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',
10 /* modelname */ "laser",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairlaser 0.4",
13 /* wepimg */ "weaponlaser",
14 /* refname */ "blaster",
15 /* wepname */ _("Blaster")
18 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
19 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, animtime) \
21 w_cvar(id, sn, BOTH, damage) \
22 w_cvar(id, sn, BOTH, delay) \
23 w_cvar(id, sn, BOTH, edgedamage) \
24 w_cvar(id, sn, BOTH, force) \
25 w_cvar(id, sn, BOTH, lifetime) \
26 w_cvar(id, sn, BOTH, radius) \
27 w_cvar(id, sn, BOTH, refire) \
28 w_cvar(id, sn, BOTH, shotangle) \
29 w_cvar(id, sn, BOTH, speed) \
30 w_cvar(id, sn, BOTH, spread) \
31 w_cvar(id, sn, NONE, secondary) \
32 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
33 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
34 w_prop(id, sn, string, weaponreplace, weaponreplace) \
35 w_prop(id, sn, float, weaponstart, weaponstart) \
36 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
37 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
40 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
41 .float blaster_damage;
42 .float blaster_edgedamage;
43 .float blaster_radius;
45 .float blaster_lifetime;
49 void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER); }
50 void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
52 void W_Blaster_Touch(void)
56 self.event_damage = func_null;
62 self.blaster_edgedamage,
67 self.projectiledeathtype,
74 void W_Blaster_Think(void)
76 self.movetype = MOVETYPE_FLY;
77 self.think = SUB_Remove;
78 self.nextthink = time + self.blaster_lifetime;
79 CSQCProjectile(self, TRUE, PROJECTILE_BLASTER, TRUE);
82 void W_Blaster_Attack(
94 vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
96 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
97 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
99 entity missile = spawn();
100 missile.owner = missile.realowner = self;
101 missile.classname = "blasterbolt";
102 missile.bot_dodge = TRUE;
103 missile.bot_dodgerating = atk_damage;
104 PROJECTILE_MAKETRIGGER(missile);
106 missile.blaster_damage = atk_damage;
107 missile.blaster_edgedamage = atk_edgedamage;
108 missile.blaster_radius = atk_radius;
109 missile.blaster_force = atk_force;
110 missile.blaster_lifetime = atk_lifetime;
112 setorigin(missile, w_shotorg);
113 setsize(missile, '0 0 0', '0 0 0');
115 W_SetupProjVelocity_Explicit(
126 missile.angles = vectoangles(missile.velocity);
128 //missile.glow_color = 250; // 244, 250
129 //missile.glow_size = 120;
131 missile.touch = W_Blaster_Touch;
132 missile.flags = FL_PROJECTILE;
133 missile.missile_flags = MIF_SPLASH;
134 missile.projectiledeathtype = atk_deathtype;
135 missile.think = W_Blaster_Think;
136 missile.nextthink = time + atk_delay;
138 other = missile; MUTATOR_CALLHOOK(EditProjectile);
140 if(time >= missile.nextthink)
149 float W_Blaster(float request)
155 if(WEP_CVAR(blaster, secondary))
157 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
158 { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), FALSE); }
160 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
163 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
172 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
176 WEP_CVAR_PRI(blaster, shotangle),
177 WEP_CVAR_PRI(blaster, damage),
178 WEP_CVAR_PRI(blaster, edgedamage),
179 WEP_CVAR_PRI(blaster, radius),
180 WEP_CVAR_PRI(blaster, force),
181 WEP_CVAR_PRI(blaster, speed),
182 WEP_CVAR_PRI(blaster, spread),
183 WEP_CVAR_PRI(blaster, delay),
184 WEP_CVAR_PRI(blaster, lifetime)
186 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
189 else if(self.BUTTON_ATCK2)
191 switch(WEP_CVAR(blaster, secondary))
193 case 0: // switch to last used weapon
195 if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
200 case 1: // normal projectile secondary
202 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
205 WEP_BLASTER | HITTYPE_SECONDARY,
206 WEP_CVAR_SEC(blaster, shotangle),
207 WEP_CVAR_SEC(blaster, damage),
208 WEP_CVAR_SEC(blaster, edgedamage),
209 WEP_CVAR_SEC(blaster, radius),
210 WEP_CVAR_SEC(blaster, force),
211 WEP_CVAR_SEC(blaster, speed),
212 WEP_CVAR_SEC(blaster, spread),
213 WEP_CVAR_SEC(blaster, delay),
214 WEP_CVAR_SEC(blaster, lifetime)
216 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
228 precache_model("models/weapons/g_laser.md3");
229 precache_model("models/weapons/v_laser.md3");
230 precache_model("models/weapons/h_laser.iqm");
231 precache_sound("weapons/lasergun_fire.wav");
232 BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
238 self.ammo_field = ammo_none;
245 return TRUE; // laser has infinite ammo
250 BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
254 case WR_SUICIDEMESSAGE:
256 return WEAPON_BLASTER_SUICIDE;
261 return WEAPON_BLASTER_MURDER;
268 float W_Blaster(float request)
272 case WR_IMPACTEFFECT:
275 org2 = w_org + w_backoff * 6;
276 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
277 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
283 precache_sound("weapons/laserimpact.wav");
288 // no weapon specific image for this weapon