#include "blaster.qh" #ifdef SVQC void W_Blaster_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); this.event_damage = func_null; RadiusDamageForSource( this, (this.origin + (this.mins + this.maxs) * 0.5), this.velocity, this.realowner, this.blaster_damage, this.blaster_edgedamage, this.blaster_radius, NULL, NULL, false, this.blaster_force, this.blaster_force_zscale, this.projectiledeathtype, this.weaponentity_fld, toucher ); delete(this); } void W_Blaster_Think(entity this) { set_movetype(this, MOVETYPE_FLY); setthink(this, SUB_Remove); this.nextthink = time + this.blaster_lifetime; CSQCProjectile(this, true, PROJECTILE_BLASTER, true); } void W_Blaster_Attack( entity actor, .entity weaponentity, float atk_deathtype, float atk_shotangle, float atk_damage, float atk_edgedamage, float atk_radius, float atk_force, float atk_force_zscale, float atk_speed, float atk_spread, float atk_delay, float atk_lifetime) { vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD); W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype); W_MuzzleFlash(WEP_BLASTER, actor, weaponentity, w_shotorg, w_shotdir); entity missile = new(blasterbolt); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = atk_damage; PROJECTILE_MAKETRIGGER(missile); missile.blaster_damage = atk_damage; missile.blaster_edgedamage = atk_edgedamage; missile.blaster_radius = atk_radius; missile.blaster_force = atk_force; missile.blaster_force_zscale = atk_force_zscale; missile.blaster_lifetime = atk_lifetime; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); W_SetupProjVelocity_Explicit( missile, w_shotdir, v_up, atk_speed, 0, 0, atk_spread, false ); missile.angles = vectoangles(missile.velocity); //missile.glow_color = 250; // 244, 250 //missile.glow_size = 120; settouch(missile, W_Blaster_Touch); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = atk_deathtype; missile.weaponentity_fld = weaponentity; setthink(missile, W_Blaster_Think); missile.nextthink = time + atk_delay; MUTATOR_CALLHOOK(EditProjectile, actor, missile); if (time >= missile.nextthink) { getthink(missile)(missile); } } METHOD(Blaster, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(WEP_CVAR(blaster, secondary)) { if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage)) { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); } else { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } } else { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); } } METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire)) { if(fire & 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(blaster, refire))) { W_Blaster_Attack( actor, weaponentity, WEP_BLASTER.m_id, WEP_CVAR_PRI(blaster, shotangle), WEP_CVAR_PRI(blaster, damage), WEP_CVAR_PRI(blaster, edgedamage), WEP_CVAR_PRI(blaster, radius), WEP_CVAR_PRI(blaster, force), WEP_CVAR_PRI(blaster, force_zscale), WEP_CVAR_PRI(blaster, speed), WEP_CVAR_PRI(blaster, spread), WEP_CVAR_PRI(blaster, delay), WEP_CVAR_PRI(blaster, lifetime) ); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready); } } else if(fire & 2) { switch(WEP_CVAR(blaster, secondary)) { case 0: // switch to last used weapon { if(actor.(weaponentity).m_switchweapon == WEP_BLASTER) // don't do this if already switching W_LastWeapon(actor, weaponentity); break; } case 1: // normal projectile secondary { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(blaster, refire))) { W_Blaster_Attack( actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(blaster, shotangle), WEP_CVAR_SEC(blaster, damage), WEP_CVAR_SEC(blaster, edgedamage), WEP_CVAR_SEC(blaster, radius), WEP_CVAR_SEC(blaster, force), WEP_CVAR_SEC(blaster, force_zscale), WEP_CVAR_SEC(blaster, speed), WEP_CVAR_SEC(blaster, spread), WEP_CVAR_SEC(blaster, delay), WEP_CVAR_SEC(blaster, lifetime) ); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready); } break; } } } } METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // infinite ammo } METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // blaster has infinite ammo } METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_BLASTER_SUICIDE; } METHOD(Blaster, wr_killmessage, Notification(entity thiswep)) { return WEAPON_BLASTER_MURDER; } METHOD(OffhandBlaster, offhand_think, void(OffhandBlaster this, entity actor, bool key_pressed)) { if (!key_pressed || (time < actor.jump_interval)) { return; } actor.jump_interval = time + WEP_CVAR_SEC(blaster, refire) * W_WeaponRateFactor(actor); .entity weaponentity = weaponentities[1]; BLASTER_SECONDARY_ATTACK(blaster, actor, weaponentity); } #endif #ifdef CSQC METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2; org2 = w_org + w_backoff * 6; pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } } #endif