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 WriteByte(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;
80 float autocvar_cl_vaporizerbeam_colorboost = 0.7;
82 string Draw_VaporizerBeam_trace_callback_tex;
83 float Draw_VaporizerBeam_trace_callback_rnd;
84 vector Draw_VaporizerBeam_trace_callback_rgb;
85 float Draw_VaporizerBeam_trace_callback_a;
86 void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
90 vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
91 for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
92 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);
93 Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
98 void VaporizerBeam_Draw(entity this)
100 //draw either the old v2.3 beam or the new beam
101 particles_alphamin = particles_alphamax = particles_fade = 1;
103 string tex = "particles/lgbeam";
105 tex = "particles/gauntletbeam";
107 //entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
110 rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true);
115 rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
117 float fail = (self.nextthink - time);
119 Draw_VaporizerBeam_trace_callback_tex = tex;
120 Draw_VaporizerBeam_trace_callback_rnd = 0;
121 Draw_VaporizerBeam_trace_callback_rgb = rgb;
122 Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
123 WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, world, world, Draw_VaporizerBeam_trace_callback);
124 Draw_VaporizerBeam_trace_callback_tex = string_null;
126 /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
127 if(autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || isdemo()))
128 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
130 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
133 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
135 Net_Accept(vortex_beam);
136 this.think = SUB_Remove_self;
137 this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
138 this.draw = VaporizerBeam_Draw;
139 this.drawmask = MASK_NORMAL;
141 this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
142 this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
143 this.cnt = ReadByte();
144 int myowner = ReadByte();
145 this.owner = playerslots[myowner - 1];
146 this.sv_entnum = myowner;
147 this.team = ReadByte() - 1;
149 if(autocvar_cl_vaporizerbeam_particle)
151 WarpZone_TrailParticles(world, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
152 this.draw = func_null;
153 this.drawmask = MASK_NORMAL;
157 pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
163 spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); }
164 spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); }
166 void W_RocketMinsta_Explosion(vector loc)
168 if(accuracy_canbegooddamage(self))
169 accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
170 entity dmgent = spawn();
171 dmgent.owner = dmgent.realowner = self;
172 setorigin(dmgent, loc);
173 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);
177 void W_Vaporizer_Attack(Weapon thiswep)
179 bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
180 float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
182 W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
183 // handle sound separately so we can change the volume
184 // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
185 sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
189 FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
191 // do this now, as goodhits is disabled below
192 SendCSQCVaporizerBeamParticle(self, damage_goodhits);
195 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
196 if(damage_goodhits && self.vaporizer_lasthit)
198 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
199 damage_goodhits = 0; // only every second time
202 self.vaporizer_lasthit = damage_goodhits;
205 if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
206 W_RocketMinsta_Explosion(trace_endpos);
208 W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
211 void W_RocketMinsta_Laser_Explode ()
213 if(other.takedamage == DAMAGE_AIM)
215 if(DIFF_TEAM(self.realowner, other))
216 if(other.deadflag == DEAD_NO)
218 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
220 self.event_damage = func_null;
221 self.takedamage = DAMAGE_NO;
222 RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
226 void W_RocketMinsta_Laser_Touch ()
229 //W_RocketMinsta_Laser_Explode ();
230 RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
234 void W_RocketMinsta_Attack2()
236 makevectors(self.v_angle);
240 float total = autocvar_g_rm_laser_count;
241 float spread = autocvar_g_rm_laser_spread;
242 float rndspread = autocvar_g_rm_laser_spread_random;
244 float w = self.weapon;
245 self.weapon = WEP_ELECTRO.m_id;
246 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
249 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
251 while(counter < total)
253 proj = new(plasma_prim);
254 proj.owner = proj.realowner = self;
255 proj.bot_dodge = true;
256 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
257 proj.use = W_RocketMinsta_Laser_Explode;
258 proj.think = adaptor_think2use_hittype_splash;
259 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
260 PROJECTILE_MAKETRIGGER(proj);
261 proj.projectiledeathtype = WEP_ELECTRO.m_id;
262 setorigin(proj, w_shotorg);
264 proj.rm_force = autocvar_g_rm_laser_force / total;
265 proj.rm_damage = autocvar_g_rm_laser_damage / total;
266 proj.rm_edmg = proj.rm_damage;
268 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
270 proj.movetype = MOVETYPE_BOUNCEMISSILE;
271 //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
272 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
273 proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
274 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
275 proj.angles = vectoangles(proj.velocity);
276 proj.touch = W_RocketMinsta_Laser_Touch;
277 setsize(proj, '0 0 -3', '0 0 -3');
278 proj.flags = FL_PROJECTILE;
279 proj.missile_flags = MIF_SPLASH;
281 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
283 MUTATOR_CALLHOOK(EditProjectile, self, proj);
288 void W_RocketMinsta_Attack3 ()
290 makevectors(self.v_angle);
297 self.weapon = WEP_ELECTRO.m_id;
298 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
301 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
303 while(counter < total)
305 proj = new(plasma_prim);
306 proj.owner = proj.realowner = self;
307 proj.bot_dodge = true;
308 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
309 proj.use = W_RocketMinsta_Laser_Explode;
310 proj.think = adaptor_think2use_hittype_splash;
311 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
312 PROJECTILE_MAKETRIGGER(proj);
313 proj.projectiledeathtype = WEP_ELECTRO.m_id;
314 setorigin(proj, w_shotorg);
316 proj.rm_force = autocvar_g_rm_laser_force / total;
317 proj.rm_damage = autocvar_g_rm_laser_damage / total;
318 proj.rm_edmg = proj.rm_damage;
320 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
322 proj.movetype = MOVETYPE_BOUNCEMISSILE;
323 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
324 proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
325 proj.angles = vectoangles(proj.velocity);
326 proj.touch = W_RocketMinsta_Laser_Touch;
327 setsize(proj, '0 0 -3', '0 0 -3');
328 proj.flags = FL_PROJECTILE;
329 proj.missile_flags = MIF_SPLASH;
331 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
333 MUTATOR_CALLHOOK(EditProjectile, self, proj);
338 METHOD(Vaporizer, wr_aim, void(entity thiswep))
340 if(self.WEP_AMMO(VAPORIZER) > 0)
341 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
343 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
345 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
347 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
348 // if the laser uses load, we also consider its ammo for reloading
349 if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
350 thiswep.wr_reload(thiswep);
351 } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload
352 thiswep.wr_reload(thiswep);
354 if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor))
356 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
358 W_Vaporizer_Attack(thiswep);
359 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
362 if((fire & 2) || ((fire & 1) && !actor.ammo_cells && autocvar_g_rm))
364 if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
366 bool rapid = autocvar_g_rm_laser_rapid;
367 if(actor.jump_interval <= time && !actor.held_down)
370 actor.held_down = true;
371 actor.jump_interval = time + autocvar_g_rm_laser_refire;
372 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
374 W_RocketMinsta_Attack2();
376 else if(rapid && actor.jump_interval2 <= time && actor.held_down)
378 actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
380 W_RocketMinsta_Attack3();
381 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
384 else if (actor.jump_interval <= time)
386 // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
387 actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
389 // decrease ammo for the laser?
390 if(WEP_CVAR_SEC(vaporizer, ammo))
391 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo));
393 // ugly instagib hack to reuse the fire mode of the laser
394 makevectors(actor.v_angle);
395 int oldwep = actor.weapon; // we can't avoid this hack
396 actor.weapon = WEP_BLASTER.m_id;
399 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
400 WEP_CVAR_SEC(vaporizer, shotangle),
401 WEP_CVAR_SEC(vaporizer, damage),
402 WEP_CVAR_SEC(vaporizer, edgedamage),
403 WEP_CVAR_SEC(vaporizer, radius),
404 WEP_CVAR_SEC(vaporizer, force),
405 WEP_CVAR_SEC(vaporizer, speed),
406 WEP_CVAR_SEC(vaporizer, spread),
407 WEP_CVAR_SEC(vaporizer, delay),
408 WEP_CVAR_SEC(vaporizer, lifetime)
410 actor.weapon = oldwep;
412 // now do normal refire
413 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
417 actor.held_down = false;
419 METHOD(Vaporizer, wr_init, void(entity thiswep))
421 //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
422 VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
424 METHOD(Vaporizer, wr_setup, void(entity thiswep))
426 self.ammo_field = WEP_AMMO(VAPORIZER);
427 self.vaporizer_lasthit = 0;
429 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
431 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
432 float ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
433 ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
436 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep))
438 if(!WEP_CVAR_SEC(vaporizer, ammo))
440 float ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
441 ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
444 METHOD(Vaporizer, wr_config, void(entity thiswep))
446 VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
448 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
450 self.vaporizer_lasthit = 0;
452 METHOD(Vaporizer, wr_reload, void(entity thiswep))
454 float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
456 if(WEP_CVAR_SEC(vaporizer, ammo))
457 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
459 used_ammo = vaporizer_ammo;
461 W_Reload(self, used_ammo, SND(RELOAD));
463 METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
465 return WEAPON_THINKING_WITH_PORTALS;
467 METHOD(Vaporizer, wr_killmessage, int(entity thiswep))
469 return WEAPON_VAPORIZER_MURDER;
475 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
477 vector org2 = w_org + w_backoff * 6;
478 if(w_deathtype & HITTYPE_SECONDARY)
480 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
481 if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
485 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
486 if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
489 METHOD(Vaporizer, wr_init, void(entity thiswep))
491 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
493 precache_pic("gfx/reticle_nex");
496 METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
498 if(button_zoom || zoomscript_caught)
500 reticle_image = "gfx/reticle_nex";
505 // no weapon specific image for this weapon