#include "blaster.qh" #ifdef SVQC void W_Blaster_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); this.event_damage = func_null; vector force_xyzscale = '1 1 1'; force_xyzscale.z = WEP_CVAR_PRI(WEP_BLASTER, force_zscale); RadiusDamageForSource( this, (this.origin + (this.mins + this.maxs) * 0.5), this.velocity, this.realowner, WEP_CVAR_PRI(WEP_BLASTER, damage), WEP_CVAR_PRI(WEP_BLASTER, edgedamage), WEP_CVAR_PRI(WEP_BLASTER, radius), NULL, NULL, false, WEP_CVAR_PRI(WEP_BLASTER, force), force_xyzscale, this.projectiledeathtype, this.weaponentity_fld, toucher ); delete(this); } void W_Blaster_Think(entity this) { set_movetype(this, MOVETYPE_FLY); setthink(this, SUB_Remove); this.nextthink = time + WEP_CVAR_PRI(WEP_BLASTER, lifetime); CSQCProjectile(this, true, PROJECTILE_BLASTER, true); } void W_Blaster_Attack(entity actor, .entity weaponentity) { float atk_shotangle = WEP_CVAR_PRI(WEP_BLASTER, shotangle) * DEG2RAD; float atk_damage = WEP_CVAR_PRI(WEP_BLASTER, damage); vector s_forward = v_forward * cos(atk_shotangle) + v_up * sin(atk_shotangle); int atk_deathtype = WEP_BLASTER.m_id; W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype); W_MuzzleFlash(WEP_BLASTER, actor, weaponentity, w_shotorg, w_shotdir); entity missile = new(blasterbolt); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = atk_damage; PROJECTILE_MAKETRIGGER(missile); setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); float atk_speed = WEP_CVAR_PRI(WEP_BLASTER, speed); float atk_spread = WEP_CVAR_PRI(WEP_BLASTER, spread); W_SetupProjVelocity_Explicit(missile, w_shotdir, v_up, atk_speed, 0, 0, atk_spread, false); missile.angles = vectoangles(missile.velocity); //missile.glow_color = 250; // 244, 250 //missile.glow_size = 120; settouch(missile, W_Blaster_Touch); missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; missile.projectiledeathtype = atk_deathtype; missile.weaponentity_fld = weaponentity; setthink(missile, W_Blaster_Think); missile.nextthink = time + WEP_CVAR_PRI(WEP_BLASTER, delay); MUTATOR_CALLHOOK(EditProjectile, actor, missile); if (time >= missile.nextthink) { getthink(missile)(missile); } } METHOD(Blaster, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(WEP_BLASTER, speed), 0, WEP_CVAR_PRI(WEP_BLASTER, lifetime), false, true); } METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, .entity weaponentity, int fire)) { if(fire & 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_BLASTER, refire))) { W_Blaster_Attack(actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_BLASTER, animtime), w_ready); } } else if(fire & 2) { if(actor.(weaponentity).m_switchweapon == WEP_BLASTER) // don't do this if already switching W_LastWeapon(actor, weaponentity); } } METHOD(Blaster, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // infinite ammo } METHOD(Blaster, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // blaster has infinite ammo } METHOD(Blaster, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_BLASTER_SUICIDE; } METHOD(Blaster, wr_killmessage, Notification(entity thiswep)) { return WEAPON_BLASTER_MURDER; } METHOD(OffhandBlaster, offhand_think, void(OffhandBlaster this, entity actor, bool key_pressed)) { if (!key_pressed || (time < actor.jump_interval)) { return; } actor.jump_interval = time + WEP_CVAR_PRI(WEP_BLASTER, refire) * W_WeaponRateFactor(actor); .entity weaponentity = weaponentities[1]; makevectors(actor.v_angle); W_Blaster_Attack(actor, weaponentity); } #endif #ifdef CSQC METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); } } #endif