+++ /dev/null
-#ifdef REGISTER_WEAPON
-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, 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)
-
-#ifdef SVQC
-VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-.float vaporizer_lasthit;
-.float jump_interval;
-#endif
-#else
-#ifdef SVQC
-void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
-void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
-
-void W_Vaporizer_Attack(void)
-{
- float flying;
- flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
-
- W_SetupShot(self, true, 0, "", CH_WEAPON_A, 10000);
- // 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, "weapons/minstanexfire.wav", VOL_BASE * 0.8, ATTEN_NORM);
-
- yoda = 0;
- damage_goodhits = 0;
- FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
-
- if(yoda && flying)
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- if(damage_goodhits && self.vaporizer_lasthit)
- {
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
- damage_goodhits = 0; // only every second time
- }
-
- self.vaporizer_lasthit = damage_goodhits;
-
- pointparticles(particleeffectnum("nex_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)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
- break;
- case NUM_TEAM_2: // Blue
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
- break;
- case NUM_TEAM_3: // Yellow
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
- break;
- case NUM_TEAM_4: // Pink
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
- break;
- default:
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
- break;
- }
-
- W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
-}
-
-float W_Vaporizer(float req)
-{
- float ammo_amount;
- float vaporizer_ammo;
-
- // 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);
- else if(self.BUTTON_ATCK)
- {
- if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
- {
- W_Vaporizer_Attack();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
- }
- }
- else if(self.BUTTON_ATCK2)
- {
- if(self.jump_interval <= time)
- if(weapon_prepareattack(1, -1))
- {
- // 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
- W_Blaster_Attack(
- WEP_VAPORIZER | 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)
- );
-
- // now do normal refire
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
- }
- }
-
- return true;
- }
- case WR_INIT:
- {
- precache_model("models/nexflash.md3");
- precache_model("models/weapons/g_minstanex.md3");
- precache_model("models/weapons/v_minstanex.md3");
- precache_model("models/weapons/h_minstanex.iqm");
- precache_sound("weapons/minstanexfire.wav");
- precache_sound("weapons/nexwhoosh1.wav");
- precache_sound("weapons/nexwhoosh2.wav");
- precache_sound("weapons/nexwhoosh3.wav");
- //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]) >= 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]) >= 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, "weapons/reload.wav");
- return true;
- }
- case WR_SUICIDEMESSAGE:
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- case WR_KILLMESSAGE:
- {
- return WEAPON_VAPORIZER_MURDER;
- }
- }
- return false;
-}
-#endif
-#ifdef CSQC
-float W_Vaporizer(float req)
-{
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
- }
- else
- {
- pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
- if(!w_issilent) { sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM); }
- }
- return true;
- }
- case WR_INIT:
- {
- precache_sound("weapons/laserimpact.wav");
- precache_sound("weapons/neximpact.wav");
- 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;
-}
-#endif
-#endif