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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 0.4",
13 /* refname   */ "vaporizer",
14 /* wepname   */ _("Vaporizer")
15 );
16
17 #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
18 #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19         w_cvar(id, sn, PRI, ammo) \
20         w_cvar(id, sn, PRI, animtime) \
21         w_cvar(id, sn, PRI, refire) \
22         w_cvar(id, sn, SEC, ammo) \
23         w_cvar(id, sn, SEC, animtime) \
24         w_cvar(id, sn, SEC, damage) \
25         w_cvar(id, sn, SEC, delay) \
26         w_cvar(id, sn, SEC, edgedamage) \
27         w_cvar(id, sn, SEC, force) \
28         w_cvar(id, sn, SEC, lifetime) \
29         w_cvar(id, sn, SEC, radius) \
30         w_cvar(id, sn, SEC, refire) \
31         w_cvar(id, sn, SEC, shotangle) \
32         w_cvar(id, sn, SEC, speed) \
33         w_cvar(id, sn, SEC, spread) \
34         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
35         w_prop(id, sn, float,  reloading_time, reload_time) \
36         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
37         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
38         w_prop(id, sn, string, weaponreplace, weaponreplace) \
39         w_prop(id, sn, float,  weaponstart, weaponstart) \
40         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
41
42 #ifdef SVQC
43 VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
44 .float vaporizer_lasthit;
45 .float jump_interval;
46 #endif
47 #else
48 #ifdef SVQC
49 void spawnfunc_weapon_vaporizer (void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
50 void spawnfunc_weapon_minstanex () { spawnfunc_weapon_vaporizer(); }
51
52 void W_Vaporizer_Attack (void)
53 {
54         float flying;
55         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
56
57         W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
58
59         yoda = 0;
60         damage_goodhits = 0;
61         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
62
63         if(yoda && flying)
64                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
65         if(damage_goodhits && self.vaporizer_lasthit)
66         {
67                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
68                 damage_goodhits = 0; // only every second time
69         }
70
71         self.vaporizer_lasthit = damage_goodhits;
72
73         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
74
75         // teamcolor / hit beam effect
76         vector v;
77         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
78         switch(self.team)
79         {
80                 case NUM_TEAM_1:   // Red
81                         if(damage_goodhits)
82                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
83                         else
84                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
85                         break;
86                 case NUM_TEAM_2:   // Blue
87                         if(damage_goodhits)
88                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
89                         else
90                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
91                         break;
92                 case NUM_TEAM_3:   // Yellow
93                         if(damage_goodhits)
94                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
95                         else
96                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
97                         break;
98                 case NUM_TEAM_4:   // Pink
99                         if(damage_goodhits)
100                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
101                         else
102                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
103                         break;
104                 default:
105                         if(damage_goodhits)
106                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
107                         else
108                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
109                         break;
110         }
111         
112         W_DecreaseAmmo(((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
113 }
114
115 float W_Vaporizer(float req)
116 {
117         float ammo_amount;
118         float vaporizer_ammo;
119
120         // now multiple WR_s use this
121         vaporizer_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
122
123         switch(req)
124         {
125                 case WR_AIM:
126                 {
127                         if(self.WEP_AMMO(VAPORIZER) > 0)
128                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
129                         else
130                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), FALSE); // WEAPONTODO: replace with proper vaporizer cvars
131                                 
132                         return TRUE;
133                 }
134                 case WR_THINK:
135                 {
136                         // if the laser uses load, we also consider its ammo for reloading
137                         if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
138                                 WEP_ACTION(self.weapon, WR_RELOAD);
139                         else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
140                                 WEP_ACTION(self.weapon, WR_RELOAD);
141                         else if (self.BUTTON_ATCK)
142                         {
143                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
144                                 {
145                                         W_Vaporizer_Attack();
146                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
147                                 }
148                         }
149                         else if (self.BUTTON_ATCK2)
150                         {
151                                 if (self.jump_interval <= time)
152                                 if (weapon_prepareattack(1, -1))
153                                 {
154                                         // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
155                                         self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
156                                         
157                                         // decrease ammo for the laser?
158                                         if(WEP_CVAR_SEC(vaporizer, ammo))
159                                                 W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
160
161                                         // ugly minstagib hack to reuse the fire mode of the laser
162                                         float w;
163                                         w = self.weapon;
164                                         self.weapon = WEP_BLASTER;
165                                         W_Blaster_Attack(
166                                                 WEP_CVAR_SEC(vaporizer, shotangle),
167                                                 WEP_CVAR_SEC(vaporizer, damage),
168                                                 WEP_CVAR_SEC(vaporizer, edgedamage),
169                                                 WEP_CVAR_SEC(vaporizer, radius),
170                                                 WEP_CVAR_SEC(vaporizer, force),
171                                                 WEP_CVAR_SEC(vaporizer, speed),
172                                                 WEP_CVAR_SEC(vaporizer, spread),
173                                                 WEP_CVAR_SEC(vaporizer, delay),
174                                                 WEP_CVAR_SEC(vaporizer, lifetime)
175                                         );
176                                         self.weapon = w;
177                                         
178                                         // now do normal refire
179                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
180                                 }
181                         }
182                         
183                         return TRUE;
184                 }
185                 case WR_INIT:
186                 {
187                         precache_model("models/nexflash.md3");
188                         precache_model("models/weapons/g_minstanex.md3");
189                         precache_model("models/weapons/v_minstanex.md3");
190                         precache_model("models/weapons/h_minstanex.iqm");
191                         precache_sound("weapons/minstanexfire.wav");
192                         precache_sound("weapons/nexwhoosh1.wav");
193                         precache_sound("weapons/nexwhoosh2.wav");
194                         precache_sound("weapons/nexwhoosh3.wav");
195                         //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
196                         VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
197                         return TRUE;
198                 }
199                 case WR_SETUP:
200                 {
201                         self.ammo_field = WEP_AMMO(VAPORIZER);
202                         self.vaporizer_lasthit = 0;
203                         return TRUE;
204                 }
205                 case WR_CHECKAMMO1:
206                 {
207                         ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
208                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= vaporizer_ammo;
209                         return ammo_amount;
210                 }
211                 case WR_CHECKAMMO2:
212                 {
213                         if(!WEP_CVAR_SEC(vaporizer, ammo))
214                                 return TRUE;
215                         ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
216                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= WEP_CVAR_SEC(vaporizer, ammo);
217                         return ammo_amount;
218                 }
219                 case WR_CONFIG:
220                 {
221                         VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
222                         return TRUE;
223                 }
224                 case WR_RESETPLAYER:
225                 {
226                         self.vaporizer_lasthit = 0;
227                         return TRUE;
228                 }
229                 case WR_RELOAD:
230                 {
231                         float used_ammo;
232                         if(WEP_CVAR_SEC(vaporizer, ammo))
233                                 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
234                         else
235                                 used_ammo = vaporizer_ammo;
236
237                         W_Reload(used_ammo, "weapons/reload.wav");
238                         return TRUE;
239                 }
240                 case WR_SUICIDEMESSAGE:
241                 {
242                         return WEAPON_THINKING_WITH_PORTALS;
243                 }
244                 case WR_KILLMESSAGE:
245                 {
246                         return WEAPON_VAPORIZER_MURDER;
247                 }
248         }
249         return TRUE;
250 }
251 #endif
252 #ifdef CSQC
253 float W_Vaporizer(float req)
254 {
255         switch(req)
256         {
257                 case WR_IMPACTEFFECT:
258                 {
259                         vector org2;
260                         org2 = w_org + w_backoff * 6;
261                         pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
262                         if(!w_issilent)
263                                 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
264                                 
265                         return TRUE;
266                 }
267                 case WR_INIT:
268                 {
269                         precache_sound("weapons/neximpact.wav");
270                         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
271                         {
272                                 precache_pic("gfx/reticle_nex");
273                         }
274                         return TRUE;
275                 }
276                 case WR_ZOOMRETICLE:
277                 {
278                         if(button_zoom || zoomscript_caught)
279                         {
280                                 reticle_image = "gfx/reticle_nex";
281                                 return TRUE;
282                         }
283                         else
284                         {
285                                 // no weapon specific image for this weapon
286                                 return FALSE;
287                         }
288                 }
289         }
290         return TRUE;
291 }
292 #endif
293 #endif