/* server/weapons/ray_gun.qc Core logic for the Ray Gun special weapon. Modified from Unofficial Patch implementation. Copyright (C) 2021-2022 NZ:P Team This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ // // Ray_BeamExplode(direct_impact) // Calculates damage values, calls for an explosion, and // plays the light effects for the Ray Beam detonation. // --- // direct_impact: Denotes whether or not the Beam collided // with a Monster or if it hit something else (the world). // void(float direct_impact) Ray_BeamExplode = { float raybeam_damage_min; float raybeam_damage_max; float raybeam_damage_radius = 64; // Direct shots to the Zombie always deals the same // amount of damage, regardless of PaP status. if (direct_impact == true) { raybeam_damage_min = 1000; raybeam_damage_max = 1000; } else if (IsPapWeapon(self.weapon)) { raybeam_damage_min = 300; raybeam_damage_max = 2000; } else { raybeam_damage_min = 300; raybeam_damage_max = 1800; } // Apply the Damage. DamgageExplode(self, self.owner, raybeam_damage_max, raybeam_damage_min, raybeam_damage_radius); // Spawn Effects #ifdef FTE // Determine color of the beam vector raybeam_color; if (IsPapWeapon(self.weapon)) raybeam_color = '1 0 0'; else raybeam_color = '0 1 0'; te_customflash(self.origin, raybeam_damage_radius, 300, raybeam_color); #else WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); if (self.effects & EF_RAYGREEN) WriteByte (MSG_BROADCAST, TE_RAYSPLASHGREEN); else WriteByte (MSG_BROADCAST, TE_RAYSPLASHRED); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); #endif // FTE // Cleanup SUB_Remove (); }; // // Ray_VelocityIncrease() // Constant think function to speed up the Beam gradually. // void() Ray_VelocityIncrease = { self.velocity *= 1.5; self.nextthink = time + 0.1; } // // Ray_Impact() // When something touches the Beam, check it's validity for // being used to set up the explosion. // void() Ray_Impact = { if (!other.solid || other.solid == SOLID_TRIGGER) if (other != world) return; if (other == self.owner) return; float direct_impact; if (other.flags & FL_MONSTER) direct_impact = true; else direct_impact = false; Ray_BeamExplode(direct_impact); }; // // W_FireRay() // Called by weapon_core for the Ray firetype. Sets up the // beam/missile and prepares it for impact and force forward. // void() W_FireRay = { // Initially define the beam. entity porter; porter = spawn(); porter.owner = self; porter.movetype = MOVETYPE_FLY; porter.weapon = self.weapon; porter.solid = SOLID_BBOX; porter.classname = "projectile_raybeam"; // Start initial velocity projection. makevectors(self.v_angle); porter.velocity = v_forward*2000; porter.avelocity = '0 0 0'; // Make sure our angle is always FORWARD porter.angles = vectoangles(porter.velocity); porter.angles_z += (porter.angles_z + 180 < 360)? 180 : -180; porter.angles = vectoangles(v_forward); porter.v_angle = '0 0 200'; // Prepare for Impact and Force forward. porter.touch = Ray_Impact; porter.think = Ray_VelocityIncrease; porter.nextthink = time + 0.1; // Set model. setmodel(porter, "models/misc/raybeam.mdl"); setsize(porter, '0 0 0', '0 0 0'); // Prepare trail effects. if (IsPapWeapon(porter.weapon)) { #ifdef FTE Light_Custom(porter, false, 75, 2, 0.25, 0.25); #else porter.effects = EF_RAYRED; #endif // FTE } else { #ifdef FTE Light_Custom(porter, false, 75, 0.25, 2, 0.25); #else porter.effects = EF_RAYGREEN; #endif // FTE } // final setup! porter.origin = self.origin + self.view_ofs; porter.origin += v_forward * 0; // Start at the barrel offset if not ADS if (self.zoom == 0) { makevectors(self.v_angle); // Y, Z, X vector ads_pos = GetWeaponFlash_Offset(self.weapon); porter.origin += v_right * (ads_pos.x/1000); porter.origin += v_up * (ads_pos.y/1000); porter.origin += v_forward * (ads_pos.z/1000); } setorigin(porter, porter.origin); self.animend = ReturnWeaponModel; self.callfuncat = 0; }