_Touch () -{SELFPARAM(); - PROJECTILE_TOUCH; +void W_RocketMinsta_Laser_Touch (entity this) +{ + PROJECTILE_TOUCH(this); //W_RocketMinsta_Laser_Explode (); - RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other); - remove(self); + RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, world, world, this.rm_force, this.projectiledeathtype, other); + remove(this); } -void W_RocketMinsta_Attack2() -{SELFPARAM(); - makevectors(self.v_angle); +void W_RocketMinsta_Attack2(entity actor) +{ + makevectors(actor.v_angle); entity proj; float counter = 0; @@ -231,21 +251,21 @@ void W_RocketMinsta_Attack2() float spread = autocvar_g_rm_laser_spread; float rndspread = autocvar_g_rm_laser_spread_random; - float w = self.weapon; - self.weapon = WEP_ELECTRO.m_id; - W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage); - self.weapon = w; + Weapon w = PS(actor).m_weapon; + PS(actor).m_weapon = WEP_ELECTRO; + W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage); + PS(actor).m_weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); while(counter < total) { proj = new(plasma_prim); - proj.owner = proj.realowner = self; + proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = autocvar_g_rm_laser_damage; - proj.use = W_RocketMinsta_Laser_Explode; - proj.think = adaptor_think2use_hittype_splash; + proj.use = W_RocketMinsta_Laser_Explode_use; + setthink(proj, adaptor_think2use_hittype_splash); proj.nextthink = time + autocvar_g_rm_laser_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id; @@ -261,43 +281,43 @@ void W_RocketMinsta_Attack2() //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser); proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed"); proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5); - proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true); + proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true); proj.angles = vectoangles(proj.velocity); - proj.touch = W_RocketMinsta_Laser_Touch; + settouch(proj, W_RocketMinsta_Laser_Touch); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); - MUTATOR_CALLHOOK(EditProjectile, self, proj); + MUTATOR_CALLHOOK(EditProjectile, actor, proj); counter++; } } -void W_RocketMinsta_Attack3 () -{SELFPARAM(); - makevectors(self.v_angle); +void W_RocketMinsta_Attack3 (entity actor) +{ + makevectors(actor.v_angle); entity proj; float counter = 0; float total = 1; - int w = self.weapon; - self.weapon = WEP_ELECTRO.m_id; - W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage); - self.weapon = w; + Weapon w = PS(actor).m_weapon; + PS(actor).m_weapon = WEP_ELECTRO; + W_SetupShot_ProjectileSize (actor, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage); + PS(actor).m_weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); while(counter < total) { proj = new(plasma_prim); - proj.owner = proj.realowner = self; + proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = autocvar_g_rm_laser_damage; - proj.use = W_RocketMinsta_Laser_Explode; - proj.think = adaptor_think2use_hittype_splash; + proj.use = W_RocketMinsta_Laser_Explode_use; + setthink(proj, adaptor_think2use_hittype_splash); proj.nextthink = time + autocvar_g_rm_laser_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id; @@ -311,193 +331,182 @@ void W_RocketMinsta_Attack3 () proj.movetype = MOVETYPE_BOUNCEMISSILE; proj.velocity = w_shotdir * autocvar_g_rm_laser_speed; - proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true); + proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true); proj.angles = vectoangles(proj.velocity); - proj.touch = W_RocketMinsta_Laser_Touch; + settouch(proj, W_RocketMinsta_Laser_Touch); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); - MUTATOR_CALLHOOK(EditProjectile, self, proj); + MUTATOR_CALLHOOK(EditProjectile, actor, proj); counter++; } } - METHOD(Vaporizer, wr_aim, void(entity thiswep)) - { - 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 - } - METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); - // if the laser uses load, we also consider its ammo for reloading - if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); - } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); - } - if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor)) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire))) - { - W_Vaporizer_Attack(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); - } - } - if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm)) - { - if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2) - { - bool rapid = autocvar_g_rm_laser_rapid; - if(actor.jump_interval <= time && !actor.held_down) - { - if(rapid) - actor.held_down = true; - actor.jump_interval = time + autocvar_g_rm_laser_refire; - actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; - damage_goodhits = 0; - W_RocketMinsta_Attack2(); - } - else if(rapid && actor.jump_interval2 <= time && actor.held_down) - { - actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; - damage_goodhits = 0; - W_RocketMinsta_Attack3(); - //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); - } - } - else if (actor.jump_interval <= time) - { - // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) - actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(); - - // decrease ammo for the laser? - if(WEP_CVAR_SEC(vaporizer, ammo)) - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo)); - - // ugly instagib hack to reuse the fire mode of the laser - makevectors(actor.v_angle); - int oldwep = actor.weapon; // we can't avoid this hack - actor.weapon = WEP_BLASTER.m_id; - W_Blaster_Attack( - actor, - WEP_BLASTER.m_id | 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) - ); - actor.weapon = oldwep; - - // now do normal refire - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); - } - } - else - actor.held_down = false; - } - METHOD(Vaporizer, wr_init, void(entity thiswep)) - { - //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); - } - METHOD(Vaporizer, wr_setup, void(entity thiswep)) - { - self.ammo_field = WEP_AMMO(VAPORIZER); - self.vaporizer_lasthit = 0; - } - METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep)) - { - float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); - float ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo; - ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; - return ammo_amount; - } - METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep)) - { - if(!WEP_CVAR_SEC(vaporizer, ammo)) - return true; - float ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo); - ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); - return ammo_amount; - } - METHOD(Vaporizer, wr_config, void(entity thiswep)) - { - VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } - METHOD(Vaporizer, wr_resetplayer, void(entity thiswep)) - { - self.vaporizer_lasthit = 0; - } - METHOD(Vaporizer, wr_reload, void(entity thiswep)) - { - float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); - 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(self, used_ammo, SND(RELOAD)); - } - METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(Vaporizer, wr_killmessage, int(entity thiswep)) - { - return WEAPON_VAPORIZER_MURDER; - } +METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor)) +{ + if(actor.(thiswep.ammo_field) > 0) + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 1, false); + else + 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 +} +METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); + // if the laser uses load, we also consider its ammo for reloading + if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } + if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire))) + { + W_Vaporizer_Attack(thiswep, actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); + } + } + if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm)) + { + if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2) + { + bool rapid = autocvar_g_rm_laser_rapid; + if(actor.jump_interval <= time && !actor.held_down) + { + if(rapid) + actor.held_down = true; + actor.jump_interval = time + autocvar_g_rm_laser_refire; + actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; + damage_goodhits = 0; + W_RocketMinsta_Attack2(actor); + } + else if(rapid && actor.jump_interval2 <= time && actor.held_down) + { + actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; + damage_goodhits = 0; + W_RocketMinsta_Attack3(actor); + //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); + } + } + else if (actor.jump_interval <= time) + { + // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) + actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor); + + // decrease ammo for the laser? + if(WEP_CVAR_SEC(vaporizer, ammo)) + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo)); + + // ugly instagib hack to reuse the fire mode of the laser + makevectors(actor.v_angle); + Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack + PS(actor).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + WEP_BLASTER.m_id | 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) + ); + PS(actor).m_weapon = oldwep; + + // now do normal refire + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); + } + } + else + actor.held_down = false; +} +METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor)) +{ + actor.ammo_field = (thiswep.ammo_field); + actor.vaporizer_lasthit = 0; +} +METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor)) +{ + float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); + float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo; + ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; + return ammo_amount; +} +METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + if(!WEP_CVAR_SEC(vaporizer, ammo)) + return true; + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo); + ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); + return ammo_amount; +} +METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor)) +{ + actor.vaporizer_lasthit = 0; +} +METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); + 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(actor, used_ammo, SND_RELOAD); +} +METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_THINKING_WITH_PORTALS; +} +METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_VAPORIZER_MURDER; +} #endif #ifdef CSQC - METHOD(Vaporizer, wr_impacteffect, void(entity thiswep)) - { - vector org2 = w_org + w_backoff * 6; - if(w_deathtype & HITTYPE_SECONDARY) - { - pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); - if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } - } - else - { - pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1); - if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); } - } - } - METHOD(Vaporizer, wr_init, void(entity thiswep)) - { - if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) - { - precache_pic("gfx/reticle_nex"); - } - } - METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep)) - { - if(button_zoom || zoomscript_caught) - { - reticle_image = "gfx/reticle_nex"; - return true; - } - else - { - // no weapon specific image for this weapon - return false; - } - } +METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2 = w_org + w_backoff * 6; + if(w_deathtype & HITTYPE_SECONDARY) + { + pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); + if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } + } + else + { + pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1); + if(!w_issilent) { sound(actor, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); } + } +} +METHOD(Vaporizer, wr_init, void(entity thiswep)) +{ + if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) + { + precache_pic("gfx/reticle_nex"); + } +} +METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep)) +{ + if(button_zoom || zoomscript_caught) + { + reticle_image = "gfx/reticle_nex"; + return true; + } + else + { + // no weapon specific image for this weapon + return false; + } +} #endif #endif