X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvaporizer.qc;h=4fd81eb309c5a76ae531579e8c0e4f27767137bb;hb=fd20a1f1eae2b2ba955ce9ddedc20cd151a6f362;hp=8cdeb61accad228365716bf78c1f03baafaa1111;hpb=32ca966802c45c4c231210c2d8776bc3f4135dc2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index 8cdeb61ac..4fd81eb30 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -1,49 +1,55 @@ #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") -); - -#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) \ - w_cvar(id, sn, PRI, ammo) \ - w_cvar(id, sn, PRI, animtime) \ - w_cvar(id, sn, PRI, damage) \ - w_cvar(id, sn, PRI, refire) \ - w_cvar(id, sn, SEC, ammo) \ - w_cvar(id, sn, SEC, animtime) \ - w_cvar(id, sn, SEC, damage) \ - w_cvar(id, sn, SEC, delay) \ - w_cvar(id, sn, SEC, edgedamage) \ - w_cvar(id, sn, SEC, force) \ - w_cvar(id, sn, SEC, lifetime) \ - w_cvar(id, sn, SEC, radius) \ - w_cvar(id, sn, SEC, refire) \ - w_cvar(id, sn, SEC, shotangle) \ - w_cvar(id, sn, SEC, speed) \ - w_cvar(id, sn, SEC, spread) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +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, m_name, string, _("Vaporizer")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, ammo, float, PRI) \ + P(class, prefix, animtime, float, PRI) \ + P(class, prefix, damage, float, PRI) \ + P(class, prefix, refire, float, PRI) \ + P(class, prefix, ammo, float, SEC) \ + P(class, prefix, animtime, float, SEC) \ + P(class, prefix, damage, float, SEC) \ + P(class, prefix, delay, float, SEC) \ + P(class, prefix, edgedamage, float, SEC) \ + P(class, prefix, force, float, SEC) \ + P(class, prefix, lifetime, float, SEC) \ + P(class, prefix, radius, float, SEC) \ + P(class, prefix, refire, float, SEC) \ + P(class, prefix, shotangle, float, SEC) \ + P(class, prefix, speed, float, SEC) \ + P(class, prefix, spread, float, SEC) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, weaponreplace, string, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, Vaporizer, vaporizer) +#undef X + +ENDCLASS(Vaporizer) +REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer)); + #ifdef SVQC -VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float vaporizer_lasthit; .float jump_interval; .float jump_interval2; @@ -54,12 +60,115 @@ VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #endif #ifdef IMPLEMENTATION + +REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE) + +#if defined(SVQC) +void SendCSQCVaporizerBeamParticle(entity player, int hit) { + vector v; + v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); + WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE); + WriteCoord(MSG_BROADCAST, w_shotorg.x); + WriteCoord(MSG_BROADCAST, w_shotorg.y); + WriteCoord(MSG_BROADCAST, w_shotorg.z); + WriteCoord(MSG_BROADCAST, v.x); + WriteCoord(MSG_BROADCAST, v.y); + WriteCoord(MSG_BROADCAST, v.z); + WriteByte(MSG_BROADCAST, hit); + WriteByte(MSG_BROADCAST, etof(player)); + WriteByte(MSG_BROADCAST, player.team); +} +#elif defined(CSQC) +bool autocvar_cl_vaporizerbeam_particle = false; +float autocvar_cl_vaporizerbeam_lifetime = 0.8; +float autocvar_cl_vaporizerbeam_colorboost = 0.7; + +string Draw_VaporizerBeam_trace_callback_tex; +float Draw_VaporizerBeam_trace_callback_rnd; +vector Draw_VaporizerBeam_trace_callback_rgb; +float Draw_VaporizerBeam_trace_callback_a; +void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end) +{ + float i; + vector vorg; + vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin); + for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i) + 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); + Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8; +} + +.vector vorg1, vorg2; +.float spawn_time; +void VaporizerBeam_Draw(entity this) +{ + //draw either the old v2.3 beam or the new beam + particles_alphamin = particles_alphamax = particles_fade = 1; + + string tex = "particles/lgbeam"; + if(this.cnt) + tex = "particles/gauntletbeam"; + vector rgb; + //entity e = CSQCModel_server2csqc(this.sv_entnum - 1); + //if (e == NULL) + //{ + rgb = colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true); + //rgb = '1 1 1'; + //} + //else + // rgb = e.glowmod; + rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost); + + float fail = (this.nextthink - time); + + Draw_VaporizerBeam_trace_callback_tex = tex; + Draw_VaporizerBeam_trace_callback_rnd = 0; + Draw_VaporizerBeam_trace_callback_rgb = rgb; + Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1); + WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, world, world, Draw_VaporizerBeam_trace_callback); + Draw_VaporizerBeam_trace_callback_tex = string_null; + + /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2)) + if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo())) + WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); + else + WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/ +} + +NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew) +{ + Net_Accept(vortex_beam); + setthink(this, SUB_Remove); + this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10); + this.draw = VaporizerBeam_Draw; + this.drawmask = MASK_NORMAL; + + this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord(); + this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord(); + this.cnt = ReadByte(); + int myowner = ReadByte(); + this.owner = playerslots[myowner - 1]; + this.sv_entnum = myowner; + this.team = ReadByte() - 1; + + if(autocvar_cl_vaporizerbeam_particle) + { + WarpZone_TrailParticles(world, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2); + this.draw = func_null; + this.drawmask = MASK_NORMAL; + remove(this); + } + + pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1); + return true; +} +#endif + #ifdef SVQC -spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); } +spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); } spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); } -void W_RocketMinsta_Explosion(vector loc) -{SELFPARAM(); +void W_RocketMinsta_Explosion(entity actor, vector loc) +{entity this = actor; if(accuracy_canbegooddamage(self)) accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0); entity dmgent = spawn(); @@ -69,19 +178,22 @@ void W_RocketMinsta_Explosion(vector loc) remove(dmgent); } -void W_Vaporizer_Attack(void) -{SELFPARAM(); +void W_Vaporizer_Attack(Weapon thiswep, entity actor) +{entity this = actor; 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); + W_SetupShot(self, true, 0, SND_Null, 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, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM); yoda = 0; damage_goodhits = 0; - FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); + FireRailgunBullet(self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id); + + // do this now, as goodhits is disabled below + SendCSQCVaporizerBeamParticle(self, damage_goodhits); if(yoda && flying) Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); @@ -93,25 +205,19 @@ void W_Vaporizer_Attack(void) self.vaporizer_lasthit = damage_goodhits; - Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - - // teamcolor / hit beam effect - 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_RocketMinsta_Explosion(self, trace_endpos); - W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); + W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo))); } -void W_RocketMinsta_Laser_Explode (void) -{SELFPARAM(); +void W_RocketMinsta_Laser_Explode (entity this) +{ if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) - if(other.deadflag == DEAD_NO) + if(!IS_DEAD(other)) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); @@ -121,16 +227,21 @@ void W_RocketMinsta_Laser_Explode (void) remove(self); } -void W_RocketMinsta_Laser_Touch (void) -{SELFPARAM(); +void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger) +{ + WITHSELF(this, W_RocketMinsta_Laser_Explode(this)); +} + +void W_RocketMinsta_Laser_Touch (entity this) +{ PROJECTILE_TOUCH; //W_RocketMinsta_Laser_Explode (); RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other); remove(self); } -void W_RocketMinsta_Attack2(void) -{SELFPARAM(); +void W_RocketMinsta_Attack2(entity actor) +{entity this = actor; makevectors(self.v_angle); entity proj; @@ -139,22 +250,21 @@ void W_RocketMinsta_Attack2(void) float spread = autocvar_g_rm_laser_spread; float rndspread = autocvar_g_rm_laser_spread_random; - float w = self.weapon; - self.weapon = WEP_ELECTRO.m_id; - 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; + Weapon w = PS(self).m_weapon; + PS(self).m_weapon = WEP_ELECTRO; + W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage); + PS(self).m_weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); while(counter < total) { - proj = spawn (); - proj.classname = "plasma_prim"; + proj = new(plasma_prim); proj.owner = proj.realowner = self; proj.bot_dodge = true; proj.bot_dodgerating = autocvar_g_rm_laser_damage; - proj.use = W_RocketMinsta_Laser_Explode; - proj.think = adaptor_think2use_hittype_splash; + proj.use = W_RocketMinsta_Laser_Explode_use; + setthink(proj, adaptor_think2use_hittype_splash); proj.nextthink = time + autocvar_g_rm_laser_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id; @@ -172,7 +282,7 @@ void W_RocketMinsta_Attack2(void) proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5); proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true); proj.angles = vectoangles(proj.velocity); - proj.touch = W_RocketMinsta_Laser_Touch; + settouch(proj, W_RocketMinsta_Laser_Touch); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH; @@ -184,30 +294,29 @@ void W_RocketMinsta_Attack2(void) } } -void W_RocketMinsta_Attack3 (void) -{SELFPARAM(); +void W_RocketMinsta_Attack3 (entity actor) +{entity this = actor; 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, SND(ELECTRO_FIRE2), CH_WEAPON_A, autocvar_g_rm_laser_damage); - self.weapon = w; + Weapon w = PS(self).m_weapon; + PS(self).m_weapon = WEP_ELECTRO; + W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage); + PS(self).m_weapon = w; Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); while(counter < total) { - proj = spawn (); - proj.classname = "plasma_prim"; + proj = new(plasma_prim); proj.owner = proj.realowner = self; proj.bot_dodge = true; proj.bot_dodgerating = autocvar_g_rm_laser_damage; - proj.use = W_RocketMinsta_Laser_Explode; - proj.think = adaptor_think2use_hittype_splash; + proj.use = W_RocketMinsta_Laser_Explode_use; + setthink(proj, adaptor_think2use_hittype_splash); proj.nextthink = time + autocvar_g_rm_laser_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id; @@ -223,7 +332,7 @@ void W_RocketMinsta_Attack3 (void) proj.velocity = w_shotdir * autocvar_g_rm_laser_speed; proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true); proj.angles = vectoangles(proj.velocity); - proj.touch = W_RocketMinsta_Laser_Touch; + settouch(proj, W_RocketMinsta_Laser_Touch); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH; @@ -235,200 +344,172 @@ void W_RocketMinsta_Attack3 (void) } } -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: - { - 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: - { - // 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(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire))) - { - W_Vaporizer_Attack(); - 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((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2) - { - if(self.jump_interval <= time && !self.held_down) - { - if(rapid) - self.held_down = true; - self.jump_interval = time + autocvar_g_rm_laser_refire; - self.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; - damage_goodhits = 0; - W_RocketMinsta_Attack2(); - } - else if(rapid && self.jump_interval2 <= time && self.held_down) - { - self.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; - damage_goodhits = 0; - W_RocketMinsta_Attack3(); - //weapon_thinkf(WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); - } - } - else if (self.jump_interval <= time) - { - // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) - self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(); - - // decrease ammo for the laser? - if(WEP_CVAR_SEC(vaporizer, ammo)) - W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo)); - - // ugly instagib hack to reuse the fire mode of the laser - makevectors(self.v_angle); - int oldwep = self.weapon; // we can't avoid this hack - self.weapon = WEP_BLASTER.m_id; - W_Blaster_Attack( - WEP_BLASTER.m_id | HITTYPE_SECONDARY, - WEP_CVAR_SEC(vaporizer, shotangle), - WEP_CVAR_SEC(vaporizer, damage), - WEP_CVAR_SEC(vaporizer, edgedamage), - WEP_CVAR_SEC(vaporizer, radius), - WEP_CVAR_SEC(vaporizer, force), - WEP_CVAR_SEC(vaporizer, speed), - WEP_CVAR_SEC(vaporizer, spread), - WEP_CVAR_SEC(vaporizer, delay), - WEP_CVAR_SEC(vaporizer, lifetime) - ); - self.weapon = oldwep; - - // now do normal refire - weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); - } - } - else - self.held_down = false; - - return true; - } - case WR_INIT: - { - //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: - { - self.ammo_field = WEP_AMMO(VAPORIZER); - self.vaporizer_lasthit = 0; - return true; - } - case WR_CHECKAMMO1: - { - 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: - { - if(!WEP_CVAR_SEC(vaporizer, ammo)) - return true; - 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: - { - VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; - } - case WR_RESETPLAYER: - { - self.vaporizer_lasthit = 0; - return true; - } - case WR_RELOAD: - { - 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, SND(RELOAD)); - return true; - } - case WR_SUICIDEMESSAGE: - { - return WEAPON_THINKING_WITH_PORTALS; - } - case WR_KILLMESSAGE: - { - return WEAPON_VAPORIZER_MURDER; - } - } - return false; +METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor)) +{ + entity this = actor; + if(self.(thiswep.ammo_field) > 0) + PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 1, false); + else + PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars } +METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + 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) && actor.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.clip_load < vaporizer_ammo) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } + if((fire & 1) && (actor.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(actor)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire))) + { + W_Vaporizer_Attack(thiswep, actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready); + } + } + if((fire & 2) || ((fire & 1) && !actor.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(actor.jump_interval <= time && !actor.held_down) + { + if(rapid) + actor.held_down = true; + actor.jump_interval = time + autocvar_g_rm_laser_refire; + actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay; + damage_goodhits = 0; + W_RocketMinsta_Attack2(actor); + } + else if(rapid && actor.jump_interval2 <= time && actor.held_down) + { + actor.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire; + damage_goodhits = 0; + W_RocketMinsta_Attack3(actor); + //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready); + } + } + else if (actor.jump_interval <= time) + { + // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib) + actor.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(); + + // decrease ammo for the laser? + if(WEP_CVAR_SEC(vaporizer, ammo)) + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo)); + + // ugly instagib hack to reuse the fire mode of the laser + makevectors(actor.v_angle); + Weapon oldwep = PS(actor).m_weapon; // we can't avoid this hack + PS(actor).m_weapon = WEP_BLASTER; + W_Blaster_Attack( + actor, + WEP_BLASTER.m_id | HITTYPE_SECONDARY, + WEP_CVAR_SEC(vaporizer, shotangle), + WEP_CVAR_SEC(vaporizer, damage), + WEP_CVAR_SEC(vaporizer, edgedamage), + WEP_CVAR_SEC(vaporizer, radius), + WEP_CVAR_SEC(vaporizer, force), + WEP_CVAR_SEC(vaporizer, speed), + WEP_CVAR_SEC(vaporizer, spread), + WEP_CVAR_SEC(vaporizer, delay), + WEP_CVAR_SEC(vaporizer, lifetime) + ); + PS(actor).m_weapon = oldwep; + + // now do normal refire + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready); + } + } + else + actor.held_down = false; +} +METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor)) +{ + entity this = actor; + self.ammo_field = (thiswep.ammo_field); + self.vaporizer_lasthit = 0; +} +METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor)) +{ + float vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)); + float ammo_amount = actor.(thiswep.ammo_field) >= vaporizer_ammo; + ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo; + return ammo_amount; +} +METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + if(!WEP_CVAR_SEC(vaporizer, ammo)) + return true; + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vaporizer, ammo); + ammo_amount += actor.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo); + return ammo_amount; +} +METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor)) +{ + entity this = actor; + self.vaporizer_lasthit = 0; +} +METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + 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(actor, used_ammo, SND_RELOAD); +} +METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_THINKING_WITH_PORTALS; +} +METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_VAPORIZER_MURDER; +} + #endif #ifdef CSQC -float W_Vaporizer(float req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: - { - 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, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } - } - else - { - pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1); - if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); } - } - return true; - } - case WR_INIT: - { - if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) - { - precache_pic("gfx/reticle_nex"); - } - return true; - } - case WR_ZOOMRETICLE: - { - if(button_zoom || zoomscript_caught) - { - reticle_image = "gfx/reticle_nex"; - return true; - } - else - { - // no weapon specific image for this weapon - return false; - } - } - } - return false; + +METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor)) +{ + entity this = actor; + vector org2 = w_org + w_backoff * 6; + if(w_deathtype & HITTYPE_SECONDARY) + { + pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); + if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } + } + else + { + pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1); + if(!w_issilent) { sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); } + } } +METHOD(Vaporizer, wr_init, void(entity thiswep)) +{ + if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) + { + precache_pic("gfx/reticle_nex"); + } +} +METHOD(Vaporizer, wr_zoomreticle, bool(entity thiswep)) +{ + if(button_zoom || zoomscript_caught) + { + reticle_image = "gfx/reticle_nex"; + return true; + } + else + { + // no weapon specific image for this weapon + return false; + } +} + #endif #endif