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 // weapon load persistence, for weapons that support reloading
10 void W_Laser_SetAmmoCounter()
12 // set clip_load to the weapon we have switched to, if the gun uses reloading
13 if(!autocvar_g_balance_laser_reload_ammo)
14 self.clip_load = 0; // also keeps crosshair ammo from displaying
17 self.clip_load = self.laser_load;
18 self.clip_size = autocvar_g_balance_laser_reload_ammo; // for the crosshair ammo display
22 void W_Laser_ReloadedAndReady()
26 self.clip_load = autocvar_g_balance_laser_reload_ammo; // maximum load since this weapon uses no ammo
27 self.laser_load = self.clip_load;
29 t = ATTACK_FINISHED(self) - autocvar_g_balance_laser_reload_time - 1;
30 ATTACK_FINISHED(self) = t;
36 // return if reloading is disabled for this weapon
37 if(!autocvar_g_balance_laser_reload_ammo)
40 if(!W_ReloadCheck(1, 0))
45 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
47 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_laser_reload_time + 1;
48 ATTACK_FINISHED(self) = t;
50 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_laser_reload_time, W_Laser_ReloadedAndReady);
55 void W_Laser_Touch (void)
59 self.event_damage = SUB_Null;
61 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);
63 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);
70 self.movetype = MOVETYPE_FLY;
71 self.think = SUB_Remove;
73 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
75 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
76 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
79 void W_Laser_Attack (float issecondary)
86 if(issecondary == 2) // minstanex shot
87 nodamage = g_minstagib;
91 a = autocvar_g_balance_laser_primary_shotangle;
92 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
95 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, 0);
96 else if(issecondary == 1)
97 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage);
99 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage);
100 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
103 missile.owner = self;
104 missile.classname = "laserbolt";
108 missile.bot_dodge = TRUE;
109 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
112 PROJECTILE_MAKETRIGGER(missile);
113 missile.projectiledeathtype = WEP_LASER;
115 setorigin (missile, w_shotorg);
116 setsize(missile, '0 0 0', '0 0 0');
118 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
119 missile.angles = vectoangles (missile.velocity);
120 //missile.glow_color = 250; // 244, 250
121 //missile.glow_size = 120;
122 missile.touch = W_Laser_Touch;
124 missile.flags = FL_PROJECTILE;
126 missile.think = W_Laser_Think;
127 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
129 other = missile; MUTATOR_CALLHOOK(EditProjectile);
131 if(time >= missile.nextthink)
141 .vector hook_start, hook_end;
142 float gauntletbeam_send(entity to, float sf)
144 WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
146 if(sound_allowed(MSG_BROADCAST, self.owner))
148 WriteByte(MSG_ENTITY, sf);
151 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
155 WriteCoord(MSG_ENTITY, self.hook_start_x);
156 WriteCoord(MSG_ENTITY, self.hook_start_y);
157 WriteCoord(MSG_ENTITY, self.hook_start_z);
161 WriteCoord(MSG_ENTITY, self.hook_end_x);
162 WriteCoord(MSG_ENTITY, self.hook_end_y);
163 WriteCoord(MSG_ENTITY, self.hook_end_z);
167 .entity gauntletbeam;
168 .float prevgauntletfire;
169 void gauntletbeam_think()
171 float damage, myforce, myradius;
172 damage = autocvar_g_balance_laser_secondary_damage;
173 myforce = autocvar_g_balance_laser_secondary_force;
174 myradius = autocvar_g_balance_laser_secondary_radius;
176 self.owner.prevgauntletfire = time;
177 if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
183 self.nextthink = time;
185 makevectors(self.owner.v_angle);
190 W_SetupShot_Range(self.owner, TRUE, 0, "", 0, damage * dt, myradius);
191 WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
197 force = w_shotdir * myforce;
198 if(accuracy_isgooddamage(self.owner, trace_ent))
199 accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
200 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
204 if(w_shotorg != self.hook_start)
207 self.hook_start = w_shotorg;
209 if(w_shotend != self.hook_end)
212 self.hook_end = w_shotend;
216 // experimental gauntlet
217 void W_Laser_Attack2 ()
219 // only play fire sound if 0.5 sec has passed since player let go the fire button
220 if(time - self.prevgauntletfire > 0.5)
222 sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
225 entity beam, oldself;
227 self.gauntletbeam = beam = spawn();
228 beam.solid = SOLID_NOT;
229 beam.think = gauntletbeam_think;
231 beam.movetype = MOVETYPE_NONE;
232 beam.shot_spread = 0;
233 beam.bot_dodge = TRUE;
234 beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
235 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
245 weapon_action(WEP_LASER, WR_PRECACHE);
246 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
247 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
248 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
249 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
252 void spawnfunc_weapon_laser (void)
254 weapon_defaultspawnfunc(WEP_LASER);
257 float w_laser(float req)
263 if(autocvar_g_balance_laser_secondary)
265 r1 = autocvar_g_balance_laser_primary_damage;
266 r2 = autocvar_g_balance_laser_secondary_damage;
267 if (random() * (r2 + r1) > r1)
268 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
270 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
273 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
275 else if (req == WR_THINK)
277 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
279 else if (self.BUTTON_ATCK)
281 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
283 // if this weapon is reloadable, decrease its load
284 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
286 if(autocvar_g_balance_laser_reload_ammo)
289 self.laser_load = self.clip_load;
294 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
297 else if (self.BUTTON_ATCK2)
299 if(autocvar_g_balance_laser_secondary)
301 // if this weapon is reloadable, decrease its load
302 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
304 if(autocvar_g_balance_laser_reload_ammo)
307 self.laser_load = self.clip_load;
311 if (weapon_prepareattack(0, 0))
314 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
319 if(self.switchweapon == WEP_LASER) // don't do this if already switching
320 W_SwitchWeapon (self.cnt);
324 else if (req == WR_PRECACHE)
326 precache_model ("models/weapons/g_laser.md3");
327 precache_model ("models/weapons/v_laser.md3");
328 precache_model ("models/weapons/h_laser.iqm");
329 precache_sound ("weapons/lasergun_fire.wav");
330 precache_sound ("weapons/gauntlet_fire.wav");
331 precache_sound ("weapons/reload.wav");
333 else if (req == WR_SETUP)
335 weapon_setup(WEP_LASER);
336 W_Laser_SetAmmoCounter();
338 else if (req == WR_CHECKAMMO1)
342 else if (req == WR_CHECKAMMO2)
346 else if (req == WR_RESETPLAYER)
348 // all weapons must be fully loaded when we spawn
349 self.laser_load = autocvar_g_balance_laser_reload_ammo;
351 else if (req == WR_RELOAD)
359 float w_laser(float req)
361 if(req == WR_IMPACTEFFECT)
364 org2 = w_org + w_backoff * 6;
365 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
367 sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
369 else if(req == WR_PRECACHE)
371 precache_sound("weapons/laserimpact.wav");
373 else if (req == WR_SUICIDEMESSAGE)
374 w_deathtypestring = _("%s lasered themself to hell");
375 else if (req == WR_KILLMESSAGE)
377 if(w_deathtype & HITTYPE_SECONDARY)
378 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH
380 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH