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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ VAPORIZER,
4 /* function */ w_vaporizer,
5 /* ammotype */ ammo_cells,
6 /* impulse  */ 7,
7 /* flags    */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
8 /* rating   */ BOT_PICKUP_RATING_HIGH,
9 /* color        */ '0.5 1 1',
10 /* model    */ "minstanex",
11 /* netname  */ "minstanex",
12 /* fullname */ _("Vaporizer")
13 );
14
15 #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
16 #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17         w_cvar(id, sn, PRI, ammo) \
18         w_cvar(id, sn, PRI, animtime) \
19         w_cvar(id, sn, PRI, refire) \
20         w_cvar(id, sn, SEC, ammo) \
21         w_cvar(id, sn, SEC, animtime) \
22         w_cvar(id, sn, SEC, damage) \
23         w_cvar(id, sn, SEC, delay) \
24         w_cvar(id, sn, SEC, edgedamage) \
25         w_cvar(id, sn, SEC, force) \
26         w_cvar(id, sn, SEC, lifetime) \
27         w_cvar(id, sn, SEC, radius) \
28         w_cvar(id, sn, SEC, refire) \
29         w_cvar(id, sn, SEC, shotangle) \
30         w_cvar(id, sn, SEC, speed) \
31         w_cvar(id, sn, SEC, spread) \
32         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
33         w_prop(id, sn, float,  reloading_time, reload_time) \
34         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
35         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
36         w_prop(id, sn, string, weaponreplace, weaponreplace) \
37         w_prop(id, sn, float,  weaponstart, weaponstart) \
38         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
39
40 #ifdef SVQC
41 VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
42 .float vaporizer_lasthit;
43 .float jump_interval;
44 #endif
45 #else
46 #ifdef SVQC
47 void spawnfunc_weapon_vaporizer (void) { weapon_defaultspawnfunc(WEP_VAPORIZER); }
48
49 void W_Vaporizer_Attack (void)
50 {
51         float flying;
52         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
53
54         W_SetupShot (self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
55
56         yoda = 0;
57         damage_goodhits = 0;
58         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER);
59
60         if(yoda && flying)
61                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
62         if(damage_goodhits && self.vaporizer_lasthit)
63         {
64                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
65                 damage_goodhits = 0; // only every second time
66         }
67
68         self.vaporizer_lasthit = damage_goodhits;
69
70         pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
71
72         // teamcolor / hit beam effect
73         vector v;
74         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
75         switch(self.team)
76         {
77                 case NUM_TEAM_1:   // Red
78                         if(damage_goodhits)
79                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
80                         else
81                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
82                         break;
83                 case NUM_TEAM_2:   // Blue
84                         if(damage_goodhits)
85                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
86                         else
87                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
88                         break;
89                 case NUM_TEAM_3:   // Yellow
90                         if(damage_goodhits)
91                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
92                         else
93                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
94                         break;
95                 case NUM_TEAM_4:   // Pink
96                         if(damage_goodhits)
97                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
98                         else
99                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
100                         break;
101                 default:
102                         if(damage_goodhits)
103                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
104                         else
105                                 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
106                         break;
107         }
108         
109         W_DecreaseAmmo(((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
110 }
111
112 float w_vaporizer(float req)
113 {
114         float ammo_amount;
115         float vaporizer_ammo;
116
117         // now multiple WR_s use this
118         vaporizer_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
119
120         switch(req)
121         {
122                 case WR_AIM:
123                 {
124                         if(self.AMMO_VAL(WEP_VAPORIZER) > 0)
125                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
126                         else
127                                 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), FALSE); // WEAPONTODO: replace with proper vaporizer cvars
128                                 
129                         return TRUE;
130                 }
131                 case WR_THINK:
132                 {
133                         // if the laser uses load, we also consider its ammo for reloading
134                         if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
135                                 WEP_ACTION(self.weapon, WR_RELOAD);
136                         else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
137                                 WEP_ACTION(self.weapon, WR_RELOAD);
138                         else if (self.BUTTON_ATCK)
139                         {
140                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
141                                 {
142                                         W_Vaporizer_Attack();
143                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
144                                 }
145                         }
146                         else if (self.BUTTON_ATCK2)
147                         {
148                                 if (self.jump_interval <= time)
149                                 if (weapon_prepareattack(1, -1))
150                                 {
151                                         // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
152                                         self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
153                                         
154                                         // decrease ammo for the laser?
155                                         if(WEP_CVAR_SEC(vaporizer, ammo))
156                                                 W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
157
158                                         // ugly minstagib hack to reuse the fire mode of the laser
159                                         float w;
160                                         w = self.weapon;
161                                         self.weapon = WEP_BLASTER;
162                                         W_Blaster_Attack(
163                                                 WEP_CVAR_SEC(vaporizer, shotangle),
164                                                 WEP_CVAR_SEC(vaporizer, damage),
165                                                 WEP_CVAR_SEC(vaporizer, edgedamage),
166                                                 WEP_CVAR_SEC(vaporizer, radius),
167                                                 WEP_CVAR_SEC(vaporizer, force),
168                                                 WEP_CVAR_SEC(vaporizer, speed),
169                                                 WEP_CVAR_SEC(vaporizer, spread),
170                                                 WEP_CVAR_SEC(vaporizer, delay),
171                                                 WEP_CVAR_SEC(vaporizer, lifetime)
172                                         );
173                                         self.weapon = w;
174                                         
175                                         // now do normal refire
176                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
177                                 }
178                         }
179                         
180                         return TRUE;
181                 }
182                 case WR_INIT:
183                 {
184                         precache_model("models/nexflash.md3");
185                         precache_model("models/weapons/g_minstanex.md3");
186                         precache_model("models/weapons/v_minstanex.md3");
187                         precache_model("models/weapons/h_minstanex.iqm");
188                         precache_sound("weapons/minstanexfire.wav");
189                         precache_sound("weapons/nexwhoosh1.wav");
190                         precache_sound("weapons/nexwhoosh2.wav");
191                         precache_sound("weapons/nexwhoosh3.wav");
192                         //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
193                         VAPORIZER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
194                         return TRUE;
195                 }
196                 case WR_SETUP:
197                 {
198                         self.current_ammo = AMMO_VAL(WEP_VAPORIZER);
199                         self.vaporizer_lasthit = 0;
200                         return TRUE;
201                 }
202                 case WR_CHECKAMMO1:
203                 {
204                         ammo_amount = self.AMMO_VAL(WEP_VAPORIZER) >= vaporizer_ammo;
205                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= vaporizer_ammo;
206                         return ammo_amount;
207                 }
208                 case WR_CHECKAMMO2:
209                 {
210                         if(!WEP_CVAR_SEC(vaporizer, ammo))
211                                 return TRUE;
212                         ammo_amount = self.AMMO_VAL(WEP_VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
213                         ammo_amount += self.(weapon_load[WEP_VAPORIZER]) >= WEP_CVAR_SEC(vaporizer, ammo);
214                         return ammo_amount;
215                 }
216                 case WR_CONFIG:
217                 {
218                         VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
219                         return TRUE;
220                 }
221                 case WR_RESETPLAYER:
222                 {
223                         self.vaporizer_lasthit = 0;
224                         return TRUE;
225                 }
226                 case WR_RELOAD:
227                 {
228                         float used_ammo;
229                         if(WEP_CVAR_SEC(vaporizer, ammo))
230                                 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
231                         else
232                                 used_ammo = vaporizer_ammo;
233
234                         W_Reload(used_ammo, "weapons/reload.wav");
235                         return TRUE;
236                 }
237                 case WR_SUICIDEMESSAGE:
238                 {
239                         return WEAPON_THINKING_WITH_PORTALS;
240                 }
241                 case WR_KILLMESSAGE:
242                 {
243                         return WEAPON_VAPORIZER_MURDER;
244                 }
245         }
246         return TRUE;
247 }
248 #endif
249 #ifdef CSQC
250 float w_vaporizer(float req)
251 {
252         switch(req)
253         {
254                 case WR_IMPACTEFFECT:
255                 {
256                         vector org2;
257                         org2 = w_org + w_backoff * 6;
258                         pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
259                         if(!w_issilent)
260                                 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
261                                 
262                         return TRUE;
263                 }
264                 case WR_INIT:
265                 {
266                         precache_sound("weapons/neximpact.wav");
267                         return TRUE;
268                 }
269         }
270         return TRUE;
271 }
272 #endif
273 #endif