2 REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
5 void(float imp) W_SwitchWeapon;
9 self.(self.reload_ammo_player) = 1;
10 self.reload_ammo_min = 0;
11 self.reload_ammo_amount = autocvar_g_balance_laser_reload_ammo;
12 self.reload_time = autocvar_g_balance_laser_reload_time;
13 self.reload_sound = "weapons/reload.wav";
18 void W_Laser_Touch (void)
22 self.event_damage = SUB_Null;
24 RadiusDamage (self, self.owner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
26 RadiusDamage (self, self.owner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
33 self.movetype = MOVETYPE_FLY;
34 self.think = SUB_Remove;
36 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
38 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
39 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
42 void W_Laser_Attack (float issecondary)
49 if(issecondary == 2) // minstanex shot
50 nodamage = g_minstagib;
54 a = autocvar_g_balance_laser_primary_shotangle;
55 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
58 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, 0);
59 else if(issecondary == 1)
60 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage);
62 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage);
63 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
67 missile.classname = "laserbolt";
71 missile.bot_dodge = TRUE;
72 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
75 PROJECTILE_MAKETRIGGER(missile);
76 missile.projectiledeathtype = WEP_LASER;
78 setorigin (missile, w_shotorg);
79 setsize(missile, '0 0 0', '0 0 0');
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;
90 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
92 other = missile; MUTATOR_CALLHOOK(EditProjectile);
94 if(time >= missile.nextthink)
104 .vector hook_start, hook_end;
105 float gauntletbeam_send(entity to, float sf)
107 WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
109 if(sound_allowed(MSG_BROADCAST, self.owner))
111 WriteByte(MSG_ENTITY, sf);
114 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
118 WriteCoord(MSG_ENTITY, self.hook_start_x);
119 WriteCoord(MSG_ENTITY, self.hook_start_y);
120 WriteCoord(MSG_ENTITY, self.hook_start_z);
124 WriteCoord(MSG_ENTITY, self.hook_end_x);
125 WriteCoord(MSG_ENTITY, self.hook_end_y);
126 WriteCoord(MSG_ENTITY, self.hook_end_z);
130 .entity gauntletbeam;
131 .float prevgauntletfire;
132 void gauntletbeam_think()
134 float damage, myforce, myradius;
135 damage = autocvar_g_balance_laser_secondary_damage;
136 myforce = autocvar_g_balance_laser_secondary_force;
137 myradius = autocvar_g_balance_laser_secondary_radius;
139 self.owner.prevgauntletfire = time;
140 if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
146 self.nextthink = time;
148 makevectors(self.owner.v_angle);
153 W_SetupShot_Range(self.owner, TRUE, 0, "", 0, damage * dt, myradius);
154 WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
160 force = w_shotdir * myforce;
161 if(accuracy_isgooddamage(self.owner, trace_ent))
162 accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
163 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
167 if(w_shotorg != self.hook_start)
170 self.hook_start = w_shotorg;
172 if(w_shotend != self.hook_end)
175 self.hook_end = w_shotend;
179 // experimental gauntlet
180 void W_Laser_Attack2 ()
182 // only play fire sound if 0.5 sec has passed since player let go the fire button
183 if(time - self.prevgauntletfire > 0.5)
185 sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
188 entity beam, oldself;
190 self.gauntletbeam = beam = spawn();
191 beam.solid = SOLID_NOT;
192 beam.think = gauntletbeam_think;
194 beam.movetype = MOVETYPE_NONE;
195 beam.shot_spread = 0;
196 beam.bot_dodge = TRUE;
197 beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
198 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
208 weapon_action(WEP_LASER, WR_PRECACHE);
209 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
210 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
211 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
212 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
215 void spawnfunc_weapon_laser (void)
217 weapon_defaultspawnfunc(WEP_LASER);
220 float w_laser(float req)
226 if(autocvar_g_balance_laser_secondary)
228 r1 = autocvar_g_balance_laser_primary_damage;
229 r2 = autocvar_g_balance_laser_secondary_damage;
230 if (random() * (r2 + r1) > r1)
231 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
233 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
236 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
238 else if (req == WR_THINK)
240 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
242 else if (self.BUTTON_ATCK)
244 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
246 // if this weapon is reloadable, decrease its load
247 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
249 if(autocvar_g_balance_laser_reload_ammo)
252 self.weapon_load[WEP_LASER] = self.clip_load;
257 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
260 else if (self.BUTTON_ATCK2)
262 if(autocvar_g_balance_laser_secondary)
264 // if this weapon is reloadable, decrease its load
265 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
267 if(autocvar_g_balance_laser_reload_ammo)
270 self.weapon_load[WEP_LASER] = self.clip_load;
274 if (weapon_prepareattack(0, 0))
277 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
282 if(self.switchweapon == WEP_LASER) // don't do this if already switching
283 W_SwitchWeapon (self.cnt);
287 else if (req == WR_PRECACHE)
289 precache_model ("models/weapons/g_laser.md3");
290 precache_model ("models/weapons/v_laser.md3");
291 precache_model ("models/weapons/h_laser.iqm");
292 precache_sound ("weapons/lasergun_fire.wav");
293 precache_sound ("weapons/gauntlet_fire.wav");
294 precache_sound ("weapons/reload.wav");
296 else if (req == WR_SETUP)
298 weapon_setup(WEP_LASER);
300 else if (req == WR_CHECKAMMO1)
304 else if (req == WR_CHECKAMMO2)
308 else if (req == WR_RELOAD)
316 float w_laser(float req)
318 if(req == WR_IMPACTEFFECT)
321 org2 = w_org + w_backoff * 6;
322 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
324 sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
326 else if(req == WR_PRECACHE)
328 precache_sound("weapons/laserimpact.wav");
330 else if (req == WR_SUICIDEMESSAGE)
331 w_deathtypestring = _("%s lasered themself to hell");
332 else if (req == WR_KILLMESSAGE)
334 if(w_deathtype & HITTYPE_SECONDARY)
335 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH
337 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH