else
nodamage = FALSE;
- if (issecondary == 1)
- a = cvar("g_balance_laser_secondary_shotangle");
- else
- a = cvar("g_balance_laser_primary_shotangle");
+ a = cvar("g_balance_laser_primary_shotangle");
s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
if(nodamage)
missile = spawn ();
missile.owner = self;
missile.classname = "laserbolt";
- missile.dmg = (issecondary == 1);
+ missile.dmg = 0;
if(!nodamage)
{
missile.bot_dodge = TRUE;
- if (issecondary == 1)
- missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
- else
- missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
+ missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
}
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_LASER;
- if(issecondary == 1)
- missile.projectiledeathtype |= HITTYPE_SECONDARY;
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- if (issecondary == 1)
- W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_secondary);
- else
- W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
+ W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
missile.angles = vectoangles (missile.velocity);
//missile.glow_color = 250; // 244, 250
//missile.glow_size = 120;
missile.flags = FL_PROJECTILE;
missile.think = W_Laser_Think;
- if (issecondary == 1)
- missile.nextthink = time + cvar("g_balance_laser_secondary_delay");
- else
- missile.nextthink = time + cvar("g_balance_laser_primary_delay");
+ missile.nextthink = time + cvar("g_balance_laser_primary_delay");
if(time >= missile.nextthink)
{
entity oldself;
}
}
-void W_Laser_Attack2 (void) // gauntlet
+.vector hook_start, hook_end;
+float gauntletbeam_send(entity to, float sf)
+{
+ WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
+ sf = sf & 0x7F;
+ if(sound_allowed(MSG_BROADCAST, self.owner))
+ sf |= 0x80;
+ WriteByte(MSG_ENTITY, sf);
+ if(sf & 1)
+ {
+ WriteByte(MSG_ENTITY, num_for_edict(self.owner));
+ }
+ if(sf & 2)
+ {
+ WriteCoord(MSG_ENTITY, self.hook_start_x);
+ WriteCoord(MSG_ENTITY, self.hook_start_y);
+ WriteCoord(MSG_ENTITY, self.hook_start_z);
+ }
+ if(sf & 4)
+ {
+ WriteCoord(MSG_ENTITY, self.hook_end_x);
+ WriteCoord(MSG_ENTITY, self.hook_end_y);
+ WriteCoord(MSG_ENTITY, self.hook_end_z);
+ }
+ return TRUE;
+}
+.entity gauntletbeam;
+.float prevgauntletfire;
+void gauntletbeam_think()
+{
+ float damage, myforce, myradius;
+ damage = cvar("g_balance_laser_secondary_damage");
+ myforce = cvar("g_balance_laser_secondary_force");
+ myradius = cvar("g_balance_laser_secondary_radius");
+
+ self.owner.prevgauntletfire = time;
+ if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
+ {
+ remove(self);
+ return;
+ }
+
+ self.nextthink = time;
+
+ makevectors(self.owner.v_angle);
+
+ float dt;
+ dt = frametime;
+
+ W_SetupShot_Range(self.owner, TRUE, 0, "", damage * dt, myradius);
+ WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
+
+ // apply the damage
+ if(trace_ent)
+ {
+ vector force;
+ force = w_shotdir * myforce;
+ Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
+ Damage_RecordDamage(self.owner, WEP_LASER | HITTYPE_SECONDARY, damage * dt);
+ }
+
+ // draw effect
+ if(w_shotorg != self.hook_start)
+ {
+ self.SendFlags |= 2;
+ self.hook_start = w_shotorg;
+ }
+ if(w_shotend != self.hook_end)
+ {
+ self.SendFlags |= 4;
+ self.hook_end = w_shotend;
+ }
+}
+
+// experimental gauntlet
+void W_Laser_Attack2 ()
{
- W_SetupShot (self, TRUE, 0, "weapons/gauntlet_fire.wav", cvar("g_balance_laser_primary_damage"));
+ // only play fire sound if 0.5 sec has passed since player let go the fire button
+ if(time - self.prevgauntletfire > 0.5)
+ {
+ sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
+ }
- WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_laser_primary_radius"), FALSE, self, ANTILAG_LATENCY(self));
+ entity beam, oldself;
- pointparticles(particleeffectnum("laser_gauntlet"), w_shotorg + w_shotdir * cvar("g_balance_laser_primary_radius"), '0 0 0', 1);
+ self.gauntletbeam = beam = spawn();
+ beam.solid = SOLID_NOT;
+ beam.think = gauntletbeam_think;
+ beam.owner = self;
+ beam.movetype = MOVETYPE_NONE;
+ beam.shot_spread = 0;
+ beam.bot_dodge = TRUE;
+ beam.bot_dodgerating = cvar("g_balance_laser_primary_damage");
+ Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
- if (trace_fraction < 1)
- 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);
+ oldself = self;
+ self = beam;
+ self.think();
+ self = oldself;
+}
+
+void LaserInit()
+{
+ weapon_action(WEP_LASER, WR_PRECACHE);
+ gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
+ gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
+ gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
+ gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
}
void spawnfunc_weapon_laser (void)
if (self.BUTTON_ATCK)
if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
{
- if(cvar("g_balance_laser_gauntlet"))
- W_Laser_Attack2();
- else
- W_Laser_Attack(0);
+ W_Laser_Attack(1);
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
}
if (self.BUTTON_ATCK2)
{
if(cvar("g_balance_laser_secondary"))
{
- if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
+ if (weapon_prepareattack(0, 0))
{
- W_Laser_Attack(1);
+ W_Laser_Attack2();
weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
}
}
precache_sound("weapons/laserimpact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "lasered themself to hell";
+ w_deathtypestring = "%s lasered themself to hell";
else if (req == WR_KILLMESSAGE)
{
- w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH
+ if(w_deathtype & HITTYPE_SECONDARY)
+ w_deathtypestring = "%s was cut in half by %s's gauntlet"; // unchecked: SPLASH
+ else
+ w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH
}
return TRUE;
}