3 /* WEP_##id */ BLASTER,
4 /* function */ W_Blaster,
5 /* ammotype */ ammo_none,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
9 /* color */ '1 0.5 0.5',
11 /* crosshair */ "gfx/crosshairlaser 0.4",
12 /* netname */ "laser",
13 /* fullname */ _("Blaster")
16 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
17 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
18 w_cvar(id, sn, BOTH, animtime) \
19 w_cvar(id, sn, BOTH, damage) \
20 w_cvar(id, sn, BOTH, delay) \
21 w_cvar(id, sn, BOTH, edgedamage) \
22 w_cvar(id, sn, BOTH, force) \
23 w_cvar(id, sn, BOTH, lifetime) \
24 w_cvar(id, sn, BOTH, radius) \
25 w_cvar(id, sn, BOTH, refire) \
26 w_cvar(id, sn, BOTH, shotangle) \
27 w_cvar(id, sn, BOTH, speed) \
28 w_cvar(id, sn, BOTH, spread) \
29 w_cvar(id, sn, NONE, secondary) \
30 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
31 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
32 w_prop(id, sn, string, weaponreplace, weaponreplace) \
33 w_prop(id, sn, float, weaponstart, weaponstart) \
34 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
37 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
38 .float blaster_damage;
39 .float blaster_edgedamage;
40 .float blaster_radius;
42 .float blaster_lifetime;
46 void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
47 void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
49 void W_Blaster_Touch()
53 self.event_damage = func_null;
59 self.blaster_edgedamage,
64 self.projectiledeathtype,
71 void W_Blaster_Think()
73 self.movetype = MOVETYPE_FLY;
74 self.think = SUB_Remove;
75 self.nextthink = time + self.blaster_lifetime;
76 CSQCProjectile(self, TRUE, PROJECTILE_BLASTER, TRUE);
79 void W_Blaster_Attack(
90 vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
92 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
93 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
95 entity missile = spawn();
96 missile.owner = missile.realowner = self;
97 missile.classname = "blasterbolt";
98 missile.bot_dodge = TRUE;
99 missile.bot_dodgerating = atk_damage;
100 PROJECTILE_MAKETRIGGER(missile);
102 missile.blaster_damage = atk_damage;
103 missile.blaster_edgedamage = atk_edgedamage;
104 missile.blaster_radius = atk_radius;
105 missile.blaster_force = atk_force;
106 missile.blaster_lifetime = atk_lifetime;
108 setorigin(missile, w_shotorg);
109 setsize(missile, '0 0 0', '0 0 0');
111 W_SetupProjVelocity_Explicit(
122 missile.angles = vectoangles(missile.velocity);
124 //missile.glow_color = 250; // 244, 250
125 //missile.glow_size = 120;
127 missile.touch = W_Blaster_Touch;
128 missile.flags = FL_PROJECTILE;
129 missile.missile_flags = MIF_SPLASH;
130 missile.projectiledeathtype = WEP_BLASTER;
131 missile.think = W_Blaster_Think;
132 missile.nextthink = time + atk_delay;
134 other = missile; MUTATOR_CALLHOOK(EditProjectile);
136 if(time >= missile.nextthink)
145 float W_Blaster(float request)
151 if(WEP_CVAR(blaster, secondary))
153 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
154 { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), FALSE); }
156 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
159 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
168 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
171 WEP_CVAR_PRI(blaster, shotangle),
172 WEP_CVAR_PRI(blaster, damage),
173 WEP_CVAR_PRI(blaster, edgedamage),
174 WEP_CVAR_PRI(blaster, radius),
175 WEP_CVAR_PRI(blaster, force),
176 WEP_CVAR_PRI(blaster, speed),
177 WEP_CVAR_PRI(blaster, spread),
178 WEP_CVAR_PRI(blaster, delay),
179 WEP_CVAR_PRI(blaster, lifetime)
181 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
184 else if(self.BUTTON_ATCK2)
186 switch(WEP_CVAR(blaster, secondary))
188 case 0: // switch to last used weapon
190 if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
195 case 1: // normal projectile secondary
197 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
200 WEP_CVAR_SEC(blaster, shotangle),
201 WEP_CVAR_SEC(blaster, damage),
202 WEP_CVAR_SEC(blaster, edgedamage),
203 WEP_CVAR_SEC(blaster, radius),
204 WEP_CVAR_SEC(blaster, force),
205 WEP_CVAR_SEC(blaster, speed),
206 WEP_CVAR_SEC(blaster, spread),
207 WEP_CVAR_SEC(blaster, delay),
208 WEP_CVAR_SEC(blaster, lifetime)
210 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
222 precache_model("models/weapons/g_laser.md3");
223 precache_model("models/weapons/v_laser.md3");
224 precache_model("models/weapons/h_laser.iqm");
225 precache_sound("weapons/lasergun_fire.wav");
226 BLASTER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
232 self.ammo_field = ammo_none;
239 return TRUE; // laser has infinite ammo
244 BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
248 case WR_SUICIDEMESSAGE:
250 return WEAPON_LASER_SUICIDE;
255 return WEAPON_LASER_MURDER;
263 float W_Blaster(float request)
267 case WR_IMPACTEFFECT:
270 org2 = w_org + w_backoff * 6;
271 pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
272 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
278 precache_sound("weapons/laserimpact.wav");
283 // no weapon specific image for this weapon