2 CLASS(Vaporizer, Weapon)
3 /* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Vaporizer, impulse, int, 7)
5 /* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN);
6 /* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
8 /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
10 /* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
12 /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
13 /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
15 /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
16 /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
18 REGISTER_WEAPON(VAPORIZER, NEW(Vaporizer));
20 #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
21 #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, PRI, ammo) \
23 w_cvar(id, sn, PRI, animtime) \
24 w_cvar(id, sn, PRI, damage) \
25 w_cvar(id, sn, PRI, refire) \
26 w_cvar(id, sn, SEC, ammo) \
27 w_cvar(id, sn, SEC, animtime) \
28 w_cvar(id, sn, SEC, damage) \
29 w_cvar(id, sn, SEC, delay) \
30 w_cvar(id, sn, SEC, edgedamage) \
31 w_cvar(id, sn, SEC, force) \
32 w_cvar(id, sn, SEC, lifetime) \
33 w_cvar(id, sn, SEC, radius) \
34 w_cvar(id, sn, SEC, refire) \
35 w_cvar(id, sn, SEC, shotangle) \
36 w_cvar(id, sn, SEC, speed) \
37 w_cvar(id, sn, SEC, spread) \
38 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
39 w_prop(id, sn, float, reloading_time, reload_time) \
40 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
41 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
42 w_prop(id, sn, string, weaponreplace, weaponreplace) \
43 w_prop(id, sn, float, weaponstart, weaponstart) \
44 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
45 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
48 VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
49 .float vaporizer_lasthit;
51 .float jump_interval2;
60 REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
63 void SendCSQCVaporizerBeamParticle(entity player, int hit) {
65 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
66 WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
67 WriteCoord(MSG_BROADCAST, w_shotorg.x);
68 WriteCoord(MSG_BROADCAST, w_shotorg.y);
69 WriteCoord(MSG_BROADCAST, w_shotorg.z);
70 WriteCoord(MSG_BROADCAST, v.x);
71 WriteCoord(MSG_BROADCAST, v.y);
72 WriteCoord(MSG_BROADCAST, v.z);
73 WriteByte(MSG_BROADCAST, hit);
74 WriteShort(MSG_BROADCAST, num_for_edict(player));
75 WriteByte(MSG_BROADCAST, player.team);
78 bool autocvar_cl_vaporizerbeam_particle = false;
79 float autocvar_cl_vaporizerbeam_lifetime = 0.8;
81 string Draw_VaporizerBeam_trace_callback_tex;
82 float Draw_VaporizerBeam_trace_callback_rnd;
83 vector Draw_VaporizerBeam_trace_callback_rgb;
84 float Draw_VaporizerBeam_trace_callback_a;
85 void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
89 vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
90 for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
91 Draw_CylindricLine(hit, start, 8, Draw_VaporizerBeam_trace_callback_tex, 0.25, Draw_VaporizerBeam_trace_callback_rnd, Draw_VaporizerBeam_trace_callback_rgb, min(1, Draw_VaporizerBeam_trace_callback_a - i), DRAWFLAG_NORMAL, vorg);
92 Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
97 void VaporizerBeam_Draw(entity this)
99 //draw either the old v2.3 beam or the new beam
100 particles_alphamin = particles_alphamax = particles_fade = 1;
102 string tex = "particles/lgbeam";
104 tex = "particles/gauntletbeam";
105 vector rgb = getcsqcplayercolor(this.sv_entnum);
108 float fail = (self.nextthink - time);
110 Draw_VaporizerBeam_trace_callback_tex = tex;
111 Draw_VaporizerBeam_trace_callback_rnd = 0;
112 Draw_VaporizerBeam_trace_callback_rgb = rgb;
113 Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
114 WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, world, world, Draw_VaporizerBeam_trace_callback);
115 Draw_VaporizerBeam_trace_callback_tex = string_null;
117 /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
118 if(autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || isdemo()))
119 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
121 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
124 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
126 Net_Accept(vortex_beam);
127 this.think = SUB_Remove;
128 this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
129 this.draw = VaporizerBeam_Draw;
130 this.drawmask = MASK_NORMAL;
132 this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
133 this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
134 this.cnt = ReadByte();
135 this.sv_entnum = ReadShort();
136 this.team = ReadByte() - 1;
138 if(autocvar_cl_vaporizerbeam_particle)
140 WarpZone_TrailParticles(world, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
141 this.draw = func_null;
142 this.drawmask = MASK_NORMAL;
146 pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
152 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
153 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
155 void W_RocketMinsta_Explosion(vector loc)
157 if(accuracy_canbegooddamage(self))
158 accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
159 entity dmgent = spawn();
160 dmgent.owner = dmgent.realowner = self;
161 setorigin(dmgent, loc);
162 RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
166 void W_Vaporizer_Attack(Weapon thiswep)
168 bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
169 float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
171 W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
172 // handle sound separately so we can change the volume
173 // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
174 sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
178 FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
180 // do this now, as goodhits is disabled below
181 SendCSQCVaporizerBeamParticle(self, damage_goodhits);
184 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
185 if(damage_goodhits && self.vaporizer_lasthit)
187 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
188 damage_goodhits = 0; // only every second time
191 self.vaporizer_lasthit = damage_goodhits;
194 if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
195 W_RocketMinsta_Explosion(trace_endpos);
197 W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
200 void W_RocketMinsta_Laser_Explode ()
202 if(other.takedamage == DAMAGE_AIM)
204 if(DIFF_TEAM(self.realowner, other))
205 if(other.deadflag == DEAD_NO)
207 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
209 self.event_damage = func_null;
210 self.takedamage = DAMAGE_NO;
211 RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
215 void W_RocketMinsta_Laser_Touch ()
218 //W_RocketMinsta_Laser_Explode ();
219 RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
223 void W_RocketMinsta_Attack2()
225 makevectors(self.v_angle);
229 float total = autocvar_g_rm_laser_count;
230 float spread = autocvar_g_rm_laser_spread;
231 float rndspread = autocvar_g_rm_laser_spread_random;
233 float w = self.weapon;
234 self.weapon = WEP_ELECTRO.m_id;
235 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
238 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
240 while(counter < total)
242 proj = new(plasma_prim);
243 proj.owner = proj.realowner = self;
244 proj.bot_dodge = true;
245 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
246 proj.use = W_RocketMinsta_Laser_Explode;
247 proj.think = adaptor_think2use_hittype_splash;
248 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
249 PROJECTILE_MAKETRIGGER(proj);
250 proj.projectiledeathtype = WEP_ELECTRO.m_id;
251 setorigin(proj, w_shotorg);
253 proj.rm_force = autocvar_g_rm_laser_force / total;
254 proj.rm_damage = autocvar_g_rm_laser_damage / total;
255 proj.rm_edmg = proj.rm_damage;
257 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
259 proj.movetype = MOVETYPE_BOUNCEMISSILE;
260 //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
261 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
262 proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
263 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
264 proj.angles = vectoangles(proj.velocity);
265 proj.touch = W_RocketMinsta_Laser_Touch;
266 setsize(proj, '0 0 -3', '0 0 -3');
267 proj.flags = FL_PROJECTILE;
268 proj.missile_flags = MIF_SPLASH;
270 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
272 MUTATOR_CALLHOOK(EditProjectile, self, proj);
277 void W_RocketMinsta_Attack3 ()
279 makevectors(self.v_angle);
286 self.weapon = WEP_ELECTRO.m_id;
287 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
290 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
292 while(counter < total)
294 proj = new(plasma_prim);
295 proj.owner = proj.realowner = self;
296 proj.bot_dodge = true;
297 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
298 proj.use = W_RocketMinsta_Laser_Explode;
299 proj.think = adaptor_think2use_hittype_splash;
300 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
301 PROJECTILE_MAKETRIGGER(proj);
302 proj.projectiledeathtype = WEP_ELECTRO.m_id;
303 setorigin(proj, w_shotorg);
305 proj.rm_force = autocvar_g_rm_laser_force / total;
306 proj.rm_damage = autocvar_g_rm_laser_damage / total;
307 proj.rm_edmg = proj.rm_damage;
309 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
311 proj.movetype = MOVETYPE_BOUNCEMISSILE;
312 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
313 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
314 proj.angles = vectoangles(proj.velocity);
315 proj.touch = W_RocketMinsta_Laser_Touch;
316 setsize(proj, '0 0 -3', '0 0 -3');
317 proj.flags = FL_PROJECTILE;
318 proj.missile_flags = MIF_SPLASH;
320 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
322 MUTATOR_CALLHOOK(EditProjectile, self, proj);
327 METHOD(Vaporizer, wr_aim, void(entity thiswep))
329 if(self.WEP_AMMO(VAPORIZER) > 0)
330 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
332 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
334 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
336 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
337 // if the laser uses load, we also consider its ammo for reloading
338 if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
339 Weapon w = get_weaponinfo(actor.weapon);
341 } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
342 Weapon w = get_weaponinfo(actor.weapon);
345 if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
347 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
349 W_Vaporizer_Attack(thiswep);
350 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
353 if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
355 if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
357 bool rapid = autocvar_g_rm_laser_rapid;
358 if(actor.jump_interval <= time && !actor.held_down)
361 actor.held_down = true;
362 actor.jump_interval = time + autocvar_g_rm_laser_refire;
363 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
365 W_RocketMinsta_Attack2();
367 else if(rapid && actor.jump_interval2 <= time && actor.held_down)
369 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
371 W_RocketMinsta_Attack3();
372 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
375 else if (actor.jump_interval <= time)
377 // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
378 actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
380 // decrease ammo for the laser?
381 if(WEP_CVAR_SEC(vaporizer, ammo))
382 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
384 // ugly instagib hack to reuse the fire mode of the laser
385 makevectors(actor.v_angle);
386 int oldwep = actor.weapon; // we can't avoid this hack
387 actor.weapon = WEP_BLASTER.m_id;
390 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
391 WEP_CVAR_SEC(vaporizer, shotangle),
392 WEP_CVAR_SEC(vaporizer, damage),
393 WEP_CVAR_SEC(vaporizer, edgedamage),
394 WEP_CVAR_SEC(vaporizer, radius),
395 WEP_CVAR_SEC(vaporizer, force),
396 WEP_CVAR_SEC(vaporizer, speed),
397 WEP_CVAR_SEC(vaporizer, spread),
398 WEP_CVAR_SEC(vaporizer, delay),
399 WEP_CVAR_SEC(vaporizer, lifetime)
401 actor.weapon = oldwep;
403 // now do normal refire
404 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
408 actor.held_down = false;
410 METHOD(Vaporizer, wr_init, void(entity thiswep))
412 //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
413 VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
415 METHOD(Vaporizer, wr_setup, void(entity thiswep))
417 self.ammo_field = WEP_AMMO(VAPORIZER);
418 self.vaporizer_lasthit = 0;
420 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
422 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
423 float ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
424 ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
427 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep))
429 if(!WEP_CVAR_SEC(vaporizer, ammo))
431 float ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
432 ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
435 METHOD(Vaporizer, wr_config, void(entity thiswep))
437 VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
439 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
441 self.vaporizer_lasthit = 0;
443 METHOD(Vaporizer, wr_reload, void(entity thiswep))
445 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
447 if(WEP_CVAR_SEC(vaporizer, ammo))
448 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
450 used_ammo = vaporizer_ammo;
452 W_Reload(self, used_ammo, SND(RELOAD));
454 METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
456 return WEAPON_THINKING_WITH_PORTALS;
458 METHOD(Vaporizer, wr_killmessage, int(entity thiswep))
460 return WEAPON_VAPORIZER_MURDER;
466 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
468 vector org2 = w_org + w_backoff * 6;
469 if(w_deathtype & HITTYPE_SECONDARY)
471 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
472 if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
476 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
477 if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
480 METHOD(Vaporizer, wr_init, void(entity thiswep))
482 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
484 precache_pic("gfx/reticle_nex");
487 METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
489 if(button_zoom || zoomscript_caught)
491 reticle_image = "gfx/reticle_nex";
496 // no weapon specific image for this weapon