#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ VAPORIZER,
-/* function */ W_Vaporizer,
-/* ammotype */ ammo_cells,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '0.5 1 1',
-/* modelname */ "minstanex",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairminstanex 0.6",
-/* wepimg */ "weaponminstanex",
-/* refname */ "vaporizer",
-/* wepname */ _("Vaporizer")
-);
+CLASS(Vaporizer, Weapon)
+/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells)
+/* impulse */ ATTRIB(Vaporizer, impulse, int, 7)
+/* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
+/* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
+#ifndef MENUQC
+/* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
+#endif
+/* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
+/* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
+/* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
+/* wepname */ ATTRIB(Vaporizer, message, string, _("Vaporizer"));
+ENDCLASS(Vaporizer)
+REGISTER_WEAPON(VAPORIZER, NEW(Vaporizer));
#define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
#define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
remove(dmgent);
}
-void W_Vaporizer_Attack(void)
+void W_Vaporizer_Attack(Weapon thiswep)
{SELFPARAM();
bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
// handle sound separately so we can change the volume
// added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
- sound (self, CH_WEAPON_A, W_Sound("minstanexfire"), VOL_BASE * 0.8, ATTEN_NORM);
+ sound (self, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
yoda = 0;
damage_goodhits = 0;
Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
// teamcolor / hit beam effect
- vector v;
- v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- switch(self.team)
- {
- case NUM_TEAM_1: // Red
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_RED_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_RED, w_shotorg, v, 1);
- break;
- case NUM_TEAM_2: // Blue
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_BLUE_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_BLUE, w_shotorg, v, 1);
- break;
- case NUM_TEAM_3: // Yellow
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_YELLOW_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_YELLOW, w_shotorg, v, 1);
- break;
- case NUM_TEAM_4: // Pink
- if(damage_goodhits)
- Send_Effect(EFFECT_VAPORIZER_PINK_HIT, w_shotorg, v, 1);
- else
- Send_Effect(EFFECT_VAPORIZER_PINK, w_shotorg, v, 1);
- break;
- default:
- if(damage_goodhits)
- Send_Effect_("TE_TEI_G3_HIT", w_shotorg, v, 1);
- else
- Send_Effect_("TE_TEI_G3", w_shotorg, v, 1);
- break;
- }
+ vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ Send_Effect((damage_goodhits ? EFFECT_VAPORIZER_HIT(self.team) : EFFECT_VAPORIZER(self.team)), w_shotorg, v, 1);
if(autocvar_g_rm)
if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
W_RocketMinsta_Explosion(trace_endpos);
- W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
+ W_DecreaseAmmo(thiswep, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
}
void W_RocketMinsta_Laser_Explode (void)
void W_RocketMinsta_Attack2(void)
{SELFPARAM();
makevectors(self.v_angle);
-
+
entity proj;
float counter = 0;
float total = autocvar_g_rm_laser_count;
float w = self.weapon;
self.weapon = WEP_ELECTRO.m_id;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("crylink_fire"), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, autocvar_g_rm_laser_damage);
self.weapon = w;
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO.m_id;
setorigin(proj, w_shotorg);
-
+
proj.rm_force = autocvar_g_rm_laser_force / total;
proj.rm_damage = autocvar_g_rm_laser_damage / total;
proj.rm_edmg = proj.rm_damage;
-
+
//W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
proj.movetype = MOVETYPE_BOUNCEMISSILE;
void W_RocketMinsta_Attack3 (void)
{SELFPARAM();
makevectors(self.v_angle);
-
+
entity proj;
float counter = 0;
float total = 1;
int w = self.weapon;
self.weapon = WEP_ELECTRO.m_id;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("electro_fire2"), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage);
self.weapon = w;
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO.m_id;
setorigin(proj, w_shotorg);
-
+
proj.rm_force = autocvar_g_rm_laser_force / total;
proj.rm_damage = autocvar_g_rm_laser_damage / total;
proj.rm_edmg = proj.rm_damage;
-
+
//W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
proj.movetype = MOVETYPE_BOUNCEMISSILE;
}
}
-float W_Vaporizer(float req)
-{SELFPARAM();
- float ammo_amount;
- float vaporizer_ammo;
- float rapid = autocvar_g_rm_laser_rapid;
-
- // now multiple WR_s use this
- vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
-
- switch(req)
- {
- case WR_AIM:
+ METHOD(Vaporizer, wr_aim, void(entity thiswep))
{
if(self.WEP_AMMO(VAPORIZER) > 0)
self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
-
- return true;
}
- case WR_THINK:
+ METHOD(Vaporizer, wr_think, void(entity thiswep, bool fire1, bool fire2))
{
+ float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
// if the laser uses load, we also consider its ammo for reloading
- if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
+ if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(self.weapon);
+ w.wr_reload(w);
+ } else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) { // forced reload
+ Weapon w = get_weaponinfo(self.weapon);
+ w.wr_reload(w);
+ }
+ if(fire1 && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
+ if(weapon_prepareattack(false, WEP_CVAR_PRI(vaporizer, refire)))
{
- W_Vaporizer_Attack();
+ W_Vaporizer_Attack(thiswep);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
}
}
- if(self.BUTTON_ATCK2 || (self.BUTTON_ATCK && !self.ammo_cells && autocvar_g_rm))
+ if(fire2 || (fire1 && !self.ammo_cells && autocvar_g_rm))
{
if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
{
+ bool rapid = autocvar_g_rm_laser_rapid;
if(self.jump_interval <= time && !self.held_down)
{
if(rapid)
// decrease ammo for the laser?
if(WEP_CVAR_SEC(vaporizer, ammo))
- W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
+ W_DecreaseAmmo(thiswep, WEP_CVAR_SEC(vaporizer, ammo));
// ugly instagib hack to reuse the fire mode of the laser
makevectors(self.v_angle);
}
else
self.held_down = false;
-
- return true;
}
- case WR_INIT:
+ METHOD(Vaporizer, wr_init, void(entity thiswep))
{
- precache_model("models/nexflash.md3");
- precache_model(W_Model("g_minstanex.md3"));
- precache_model(W_Model("v_minstanex.md3"));
- precache_model(W_Model("h_minstanex.iqm"));
- precache_sound(W_Sound("minstanexfire"));
- precache_sound(W_Sound("nexwhoosh1"));
- precache_sound(W_Sound("nexwhoosh2"));
- precache_sound(W_Sound("nexwhoosh3"));
//W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Vaporizer, wr_setup, void(entity thiswep))
{
self.ammo_field = WEP_AMMO(VAPORIZER);
self.vaporizer_lasthit = 0;
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
+ float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+ float ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep))
{
if(!WEP_CVAR_SEC(vaporizer, ammo))
return true;
- ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
+ float ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Vaporizer, wr_config, void(entity thiswep))
{
VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Vaporizer, wr_resetplayer, void(entity thiswep))
{
self.vaporizer_lasthit = 0;
- return true;
}
- case WR_RELOAD:
+ METHOD(Vaporizer, wr_reload, void(entity thiswep))
{
+ float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
float used_ammo;
if(WEP_CVAR_SEC(vaporizer, ammo))
used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
else
used_ammo = vaporizer_ammo;
- W_Reload(used_ammo, W_Sound("reload"));
- return true;
+ W_Reload(used_ammo, SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Vaporizer, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(Vaporizer, wr_killmessage, int(entity thiswep))
{
return WEAPON_VAPORIZER_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-float W_Vaporizer(float req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Vaporizer, wr_impacteffect, void(entity thiswep))
{
vector org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_SECONDARY)
{
pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); }
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
}
else
{
pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
- if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM); }
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
}
- return true;
}
- case WR_INIT:
+ METHOD(Vaporizer, wr_init, void(entity thiswep))
{
- precache_sound(W_Sound("laserimpact"));
- precache_sound(W_Sound("neximpact"));
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");
}
- return true;
}
- case WR_ZOOMRETICLE:
+ METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep))
{
if(button_zoom || zoomscript_caught)
{
return false;
}
}
- }
- return false;
-}
+
#endif
#endif