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;
43 a = cvar("g_balance_laser_primary_shotangle");
44 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
47 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", 0);
48 else if(issecondary == 1)
49 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_secondary_damage"));
51 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_primary_damage"));
52 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
56 missile.classname = "laserbolt";
60 missile.bot_dodge = TRUE;
61 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
64 PROJECTILE_MAKETRIGGER(missile);
65 missile.projectiledeathtype = WEP_LASER;
67 setorigin (missile, w_shotorg);
68 setsize(missile, '0 0 0', '0 0 0');
70 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
71 missile.angles = vectoangles (missile.velocity);
72 //missile.glow_color = 250; // 244, 250
73 //missile.glow_size = 120;
74 missile.touch = W_Laser_Touch;
76 missile.flags = FL_PROJECTILE;
78 missile.think = W_Laser_Think;
79 missile.nextthink = time + cvar("g_balance_laser_primary_delay");
81 other = missile; MUTATOR_CALLHOOK(EditProjectile);
83 if(time >= missile.nextthink)
93 .vector hook_start, hook_end;
94 float gauntletbeam_send(entity to, float sf)
96 WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
98 if(sound_allowed(MSG_BROADCAST, self.owner))
100 WriteByte(MSG_ENTITY, sf);
103 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
107 WriteCoord(MSG_ENTITY, self.hook_start_x);
108 WriteCoord(MSG_ENTITY, self.hook_start_y);
109 WriteCoord(MSG_ENTITY, self.hook_start_z);
113 WriteCoord(MSG_ENTITY, self.hook_end_x);
114 WriteCoord(MSG_ENTITY, self.hook_end_y);
115 WriteCoord(MSG_ENTITY, self.hook_end_z);
119 .entity gauntletbeam;
120 .float prevgauntletfire;
121 void gauntletbeam_think()
123 float damage, myforce, myradius;
124 damage = cvar("g_balance_laser_secondary_damage");
125 myforce = cvar("g_balance_laser_secondary_force");
126 myradius = cvar("g_balance_laser_secondary_radius");
128 self.owner.prevgauntletfire = time;
129 if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
135 self.nextthink = time;
137 makevectors(self.owner.v_angle);
142 W_SetupShot_Range(self.owner, TRUE, 0, "", damage * dt, myradius);
143 WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
149 force = w_shotdir * myforce;
150 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
151 Damage_RecordDamage(self.owner, WEP_LASER | HITTYPE_SECONDARY, damage * dt);
155 if(w_shotorg != self.hook_start)
158 self.hook_start = w_shotorg;
160 if(w_shotend != self.hook_end)
163 self.hook_end = w_shotend;
167 // experimental gauntlet
168 void W_Laser_Attack2 ()
170 // only play fire sound if 0.5 sec has passed since player let go the fire button
171 if(time - self.prevgauntletfire > 0.5)
173 sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
176 entity beam, oldself;
178 self.gauntletbeam = beam = spawn();
179 beam.solid = SOLID_NOT;
180 beam.think = gauntletbeam_think;
182 beam.movetype = MOVETYPE_NONE;
183 beam.shot_spread = 0;
184 beam.bot_dodge = TRUE;
185 beam.bot_dodgerating = cvar("g_balance_laser_primary_damage");
186 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
196 weapon_action(WEP_LASER, WR_PRECACHE);
197 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
198 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
199 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
200 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
203 void spawnfunc_weapon_laser (void)
205 weapon_defaultspawnfunc(WEP_LASER);
208 float w_laser(float req)
214 if(cvar("g_balance_laser_secondary"))
216 r1 = cvar("g_balance_laser_primary_damage");
217 r2 = cvar("g_balance_laser_secondary_damage");
218 if (random() * (r2 + r1) > r1)
219 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
221 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
224 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
226 else if (req == WR_THINK)
228 if (self.BUTTON_ATCK)
229 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
232 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
234 if (self.BUTTON_ATCK2)
236 if(cvar("g_balance_laser_secondary"))
238 if (weapon_prepareattack(0, 0))
241 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
246 if(self.switchweapon == WEP_LASER) // don't do this if already switching
247 W_SwitchWeapon (self.cnt);
251 else if (req == WR_PRECACHE)
253 precache_model ("models/weapons/g_laser.md3");
254 precache_model ("models/weapons/v_laser.md3");
255 precache_model ("models/weapons/h_laser.iqm");
256 precache_sound ("weapons/lasergun_fire.wav");
257 precache_sound ("weapons/gauntlet_fire.wav");
259 else if (req == WR_SETUP)
260 weapon_setup(WEP_LASER);
261 else if (req == WR_CHECKAMMO1)
263 else if (req == WR_CHECKAMMO2)
269 float w_laser(float req)
271 if(req == WR_IMPACTEFFECT)
274 org2 = w_org + w_backoff * 6;
275 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
277 sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
279 else if(req == WR_PRECACHE)
281 precache_sound("weapons/laserimpact.wav");
283 else if (req == WR_SUICIDEMESSAGE)
284 w_deathtypestring = "%s lasered themself to hell";
285 else if (req == WR_KILLMESSAGE)
287 if(w_deathtype & HITTYPE_SECONDARY)
288 w_deathtypestring = "%s was cut in half by %s's gauntlet"; // unchecked: SPLASH
290 w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH