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On second thought, undo all that shit... this system is WAYYY too hacky to
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_blaster.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ BLASTER,
4 /* function  */ W_Blaster,
5 /* ammotype  */ ammo_none,
6 /* impulse   */ 1,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ 0,
9 /* color     */ '1 0.5 0.5',
10 /* modelname */ "laser",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairlaser 0.4",
13 /* refname   */ "laser",
14 /* wepname   */ _("Blaster")
15 );
16
17 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
18 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19         w_cvar(id, sn, BOTH, animtime) \
20         w_cvar(id, sn, BOTH, damage) \
21         w_cvar(id, sn, BOTH, delay) \
22         w_cvar(id, sn, BOTH, edgedamage) \
23         w_cvar(id, sn, BOTH, force) \
24         w_cvar(id, sn, BOTH, lifetime) \
25         w_cvar(id, sn, BOTH, radius) \
26         w_cvar(id, sn, BOTH, refire) \
27         w_cvar(id, sn, BOTH, shotangle) \
28         w_cvar(id, sn, BOTH, speed) \
29         w_cvar(id, sn, BOTH, spread) \
30         w_cvar(id, sn, NONE, secondary) \
31         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
32         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
33         w_prop(id, sn, string, weaponreplace, weaponreplace) \
34         w_prop(id, sn, float,  weaponstart, weaponstart) \
35         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
36
37 #ifdef SVQC
38 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
39 .float blaster_damage;
40 .float blaster_edgedamage;
41 .float blaster_radius;
42 .float blaster_force;
43 .float blaster_lifetime;
44 #endif
45 #else
46 #ifdef SVQC
47 void spawnfunc_weapon_blaster() { weapon_defaultspawnfunc(WEP_BLASTER); }
48 void spawnfunc_weapon_laser() { spawnfunc_weapon_blaster(); }
49
50 void W_Blaster_Touch()
51 {
52         PROJECTILE_TOUCH;
53
54         self.event_damage = func_null;
55
56         RadiusDamage(
57                 self,
58                 self.realowner,
59                 self.blaster_damage,
60                 self.blaster_edgedamage,
61                 self.blaster_radius,
62                 world,
63                 world,
64                 self.blaster_force,
65                 self.projectiledeathtype,
66                 other
67         );
68         
69         remove(self);
70 }
71
72 void W_Blaster_Think()
73 {
74         self.movetype = MOVETYPE_FLY;
75         self.think = SUB_Remove;
76         self.nextthink = time + self.blaster_lifetime;
77         CSQCProjectile(self, TRUE, PROJECTILE_BLASTER, TRUE);
78 }
79
80 void W_Blaster_Attack(
81         float atk_shotangle,
82         float atk_damage,
83         float atk_edgedamage,
84         float atk_radius,
85         float atk_force,
86         float atk_speed,
87         float atk_spread,
88         float atk_delay,
89         float atk_lifetime)
90 {
91         vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
92
93         W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
94         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
95
96         entity missile = spawn();
97         missile.owner = missile.realowner = self;
98         missile.classname = "blasterbolt";
99         missile.bot_dodge = TRUE;
100         missile.bot_dodgerating = atk_damage;
101         PROJECTILE_MAKETRIGGER(missile);
102
103         missile.blaster_damage = atk_damage;
104         missile.blaster_edgedamage = atk_edgedamage;
105         missile.blaster_radius = atk_radius;
106         missile.blaster_force = atk_force;
107         missile.blaster_lifetime = atk_lifetime;
108
109         setorigin(missile, w_shotorg);
110         setsize(missile, '0 0 0', '0 0 0');
111         
112         W_SetupProjVelocity_Explicit(
113                 missile,
114                 w_shotdir,
115                 v_up,
116                 atk_speed,
117                 0,
118                 0,
119                 atk_spread,
120                 FALSE
121         );
122         
123         missile.angles = vectoangles(missile.velocity);
124         
125         //missile.glow_color = 250; // 244, 250
126         //missile.glow_size = 120;
127
128         missile.touch = W_Blaster_Touch;
129         missile.flags = FL_PROJECTILE;
130         missile.missile_flags = MIF_SPLASH;
131         missile.projectiledeathtype = WEP_BLASTER; 
132         missile.think = W_Blaster_Think;
133         missile.nextthink = time + atk_delay;
134
135         other = missile; MUTATOR_CALLHOOK(EditProjectile);
136
137         if(time >= missile.nextthink)
138         {
139                 entity oldself;
140                 oldself = self;
141                 self = missile;
142                 self.think();
143                 self = oldself;
144         }
145 }
146 float W_Blaster(float request)
147 {
148         switch(request)
149         {
150                 case WR_AIM:
151                 {
152                         if(WEP_CVAR(blaster, secondary))
153                         {
154                                 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
155                                         { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), FALSE); }
156                                 else
157                                         { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
158                         }
159                         else
160                                 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), FALSE); }
161
162                         return TRUE;
163                 }
164                 
165                 case WR_THINK:
166                 {
167                         if(self.BUTTON_ATCK)
168                         {
169                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
170                                 {
171                                         W_Blaster_Attack(
172                                                 WEP_CVAR_PRI(blaster, shotangle),
173                                                 WEP_CVAR_PRI(blaster, damage),
174                                                 WEP_CVAR_PRI(blaster, edgedamage),
175                                                 WEP_CVAR_PRI(blaster, radius),
176                                                 WEP_CVAR_PRI(blaster, force),
177                                                 WEP_CVAR_PRI(blaster, speed),
178                                                 WEP_CVAR_PRI(blaster, spread),
179                                                 WEP_CVAR_PRI(blaster, delay),
180                                                 WEP_CVAR_PRI(blaster, lifetime)
181                                         );
182                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
183                                 }
184                         }
185                         else if(self.BUTTON_ATCK2)
186                         {
187                                 switch(WEP_CVAR(blaster, secondary))
188                                 {
189                                         case 0: // switch to last used weapon
190                                         {
191                                                 if(self.switchweapon == WEP_BLASTER) // don't do this if already switching
192                                                         W_LastWeapon();
193                                                 break;
194                                         }
195
196                                         case 1: // normal projectile secondary
197                                         {
198                                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
199                                                 {
200                                                         W_Blaster_Attack(
201                                                                 WEP_CVAR_SEC(blaster, shotangle),
202                                                                 WEP_CVAR_SEC(blaster, damage),
203                                                                 WEP_CVAR_SEC(blaster, edgedamage),
204                                                                 WEP_CVAR_SEC(blaster, radius),
205                                                                 WEP_CVAR_SEC(blaster, force),
206                                                                 WEP_CVAR_SEC(blaster, speed),
207                                                                 WEP_CVAR_SEC(blaster, spread),
208                                                                 WEP_CVAR_SEC(blaster, delay),
209                                                                 WEP_CVAR_SEC(blaster, lifetime)
210                                                         );
211                                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
212                                                 }
213
214                                                 break;
215                                         }
216                                 }
217                         }
218                         return TRUE;
219                 }
220                 
221                 case WR_INIT: 
222                 {
223                         precache_model("models/weapons/g_laser.md3");
224                         precache_model("models/weapons/v_laser.md3");
225                         precache_model("models/weapons/h_laser.iqm");
226                         precache_sound("weapons/lasergun_fire.wav");
227                         BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
228                         return TRUE;
229                 }
230                 
231                 case WR_SETUP:
232                 {
233                         self.ammo_field = ammo_none;
234                         return TRUE;
235                 }
236                 
237                 case WR_CHECKAMMO1:
238                 case WR_CHECKAMMO2:
239                 {
240                         return TRUE; // laser has infinite ammo
241                 }
242                 
243                 case WR_CONFIG:
244                 {
245                         BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
246                         return TRUE;
247                 }
248                 
249                 case WR_SUICIDEMESSAGE:
250                 {
251                         return WEAPON_LASER_SUICIDE;
252                 }
253                 
254                 case WR_KILLMESSAGE:
255                 {
256                         return WEAPON_LASER_MURDER;
257                 }
258         }
259         
260         return TRUE;
261 }
262 #endif
263 #ifdef CSQC
264 float W_Blaster(float request)
265 {
266         switch(request)
267         {
268                 case WR_IMPACTEFFECT:
269                 {
270                         vector org2;
271                         org2 = w_org + w_backoff * 6;
272                         pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
273                         if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
274                         return TRUE;
275                 }
276                 
277                 case WR_INIT:
278                 {
279                         precache_sound("weapons/laserimpact.wav");
280                         return TRUE;
281                 }
282                 case WR_ZOOMRETICLE:
283                 {
284                         // no weapon specific image for this weapon
285                         return FALSE;
286                 }
287         }
288         
289         return TRUE;
290 }
291 #endif
292 #endif