#include "vaporizer.qh" REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE) #if defined(SVQC) void SendCSQCVaporizerBeamParticle(entity player, int hit) { vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE); WriteVector(MSG_BROADCAST, w_shotorg); WriteVector(MSG_BROADCAST, v); WriteByte(MSG_BROADCAST, hit); WriteByte(MSG_BROADCAST, etof(player)); WriteByte(MSG_BROADCAST, player.team); } #elif defined(CSQC) bool autocvar_cl_vaporizerbeam_particle = false; float autocvar_cl_vaporizerbeam_lifetime = 0.8; float autocvar_cl_vaporizerbeam_colorboost = 0.7; string Draw_VaporizerBeam_trace_callback_tex; float Draw_VaporizerBeam_trace_callback_rnd; vector Draw_VaporizerBeam_trace_callback_rgb; float Draw_VaporizerBeam_trace_callback_a; void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end) { float i; vector vorg; vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin); for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i) 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); Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8; } .vector vorg1, vorg2; .float spawn_time; void VaporizerBeam_Draw(entity this) { //draw either the old v2.3 beam or the new beam particles_alphamin = particles_alphamax = particles_fade = 1; string tex = "particles/lgbeam"; if(this.cnt) tex = "particles/gauntletbeam"; vector rgb; //entity e = CSQCModel_server2csqc(this.sv_entnum - 1); //if (e == NULL) //{ rgb = colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true); //rgb = '1 1 1'; //} //else // rgb = e.glowmod; rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost); float fail = (this.nextthink - time); Draw_VaporizerBeam_trace_callback_tex = tex; Draw_VaporizerBeam_trace_callback_rnd = 0; Draw_VaporizerBeam_trace_callback_rgb = rgb; Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1); WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, NULL, NULL, Draw_VaporizerBeam_trace_callback); Draw_VaporizerBeam_trace_callback_tex = string_null; /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2)) if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo())) WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); else WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/ } NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew) { Net_Accept(vortex_beam); setthink(this, SUB_Remove); this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10); this.draw = VaporizerBeam_Draw; if (isNew) IL_PUSH(g_drawables, this); this.drawmask = MASK_NORMAL; this.vorg1 = ReadVector(); this.vorg2 = ReadVector(); this.cnt = ReadByte(); 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(NULL, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2); this.draw = func_null; this.drawmask = MASK_NORMAL; delete(this); } return true; } #endif #ifdef SVQC void W_RocketMinsta_Explosion(entity actor, .entity weaponentity, vector loc) { if(accuracy_canbegooddamage(actor)) accuracy_add(actor, WEP_DEVASTATOR, autocvar_g_rm_damage, 0); entity dmgent = spawn(); dmgent.owner = dmgent.realowner = actor; setorigin(dmgent, loc); 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, weaponentity, NULL); delete(dmgent); } void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity) { 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(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage, thiswep.m_id); // 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 (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM); yoda = 0; damage_goodhits = 0; FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, WEP_CVAR_PRI(vaporizer, force), 0, 0, 0, 0, thiswep.m_id); // do this now, as goodhits is disabled below SendCSQCVaporizerBeamParticle(actor, damage_goodhits); if(yoda && flying) Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); if(damage_goodhits && actor.vaporizer_lasthit) { Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); damage_goodhits = 0; // only every second time } actor.vaporizer_lasthit = damage_goodhits; if(autocvar_g_rm) if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT))) W_RocketMinsta_Explosion(actor, weaponentity, trace_endpos); W_DecreaseAmmo(thiswep, actor, ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity); } void W_RocketMinsta_Laser_Explode (entity this, entity directhitentity) { if(directhitentity.takedamage == DAMAGE_AIM) if(IS_PLAYER(directhitentity)) if(DIFF_TEAM(this.realowner, directhitentity)) if(!IS_DEAD(directhitentity)) if(IsFlying(directhitentity)) Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); this.event_damage = func_null; this.takedamage = DAMAGE_NO; RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, this.weaponentity_fld, directhitentity); delete(this); } void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger) { W_RocketMinsta_Laser_Explode(this, trigger); // we probably don't want trigger used here, but this matches closest to old behaviour } void W_RocketMinsta_Laser_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); //W_RocketMinsta_Laser_Explode (); RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, this.weaponentity_fld, toucher); delete(this); } void W_RocketMinsta_Attack2(entity actor, .entity weaponentity) { makevectors(actor.v_angle); entity proj; float counter = 0; float total = autocvar_g_rm_laser_count; float spread = autocvar_g_rm_laser_spread; float rndspread = autocvar_g_rm_laser_spread_random; W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id); Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); while(counter < total) { proj = new(plasma_prim); proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = autocvar_g_rm_laser_damage; 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; proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); proj.rm_force = autocvar_g_rm_laser_force / total; proj.rm_damage = autocvar_g_rm_laser_damage / total; proj.rm_edmg = proj.rm_damage; //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed); set_movetype(proj, MOVETYPE_BOUNCEMISSILE); //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(actor, actor.velocity, proj.velocity, true); proj.angles = vectoangles(proj.velocity); settouch(proj, W_RocketMinsta_Laser_Touch); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); MUTATOR_CALLHOOK(EditProjectile, actor, proj); counter++; } } void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity) { makevectors(actor.v_angle); entity proj; float counter = 0; float total = 1; W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id); Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); while(counter < total) { proj = new(plasma_prim); proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = autocvar_g_rm_laser_damage; 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; proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); proj.rm_force = autocvar_g_rm_laser_force / total; proj.rm_damage = autocvar_g_rm_laser_damage / total; proj.rm_edmg = proj.rm_damage; //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed); set_movetype(proj, MOVETYPE_BOUNCEMISSILE); proj.velocity = w_shotdir * autocvar_g_rm_laser_speed; proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true); proj.angles = vectoangles(proj.velocity); settouch(proj, W_RocketMinsta_Laser_Touch); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true); MUTATOR_CALLHOOK(EditProjectile, actor, proj); counter++; } } METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(GetResource(actor, thiswep.ammo_type) > 0) PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 1, false); else PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 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 = ((autocvar_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.(weaponentity).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.(weaponentity).clip_load < vaporizer_ammo) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } if((fire & 1) && (GetResource(actor, RES_CELLS) || !autocvar_g_rm) && !forbidWeaponUse(actor)) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire))) { W_Vaporizer_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); } } if((fire & 2) || ((fire & 1) && !GetResource(actor, RES_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.(weaponentity).jump_interval <= time && !actor.(weaponentity).held_down) { if(rapid) actor.(weaponentity).held_down = true; actor.(weaponentity).jump_interval = time + autocvar_g_rm_laser_refire; actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; damage_goodhits = 0; W_RocketMinsta_Attack2(actor, weaponentity); } else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).held_down) { actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; damage_goodhits = 0; W_RocketMinsta_Attack3(actor, weaponentity); //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); } } else if (actor.(weaponentity).jump_interval <= time) { // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) actor.(weaponentity).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), weaponentity); BLASTER_SECONDARY_ATTACK(vaporizer, actor, weaponentity); // now do normal refire weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); } } else actor.(weaponentity).held_down = false; } METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { actor.vaporizer_lasthit = 0; } METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); float ammo_amount = GetResource(actor, thiswep.ammo_type) >= vaporizer_ammo; ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= vaporizer_ammo; return ammo_amount; } METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { if(!WEP_CVAR_SEC(vaporizer, ammo)) return true; float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vaporizer, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.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 = ((autocvar_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, weaponentity, 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, 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_zoom, bool(entity thiswep, entity actor)) { if(button_zoom || zoomscript_caught) { return true; } else { // no weapon specific image for this weapon return false; } } #endif