#pragma once CLASS(Arc, Weapon) /* spawnfunc */ ATTRIB(Arc, m_canonical_spawnfunc, string, "weapon_arc"); /* ammotype */ ATTRIB(Arc, ammo_type, Resource, RES_CELLS); /* impulse */ ATTRIB(Arc, impulse, int, 3); /* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_TYPE_HITSCAN); /* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000); /* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1'); /* modelname */ ATTRIB(Arc, mdl, string, "arc"); #ifdef GAMEQC /* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM); /* flash mdl */ ATTRIB(Arc, m_muzzlemodel, Model, MDL_Null); /* flash eff */ ATTRIB(Arc, m_muzzleeffect, entity, EFFECT_ARC_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac"); /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7); /* wepimg */ ATTRIB(Arc, model2, string, "weaponarc"); /* refname */ ATTRIB(Arc, netname, string, "arc"); /* wepname */ ATTRIB(Arc, m_name, string, _("Arc")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, bolt, float, NONE) \ P(class, prefix, bolt_ammo, float, NONE) \ P(class, prefix, bolt_bounce_count, float, NONE) \ P(class, prefix, bolt_bounce_explode, float, NONE) \ P(class, prefix, bolt_bounce_lifetime, float, NONE) \ P(class, prefix, bolt_count, float, NONE) \ P(class, prefix, bolt_damageforcescale, float, NONE) \ P(class, prefix, bolt_damage, float, NONE) \ P(class, prefix, bolt_edgedamage, float, NONE) \ P(class, prefix, bolt_force, float, NONE) \ P(class, prefix, bolt_health, float, NONE) \ P(class, prefix, bolt_lifetime, float, NONE) \ P(class, prefix, bolt_radius, float, NONE) \ P(class, prefix, bolt_refire, float, NONE) \ P(class, prefix, bolt_refire2, float, NONE) \ P(class, prefix, bolt_speed, float, NONE) \ P(class, prefix, bolt_spread, float, NONE) \ P(class, prefix, beam_ammo, float, NONE) \ P(class, prefix, beam_animtime, float, NONE) \ P(class, prefix, beam_botaimlifetime, float, NONE) \ P(class, prefix, beam_botaimspeed, float, NONE) \ P(class, prefix, beam_damage, float, NONE) \ P(class, prefix, beam_degreespersegment, float, NONE) \ P(class, prefix, beam_distancepersegment, float, NONE) \ P(class, prefix, beam_falloff_halflifedist, float, NONE) \ P(class, prefix, beam_falloff_maxdist, float, NONE) \ P(class, prefix, beam_falloff_mindist, float, NONE) \ P(class, prefix, beam_force, float, NONE) \ P(class, prefix, beam_healing_amax, float, NONE) \ P(class, prefix, beam_healing_aps, float, NONE) \ P(class, prefix, beam_healing_hmax, float, NONE) \ P(class, prefix, beam_healing_hps, float, NONE) \ P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \ P(class, prefix, beam_maxangle, float, NONE) \ P(class, prefix, beam_nonplayerdamage, float, NONE) \ P(class, prefix, beam_range, float, NONE) \ P(class, prefix, beam_refire, float, NONE) \ P(class, prefix, beam_returnspeed, float, NONE) \ P(class, prefix, beam_tightness, float, NONE) \ P(class, prefix, burst_ammo, float, NONE) \ P(class, prefix, burst_damage, float, NONE) \ P(class, prefix, burst_healing_aps, float, NONE) \ P(class, prefix, burst_healing_hps, float, NONE) \ P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \ P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \ P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \ P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \ P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Arc, arc) #undef X ENDCLASS(Arc) REGISTER_WEAPON(ARC, NEW(Arc)); SPAWNFUNC_WEAPON(weapon_arc, WEP_ARC) #ifdef GAMEQC const float ARC_MAX_SEGMENTS = 20; vector arc_shotorigin[4]; .vector beam_start; .vector beam_dir; .vector beam_wantdir; .int beam_type; const int ARC_BT_MISS = 0x00; const int ARC_BT_WALL = 0x01; const int ARC_BT_HEAL = 0x02; const int ARC_BT_HIT = 0x03; const int ARC_BT_BURST_MISS = 0x10; const int ARC_BT_BURST_WALL = 0x11; const int ARC_BT_BURST_HEAL = 0x12; const int ARC_BT_BURST_HIT = 0x13; const int ARC_BT_BURSTMASK = 0x10; const int ARC_SF_UPDATE = BIT(0); const int ARC_SF_START = BIT(1); const int ARC_SF_WANTDIR = BIT(2); const int ARC_SF_BEAMDIR = BIT(3); const int ARC_SF_BEAMTYPE = BIT(4); const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR; #endif #ifdef SVQC .entity arc_beam; .bool arc_BUTTON_ATCK_prev; // for better animation control .float beam_prev; .bool beam_initialized; .bool beam_bursting; .float beam_teleporttime; .float beam_heat; // (beam) amount of heat produced .float arc_overheat; // (dropped arc/player) time during which it's too hot .float arc_cooldown; // (dropped arc/player) cooling speed .float arc_heat_percent; .bool arc_smoke_sound; #endif #ifdef CSQC .vector beam_color; .float beam_alpha; .float beam_thickness; .entity beam_traileffect; .entity beam_hiteffect; .float beam_hitlight[4]; // 0: radius, 123: rgb .entity beam_muzzleeffect; .float beam_muzzlelight[4]; // 0: radius, 123: rgb .string beam_image; .entity beam_muzzleentity; .float beam_usevieworigin; .bool beam_initialized; .vector beam_shotorigin; entity Draw_ArcBeam_callback_entity; float Draw_ArcBeam_callback_last_thickness; vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player. vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player. #endif