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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ VAPORIZER,
4 /* function  */ W_Vaporizer,
5 /* ammotype  */ ammo_cells,
6 /* impulse   */ 7,
7 /* flags     */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '0.5 1 1',
10 /* modelname */ "minstanex",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairminstanex 0.6",
13 /* wepimg    */ "weaponminstanex",
14 /* refname   */ "vaporizer",
15 /* wepname   */ _("Vaporizer")
16 );
17
18 #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
19 #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, PRI, ammo) \
21         w_cvar(id, sn, PRI, animtime) \
22         w_cvar(id, sn, PRI, damage) \
23         w_cvar(id, sn, PRI, refire) \
24         w_cvar(id, sn, SEC, ammo) \
25         w_cvar(id, sn, SEC, animtime) \
26         w_cvar(id, sn, SEC, damage) \
27         w_cvar(id, sn, SEC, delay) \
28         w_cvar(id, sn, SEC, edgedamage) \
29         w_cvar(id, sn, SEC, force) \
30         w_cvar(id, sn, SEC, lifetime) \
31         w_cvar(id, sn, SEC, radius) \
32         w_cvar(id, sn, SEC, refire) \
33         w_cvar(id, sn, SEC, shotangle) \
34         w_cvar(id, sn, SEC, speed) \
35         w_cvar(id, sn, SEC, spread) \
36         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
37         w_prop(id, sn, float,  reloading_time, reload_time) \
38         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
39         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
40         w_prop(id, sn, string, weaponreplace, weaponreplace) \
41         w_prop(id, sn, float,  weaponstart, weaponstart) \
42         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
43         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
44
45 #ifdef SVQC
46 VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 .float vaporizer_lasthit;
48 .float jump_interval;
49 #endif
50 #else
51 #ifdef SVQC
52 void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
53 void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
54
55 void W_Vaporizer_Attack(void)
56 {
57         float flying, vaporizer_damage;
58         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
59         vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
60
61         W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
62         // handle sound separately so we can change the volume
63         // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
64         sound (self, CH_WEAPON_A, "weapons/minstanexfire.wav", VOL_BASE * 0.8, ATTEN_NORM);
65
66         yoda = 0;
67         damage_goodhits = 0;
68         FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER);
69
70         if(yoda && flying)
71                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
72         if(damage_goodhits && self.vaporizer_lasthit)
73         {
74                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
75                 damage_goodhits = 0; // only every second time
76         }
77
78         self.vaporizer_lasthit = damage_goodhits;
79
80         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
81
82         // teamcolor / hit beam effect
83         vector v;
84         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
85         switch(self.team)
86         {
87                 case NUM_TEAM_1:   // Red
88                         if(damage_goodhits)
89                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
90                         else
91                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
92                         break;
93                 case NUM_TEAM_2:   // Blue
94                         if(damage_goodhits)
95                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
96                         else
97                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
98                         break;
99                 case NUM_TEAM_3:   // Yellow
100                         if(damage_goodhits)
101                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
102                         else
103                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
104                         break;
105                 case NUM_TEAM_4:   // Pink
106                         if(damage_goodhits)
107                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
108                         else
109                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
110                         break;
111                 default:
112                         if(damage_goodhits)
113                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
114                         else
115                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
116                         break;
117         }
118
119         W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
120 }
121
122 float W_Vaporizer(float req)
123 {
124         float ammo_amount;
125         float vaporizer_ammo;
126
127         // now multiple WR_s use this
128         vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
129
130         switch(req)
131         {
132                 case WR_AIM:
133                 {
134                         if(self.WEP_AMMO(VAPORIZER) > 0)
135                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
136                         else
137                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
138
139                         return true;
140                 }
141                 case WR_THINK:
142                 {
143                         // if the laser uses load, we also consider its ammo for reloading
144                         if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
145                                 WEP_ACTION(self.weapon, WR_RELOAD);
146                         else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
147                                 WEP_ACTION(self.weapon, WR_RELOAD);
148                         else if(self.BUTTON_ATCK)
149                         {
150                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
151                                 {
152                                         W_Vaporizer_Attack();
153                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
154                                 }
155                         }
156                         else if(self.BUTTON_ATCK2)
157                         {
158                                 if(self.jump_interval <= time)
159                                 if(weapon_prepareattack(1, -1))
160                                 {
161                                         // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
162                                         self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
163
164                                         // decrease ammo for the laser?
165                                         if(WEP_CVAR_SEC(vaporizer, ammo))
166                                                 W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
167
168                                         // ugly instagib hack to reuse the fire mode of the laser
169                                         int oldwep = self.weapon; // we can't avoid this hack
170                                         self.weapon = WEP_BLASTER;
171                                         W_Blaster_Attack(
172                                                 WEP_BLASTER | HITTYPE_SECONDARY,
173                                                 WEP_CVAR_SEC(vaporizer, shotangle),
174                                                 WEP_CVAR_SEC(vaporizer, damage),
175                                                 WEP_CVAR_SEC(vaporizer, edgedamage),
176                                                 WEP_CVAR_SEC(vaporizer, radius),
177                                                 WEP_CVAR_SEC(vaporizer, force),
178                                                 WEP_CVAR_SEC(vaporizer, speed),
179                                                 WEP_CVAR_SEC(vaporizer, spread),
180                                                 WEP_CVAR_SEC(vaporizer, delay),
181                                                 WEP_CVAR_SEC(vaporizer, lifetime)
182                                         );
183                                         self.weapon = oldwep;
184
185                                         // now do normal refire
186                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
187                                 }
188                         }
189
190                         return true;
191                 }
192                 case WR_INIT:
193                 {
194                         precache_model("models/nexflash.md3");
195                         precache_model("models/weapons/g_minstanex.md3");
196                         precache_model("models/weapons/v_minstanex.md3");
197                         precache_model("models/weapons/h_minstanex.iqm");
198                         precache_sound("weapons/minstanexfire.wav");
199                         precache_sound("weapons/nexwhoosh1.wav");
200                         precache_sound("weapons/nexwhoosh2.wav");
201                         precache_sound("weapons/nexwhoosh3.wav");
202                         //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
203                         VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
204                         return true;
205                 }
206                 case WR_SETUP:
207                 {
208                         self.ammo_field = WEP_AMMO(VAPORIZER);
209                         self.vaporizer_lasthit = 0;
210                         return true;
211                 }
212                 case WR_CHECKAMMO1:
213                 {
214                         ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
215                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= vaporizer_ammo;
216                         return ammo_amount;
217                 }
218                 case WR_CHECKAMMO2:
219                 {
220                         if(!WEP_CVAR_SEC(vaporizer, ammo))
221                                 return true;
222                         ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
223                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= WEP_CVAR_SEC(vaporizer, ammo);
224                         return ammo_amount;
225                 }
226                 case WR_CONFIG:
227                 {
228                         VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
229                         return true;
230                 }
231                 case WR_RESETPLAYER:
232                 {
233                         self.vaporizer_lasthit = 0;
234                         return true;
235                 }
236                 case WR_RELOAD:
237                 {
238                         float used_ammo;
239                         if(WEP_CVAR_SEC(vaporizer, ammo))
240                                 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
241                         else
242                                 used_ammo = vaporizer_ammo;
243
244                         W_Reload(used_ammo, "weapons/reload.wav");
245                         return true;
246                 }
247                 case WR_SUICIDEMESSAGE:
248                 {
249                         return WEAPON_THINKING_WITH_PORTALS;
250                 }
251                 case WR_KILLMESSAGE:
252                 {
253                         return WEAPON_VAPORIZER_MURDER;
254                 }
255         }
256         return false;
257 }
258 #endif
259 #ifdef CSQC
260 float W_Vaporizer(float req)
261 {
262         switch(req)
263         {
264                 case WR_IMPACTEFFECT:
265                 {
266                         vector org2;
267                         org2 = w_org + w_backoff * 6;
268                         if(w_deathtype & HITTYPE_SECONDARY)
269                         {
270                                 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
271                                 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
272                         }
273                         else
274                         {
275                                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
276                                 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM); }
277                         }
278                         return true;
279                 }
280                 case WR_INIT:
281                 {
282                         precache_sound("weapons/laserimpact.wav");
283                         precache_sound("weapons/neximpact.wav");
284                         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
285                         {
286                                 precache_pic("gfx/reticle_nex");
287                         }
288                         return true;
289                 }
290                 case WR_ZOOMRETICLE:
291                 {
292                         if(button_zoom || zoomscript_caught)
293                         {
294                                 reticle_image = "gfx/reticle_nex";
295                                 return true;
296                         }
297                         else
298                         {
299                                 // no weapon specific image for this weapon
300                                 return false;
301                         }
302                 }
303         }
304         return false;
305 }
306 #endif
307 #endif