--- /dev/null
- float flying;
- flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+ #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)
+
+ #ifdef SVQC
+ VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+ .float vaporizer_lasthit;
+ .float jump_interval;
+ .float jump_interval2;
+ .bool held_down;
+ .float rm_force;
+ .float rm_damage;
+ .float rm_edmg;
+ #endif
+ #endif
+ #ifdef IMPLEMENTATION
+ #ifdef SVQC
+ void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); }
+ void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
+
+ void W_RocketMinsta_Explosion(vector loc)
+ {
+ if(accuracy_canbegooddamage(self))
+ accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
+ entity dmgent = spawn();
+ dmgent.owner = dmgent.realowner = self;
+ setorigin(dmgent, loc);
+ RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
+ remove(dmgent);
+ }
+
+ void W_Vaporizer_Attack(void)
+ {
- W_SetupShot(self, true, 0, "", CH_WEAPON_A, 10000);
++ 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);
+
- FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
++ 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);
+
+ 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);
+
+ 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;
+
+ 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;
+ }
+
+ 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)));
+ }
+
+ void W_RocketMinsta_Laser_Explode (void)
+ {
+ if(other.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(other))
+ if(DIFF_TEAM(self.realowner, other))
+ if(other.deadflag == DEAD_NO)
+ if(IsFlying(other))
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+ 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_Laser_Touch (void)
+ {
+ 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)
+ {
+ makevectors(self.v_angle);
+
+ entity proj;
+ float counter = 0;
+ float total = autocvar_g_rm_laser_count;
+ 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, W_Sound("crylink_fire"), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+ self.weapon = w;
+
+ Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+ while(counter < total)
+ {
+ proj = spawn ();
+ proj.classname = "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.nextthink = time + autocvar_g_rm_laser_lifetime;
+ 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;
+ //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
+ proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
+ 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;
+ setsize(proj, '0 0 -3', '0 0 -3');
+ proj.flags = FL_PROJECTILE;
+ proj.missile_flags = MIF_SPLASH;
+
+ CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
+
+ MUTATOR_CALLHOOK(EditProjectile, self, proj);
+ counter++;
+ }
+ }
+
+ void W_RocketMinsta_Attack3 (void)
+ {
+ 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);
+ self.weapon = w;
+
+ Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+ while(counter < total)
+ {
+ proj = spawn ();
+ proj.classname = "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.nextthink = time + autocvar_g_rm_laser_lifetime;
+ 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;
+ 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;
+ setsize(proj, '0 0 -3', '0 0 -3');
+ proj.flags = FL_PROJECTILE;
+ proj.missile_flags = MIF_SPLASH;
+
+ CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
+
+ MUTATOR_CALLHOOK(EditProjectile, self, proj);
+ counter++;
+ }
+ }
+
+ float W_Vaporizer(float req)
+ {
+ 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:
+ {
+ 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:
+ {
+ 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, W_Sound("reload"));
+ 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 = 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); }
+ }
+ 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); }
+ }
+ return true;
+ }
+ case WR_INIT:
+ {
+ 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:
+ {
+ 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