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 .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()
137 float damage, myforce, myradius;
140 damage = cvar("g_balance_laser_secondary_damage");
141 myforce = cvar("g_balance_laser_secondary_force");
142 myradius = cvar("g_balance_laser_secondary_radius");
146 damage = cvar("g_balance_laser_primary_damage");
147 myforce = cvar("g_balance_laser_primary_force");
148 myradius = cvar("g_balance_laser_primary_radius");
151 self.owner.prevgauntletfire = time;
152 if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || (!self.owner.BUTTON_ATCK2 && self.cnt) || (!self.owner.BUTTON_ATCK && !self.cnt))
158 self.nextthink = time;
160 makevectors(self.owner.v_angle);
165 if(self.owner.weaponentity.movedir_x > 0)
166 vecs = self.owner.weaponentity.movedir;
169 if(debug_shotorg != '0 0 0')
170 vecs = debug_shotorg;
171 org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * -vecs_y + v_up * vecs_z;
173 oldsolid = self.owner.dphitcontentsmask;
174 self.owner.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
176 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * myradius, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
177 endpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
178 WarpZone_traceline_antilag(self.owner, org, endpos + 4 * normalize(endpos - org), MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
180 self.owner.dphitcontentsmask = oldsolid;
183 if(trace_fraction < 1)
186 force = angle * myforce;
187 Damage (trace_ent, self.owner, self.owner, damage * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
191 if(org != self.hook_start)
194 self.hook_start = org;
196 if(endpos != self.hook_end)
199 self.hook_end = endpos;
203 // experimental gauntlet
204 void W_Laser_Attack2 (float issecondary)
206 // only play fire sound if 0.5 sec has passed since player let go the fire button
207 if(time - self.prevgauntletfire > 0.5)
209 sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
212 entity beam, oldself;
214 self.gauntletbeam = beam = spawn();
215 beam.solid = SOLID_NOT;
216 beam.think = gauntletbeam_think;
218 beam.movetype = MOVETYPE_NONE;
219 beam.shot_spread = 0;
220 beam.bot_dodge = TRUE;
221 beam.bot_dodgerating = cvar("g_balance_laser_primary_damage");
222 beam.cnt = issecondary;
223 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
233 weapon_action(WEP_LASER, WR_PRECACHE);
234 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
235 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
236 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
237 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
240 void spawnfunc_weapon_laser (void)
242 weapon_defaultspawnfunc(WEP_LASER);
245 float w_laser(float req)
251 if(cvar("g_balance_laser_secondary"))
253 r1 = cvar("g_balance_laser_primary_damage");
254 r2 = cvar("g_balance_laser_secondary_damage");
255 if (random() * (r2 + r1) > r1)
256 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
258 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
261 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
263 else if (req == WR_THINK)
265 if (self.BUTTON_ATCK)
266 if (weapon_prepareattack(0, (cvar("g_balance_laser_primary_gauntlet") ? 0 : cvar("g_balance_laser_primary_refire"))))
268 if(cvar("g_balance_laser_primary_gauntlet"))
272 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
274 if (self.BUTTON_ATCK2)
276 if(cvar("g_balance_laser_secondary"))
278 if (weapon_prepareattack(0, (cvar("g_balance_laser_secondary_gauntlet") ? 0 : cvar("g_balance_laser_secondary_refire"))))
280 if(cvar("g_balance_laser_secondary_gauntlet"))
284 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
289 if(self.switchweapon == WEP_LASER) // don't do this if already switching
290 W_SwitchWeapon (self.cnt);
294 else if (req == WR_PRECACHE)
296 precache_model ("models/weapons/g_laser.md3");
297 precache_model ("models/weapons/v_laser.md3");
298 precache_model ("models/weapons/h_laser.iqm");
299 precache_sound ("weapons/lasergun_fire.wav");
300 precache_sound ("weapons/gauntlet_fire.wav");
302 else if (req == WR_SETUP)
303 weapon_setup(WEP_LASER);
304 else if (req == WR_CHECKAMMO1)
306 else if (req == WR_CHECKAMMO2)
312 float w_laser(float req)
314 if(req == WR_IMPACTEFFECT)
317 org2 = w_org + w_backoff * 6;
318 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
320 sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
322 else if(req == WR_PRECACHE)
324 precache_sound("weapons/laserimpact.wav");
326 else if (req == WR_SUICIDEMESSAGE)
327 w_deathtypestring = "lasered themself to hell";
328 else if (req == WR_KILLMESSAGE)
330 w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH