1 #include "vaporizer.qh"
4 REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
8 void SendCSQCVaporizerBeamParticle(entity player, int hit) {
10 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
11 WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
12 WriteVector(MSG_BROADCAST, w_shotorg);
13 WriteVector(MSG_BROADCAST, v);
14 WriteByte(MSG_BROADCAST, hit);
15 WriteByte(MSG_BROADCAST, etof(player));
16 WriteByte(MSG_BROADCAST, player.team);
19 bool autocvar_cl_vaporizerbeam_particle = false;
20 float autocvar_cl_vaporizerbeam_lifetime = 0.8;
21 float autocvar_cl_vaporizerbeam_colorboost = 0.7;
23 string Draw_VaporizerBeam_trace_callback_tex;
24 float Draw_VaporizerBeam_trace_callback_rnd;
25 vector Draw_VaporizerBeam_trace_callback_rgb;
26 float Draw_VaporizerBeam_trace_callback_a;
27 void Draw_VaporizerBeam_trace_callback(vector start, vector hit, vector end)
31 vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
32 for(i = 0; i < Draw_VaporizerBeam_trace_callback_a; ++i)
33 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);
34 Draw_VaporizerBeam_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
38 void VaporizerBeam_Draw(entity this)
40 //draw either the old v2.3 beam or the new beam
41 particles_alphamin = particles_alphamax = particles_fade = 1;
43 string tex = "particles/lgbeam";
45 tex = "particles/gauntletbeam";
47 //entity e = CSQCModel_server2csqc(this.sv_entnum - 1);
50 rgb = colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true);
55 rgb *= (1 + autocvar_cl_vaporizerbeam_colorboost);
57 float fail = (this.nextthink - time);
59 Draw_VaporizerBeam_trace_callback_tex = tex;
60 Draw_VaporizerBeam_trace_callback_rnd = 0;
61 Draw_VaporizerBeam_trace_callback_rgb = rgb;
62 Draw_VaporizerBeam_trace_callback_a = bound(0, fail, 1);
63 WarpZone_TraceBox_ThroughZone(this.vorg1, '0 0 0', '0 0 0', this.vorg2, MOVE_NOTHING, NULL, NULL, Draw_VaporizerBeam_trace_callback);
64 Draw_VaporizerBeam_trace_callback_tex = string_null;
66 /*if(!MUTATOR_CALLHOOK(Particles_VaporizerBeam, this.vorg1, this.vorg2))
67 if(autocvar_cl_particles_oldvortexbeam)
68 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
70 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), this.vorg1, this.vorg2, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);*/
73 NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew)
75 Net_Accept(vortex_beam);
76 setthink(this, SUB_Remove);
77 this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
78 this.draw = VaporizerBeam_Draw;
79 if (isNew) IL_PUSH(g_drawables, this);
80 this.drawmask = MASK_NORMAL;
82 this.vorg1 = ReadVector();
83 this.vorg2 = ReadVector();
84 this.cnt = ReadByte();
85 int myowner = ReadByte();
86 this.owner = playerslots[myowner - 1];
87 this.sv_entnum = myowner;
88 this.team = ReadByte() - 1;
90 //pointparticles(EFFECT_VORTEX_MUZZLEFLASH, this.vorg1, normalize(this.vorg2 - this.vorg1) * 1000, 1);
92 if(autocvar_cl_vaporizerbeam_particle)
94 WarpZone_TrailParticles(NULL, particleeffectnum(((this.cnt) ? EFFECT_VAPORIZER_HIT(this.team) : EFFECT_VAPORIZER(this.team))), this.vorg1, this.vorg2);
95 this.draw = func_null;
96 this.drawmask = MASK_NORMAL;
106 void W_RocketMinsta_Explosion(entity actor, .entity weaponentity, vector loc)
108 if(accuracy_canbegooddamage(actor))
109 accuracy_add(actor, WEP_DEVASTATOR, autocvar_g_rm_damage, 0);
110 entity dmgent = spawn();
111 dmgent.owner = dmgent.realowner = actor;
112 setorigin(dmgent, loc);
113 RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, weaponentity, NULL);
117 void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
119 bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
120 float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
122 W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage, thiswep.m_id);
123 // handle sound separately so we can change the volume
124 // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
125 sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
129 FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, true, WEP_CVAR_PRI(vaporizer, force), 0, 0, 0, 0, thiswep.m_id);
131 // do this now, as goodhits is disabled below
132 vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
133 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
134 SendCSQCVaporizerBeamParticle(actor, impressive_hits);
137 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
138 if(impressive_hits && actor.vaporizer_lasthit)
140 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
141 impressive_hits = 0; // only every second time
144 actor.vaporizer_lasthit = impressive_hits;
147 if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
148 W_RocketMinsta_Explosion(actor, weaponentity, trace_endpos);
150 W_DecreaseAmmo(thiswep, actor, ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity);
153 void W_RocketMinsta_Laser_Damage(entity this, entity directhitentity)
155 int laser_count = max(1, this.rm_laser_count);
156 float laser_force = autocvar_g_rm_laser_force / laser_count;
157 float laser_damage = autocvar_g_rm_laser_damage / laser_count;
158 RadiusDamage(this, this.realowner, laser_damage, laser_damage, autocvar_g_rm_laser_radius, NULL, NULL, laser_force, this.projectiledeathtype, this.weaponentity_fld, directhitentity);
161 void W_RocketMinsta_Laser_Explode(entity this, entity directhitentity)
163 if(directhitentity.takedamage == DAMAGE_AIM)
164 if(IS_PLAYER(directhitentity))
165 if(DIFF_TEAM(this.realowner, directhitentity))
166 if(!IS_DEAD(directhitentity))
167 if(IsFlying(directhitentity))
168 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
170 this.event_damage = func_null;
171 this.takedamage = DAMAGE_NO;
172 W_RocketMinsta_Laser_Damage(this, directhitentity);
176 void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
178 W_RocketMinsta_Laser_Explode(this, trigger); // we probably don't want trigger used here, but this matches closest to old behaviour
181 void W_RocketMinsta_Laser_Touch(entity this, entity toucher)
183 PROJECTILE_TOUCH(this, toucher);
184 //W_RocketMinsta_Laser_Explode ();
185 W_RocketMinsta_Laser_Damage(this, toucher);
189 // mode 0 fires many projectiles
190 // mode 1 fires 1 projectile
191 void W_RocketMinsta_Attack(entity actor, .entity weaponentity, int mode)
193 makevectors(actor.v_angle);
196 int laser_count = max(1, autocvar_g_rm_laser_count);
197 int total = (mode == 0) ? laser_count : 1;
198 Sound snd = (mode == 0) ? SND_CRYLINK_FIRE : SND_ELECTRO_FIRE2;
199 W_SetupShot_ProjectileSize(actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, snd, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
201 // uses electro effects
202 W_MuzzleFlash(WEP_ELECTRO, actor, weaponentity, w_shotorg, w_shotdir);
204 for (int counter = 0; counter < total; ++counter)
206 proj = new(plasma_prim);
207 proj.owner = proj.realowner = actor;
208 proj.bot_dodge = true;
209 proj.bot_dodgerating = autocvar_g_rm_laser_damage;
210 proj.use = W_RocketMinsta_Laser_Explode_use;
211 setthink(proj, adaptor_think2use_hittype_splash);
212 proj.nextthink = time + autocvar_g_rm_laser_lifetime;
213 PROJECTILE_MAKETRIGGER(proj);
214 proj.projectiledeathtype = WEP_ELECTRO.m_id;
215 proj.weaponentity_fld = weaponentity;
216 setorigin(proj, w_shotorg);
218 proj.rm_laser_count = total;
220 //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
222 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
225 float spread = autocvar_g_rm_laser_spread * (autocvar_g_rm_laser_spread_random ? random() : 1);
226 //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
227 proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * spread) * cvar("g_rm_laser_speed");
228 proj.velocity.z += cvar("g_rm_laser_zspread") * (random() - 0.5);
231 proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
232 proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
233 proj.angles = vectoangles(proj.velocity);
234 settouch(proj, W_RocketMinsta_Laser_Touch);
235 setsize(proj, '0 0 -3', '0 0 -3');
236 proj.flags = FL_PROJECTILE;
237 IL_PUSH(g_projectiles, proj);
238 IL_PUSH(g_bot_dodge, proj);
239 proj.missile_flags = MIF_SPLASH;
241 CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
243 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
247 METHOD(Vaporizer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
249 if((actor.items & IT_UNLIMITED_AMMO) || GetResource(actor, thiswep.ammo_type) > 0)
250 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 1, false, true);
252 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false, true); // WEAPONTODO: replace with proper vaporizer cvars
254 METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
256 float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
257 // if the laser uses load, we also consider its ammo for reloading
258 if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && actor.(weaponentity).clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) { // forced reload
259 thiswep.wr_reload(thiswep, actor, weaponentity);
260 actor.(weaponentity).hagar_load = false; // rocket minsta exclusive var
262 } else if(WEP_CVAR(vaporizer, reload_ammo) && actor.(weaponentity).clip_load < vaporizer_ammo) { // forced reload
263 thiswep.wr_reload(thiswep, actor, weaponentity);
264 actor.(weaponentity).hagar_load = false; // rocket minsta exclusive var
267 if((fire & 1) && (GetResource(actor, RES_CELLS) || !autocvar_g_rm) && !weaponLocked(actor))
269 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vaporizer, refire)))
271 W_Vaporizer_Attack(thiswep, actor, weaponentity);
272 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
275 if((fire & 2) || ((fire & 1) && !GetResource(actor, RES_CELLS) && autocvar_g_rm))
277 if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
279 bool rapid = autocvar_g_rm_laser_rapid;
280 //hagar_load was previously named held_down
281 if(actor.(weaponentity).jump_interval <= time && !actor.(weaponentity).hagar_load)
284 actor.(weaponentity).hagar_load = true;
285 actor.(weaponentity).jump_interval = time + autocvar_g_rm_laser_refire;
286 actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
288 W_RocketMinsta_Attack(actor, weaponentity, 0);
290 else if(rapid && actor.(weaponentity).jump_interval2 <= time && actor.(weaponentity).hagar_load)
292 actor.(weaponentity).jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
294 W_RocketMinsta_Attack(actor, weaponentity, 1);
295 //weapon_thinkf(actor, WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
298 else if (actor.(weaponentity).jump_interval <= time)
300 // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
301 actor.(weaponentity).jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor(actor);
303 // decrease ammo for the laser?
304 if(WEP_CVAR_SEC(vaporizer, ammo))
305 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity);
307 makevectors(actor.v_angle);
308 W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
310 // now do normal refire
311 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
315 actor.(weaponentity).hagar_load = false;
317 METHOD(Vaporizer, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
319 actor.vaporizer_lasthit = 0;
321 METHOD(Vaporizer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
323 float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
324 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= vaporizer_ammo;
325 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= vaporizer_ammo;
328 METHOD(Vaporizer, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
330 if(!WEP_CVAR_SEC(vaporizer, ammo))
332 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vaporizer, ammo);
333 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
336 METHOD(Vaporizer, wr_resetplayer, void(entity thiswep, entity actor))
338 actor.vaporizer_lasthit = 0;
340 METHOD(Vaporizer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
342 float vaporizer_ammo = ((autocvar_g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
344 if(WEP_CVAR_SEC(vaporizer, ammo))
345 used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
347 used_ammo = vaporizer_ammo;
349 W_Reload(actor, weaponentity, used_ammo, SND_RELOAD);
351 METHOD(Vaporizer, wr_suicidemessage, Notification(entity thiswep))
353 return WEAPON_THINKING_WITH_PORTALS;
355 METHOD(Vaporizer, wr_killmessage, Notification(entity thiswep))
357 return WEAPON_VAPORIZER_MURDER;
363 METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
365 vector org2 = w_org + w_backoff * 2;
366 if(w_deathtype & HITTYPE_SECONDARY)
368 pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
369 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
373 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
374 if(!w_issilent) { sound(actor, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }
377 METHOD(Vaporizer, wr_init, void(entity thiswep))
379 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
381 precache_pic("gfx/reticle_nex");
384 METHOD(Vaporizer, wr_zoom, bool(entity thiswep, entity actor))
386 if(button_zoom || zoomscript_caught)
392 // no weapon specific image for this weapon