2 REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", "Laser");
5 void(float imp) W_SwitchWeapon;
7 void W_Laser_Touch (void)
11 self.event_damage = SUB_Null;
13 RadiusDamage (self, self.owner, cvar("g_balance_laser_secondary_damage"), cvar("g_balance_laser_secondary_edgedamage"), cvar("g_balance_laser_secondary_radius"), world, cvar("g_balance_laser_secondary_force"), self.projectiledeathtype, other);
15 RadiusDamage (self, self.owner, cvar("g_balance_laser_primary_damage"), cvar("g_balance_laser_primary_edgedamage"), cvar("g_balance_laser_primary_radius"), world, cvar("g_balance_laser_primary_force"), self.projectiledeathtype, other);
22 self.movetype = MOVETYPE_FLY;
23 self.think = SUB_Remove;
25 self.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
27 self.nextthink = time + cvar("g_balance_laser_primary_lifetime");
28 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
31 void W_Laser_Attack (float issecondary)
38 if(issecondary == 2) // minstanex shot
39 nodamage = g_minstagib;
44 a = cvar("g_balance_laser_secondary_shotangle");
46 a = cvar("g_balance_laser_primary_shotangle");
47 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
50 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", 0);
51 else if(issecondary == 1)
52 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_secondary_damage"));
54 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_primary_damage"));
55 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
59 missile.classname = "laserbolt";
60 missile.dmg = (issecondary == 1);
63 missile.bot_dodge = TRUE;
65 missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
67 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
70 PROJECTILE_MAKETRIGGER(missile);
71 missile.projectiledeathtype = WEP_LASER;
73 missile.projectiledeathtype |= HITTYPE_SECONDARY;
75 setorigin (missile, w_shotorg);
76 setsize(missile, '0 0 0', '0 0 0');
79 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_secondary);
81 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
82 missile.angles = vectoangles (missile.velocity);
83 //missile.glow_color = 250; // 244, 250
84 //missile.glow_size = 120;
85 missile.touch = W_Laser_Touch;
87 missile.flags = FL_PROJECTILE;
89 missile.think = W_Laser_Think;
91 missile.nextthink = time + cvar("g_balance_laser_secondary_delay");
93 missile.nextthink = time + cvar("g_balance_laser_primary_delay");
94 if(time >= missile.nextthink)
104 void W_Laser_Attack2 (void) // gauntlet
106 W_SetupShot (self, TRUE, 0, "weapons/gauntlet_fire.wav", cvar("g_balance_laser_primary_damage"));
108 WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * (cvar("g_balance_laser_primary_radius") + vlen(eX * self.velocity_x + eY * self.velocity_y)/5), FALSE, self, ANTILAG_LATENCY(self));
110 pointparticles(particleeffectnum("laser_gauntletmuzzleflash"), w_shotorg, w_shotdir * 1000, 1);
111 pointparticles(particleeffectnum("laser_gauntlet"), w_shotorg + w_shotdir * (cvar("g_balance_laser_primary_radius") + vlen(eX * self.velocity_x + eY * self.velocity_y)/5), w_shotdir * 1000, 1);
112 pointparticles(particleeffectnum("laser_gauntlet"), w_shotorg + w_shotdir * (cvar("g_balance_laser_primary_radius") + vlen(eX * self.velocity_x + eY * self.velocity_y)/5) * 0.5, w_shotdir * 1000, 1);
114 if (trace_fraction < 1)
115 Damage(trace_ent, self, self, cvar("g_balance_laser_primary_damage"), WEP_LASER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_laser_primary_force") * w_shotdir);
118 void spawnfunc_weapon_laser (void)
120 weapon_defaultspawnfunc(WEP_LASER);
123 float w_laser(float req)
129 if(cvar("g_balance_laser_secondary"))
131 r1 = cvar("g_balance_laser_primary_damage");
132 r2 = cvar("g_balance_laser_secondary_damage");
133 if (random() * (r2 + r1) > r1)
134 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
136 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
139 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
141 else if (req == WR_THINK)
143 if (self.BUTTON_ATCK)
144 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
146 if(cvar("g_balance_laser_gauntlet"))
150 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
152 if (self.BUTTON_ATCK2)
154 if(cvar("g_balance_laser_secondary"))
156 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
159 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
164 if(self.switchweapon == WEP_LASER) // don't do this if already switching
165 W_SwitchWeapon (self.cnt);
169 else if (req == WR_PRECACHE)
171 precache_model ("models/weapons/g_laser.md3");
172 precache_model ("models/weapons/v_laser.md3");
173 precache_model ("models/weapons/h_laser.iqm");
174 precache_sound ("weapons/lasergun_fire.wav");
175 precache_sound ("weapons/gauntlet_fire.wav");
177 else if (req == WR_SETUP)
178 weapon_setup(WEP_LASER);
179 else if (req == WR_CHECKAMMO1)
181 else if (req == WR_CHECKAMMO2)
187 float w_laser(float req)
189 if(req == WR_IMPACTEFFECT)
192 org2 = w_org + w_backoff * 6;
193 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
195 sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
197 else if(req == WR_PRECACHE)
199 precache_sound("weapons/laserimpact.wav");
201 else if (req == WR_SUICIDEMESSAGE)
202 w_deathtypestring = "lasered themself to hell";
203 else if (req == WR_KILLMESSAGE)
205 w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH