#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", "Laser");
+REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
#else
#ifdef SVQC
void(float imp) W_SwitchWeapon;
self.event_damage = SUB_Null;
if (self.dmg)
- 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);
+ 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);
else
- 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);
+ 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);
remove (self);
}
self.movetype = MOVETYPE_FLY;
self.think = SUB_Remove;
if (self.dmg)
- self.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
+ self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
else
- self.nextthink = time + cvar("g_balance_laser_primary_lifetime");
+ self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
}
else
nodamage = FALSE;
- a = cvar("g_balance_laser_primary_shotangle");
+ a = autocvar_g_balance_laser_primary_shotangle;
s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
if(nodamage)
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", 0);
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, 0);
else if(issecondary == 1)
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_secondary_damage"));
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage);
else
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_primary_damage"));
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();
if(!nodamage)
{
missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
+ missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
}
PROJECTILE_MAKETRIGGER(missile);
missile.flags = FL_PROJECTILE;
missile.think = W_Laser_Think;
- missile.nextthink = time + cvar("g_balance_laser_primary_delay");
+ missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+
if(time >= missile.nextthink)
{
entity oldself;
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");
+ damage = autocvar_g_balance_laser_secondary_damage;
+ myforce = autocvar_g_balance_laser_secondary_force;
+ myradius = autocvar_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)
float dt;
dt = frametime;
- W_SetupShot_Range(self.owner, TRUE, 0, "", damage * dt, myradius);
+ W_SetupShot_Range(self.owner, TRUE, 0, "", 0, damage * dt, myradius);
WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
// apply the damage
{
vector force;
force = w_shotdir * myforce;
+ if(accuracy_isgooddamage(self.owner, trace_ent))
+ accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
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
beam.movetype = MOVETYPE_NONE;
beam.shot_spread = 0;
beam.bot_dodge = TRUE;
- beam.bot_dodgerating = cvar("g_balance_laser_primary_damage");
+ beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
oldself = self;
local float r2;
if (req == WR_AIM)
{
- if(cvar("g_balance_laser_secondary"))
+ if(autocvar_g_balance_laser_secondary)
{
- r1 = cvar("g_balance_laser_primary_damage");
- r2 = cvar("g_balance_laser_secondary_damage");
+ r1 = autocvar_g_balance_laser_primary_damage;
+ r2 = autocvar_g_balance_laser_secondary_damage;
if (random() * (r2 + r1) > r1)
- self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
+ self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
else
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
}
else
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
+ if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
+ weapon_action(self.weapon, WR_RELOAD);
+ else if (self.BUTTON_ATCK)
{
- W_Laser_Attack(1);
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
+ if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+ {
+ W_DecreaseAmmo(ammo_none, 1, TRUE);
+
+ W_Laser_Attack(0);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
+ }
}
- if (self.BUTTON_ATCK2)
+ else if (self.BUTTON_ATCK2)
{
- if(cvar("g_balance_laser_secondary"))
+ if(autocvar_g_balance_laser_secondary)
{
+ W_DecreaseAmmo(ammo_none, 1, TRUE);
+
if (weapon_prepareattack(0, 0))
{
W_Laser_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
}
}
else
precache_model ("models/weapons/h_laser.iqm");
precache_sound ("weapons/lasergun_fire.wav");
precache_sound ("weapons/gauntlet_fire.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_LASER);
+ self.current_ammo = ammo_none;
+ }
else if (req == WR_CHECKAMMO1)
+ {
return TRUE;
+ }
else if (req == WR_CHECKAMMO2)
+ {
return TRUE;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
+ }
return TRUE;
};
#endif
precache_sound("weapons/laserimpact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s lasered themself to hell";
+ w_deathtypestring = _("%s lasered themself to hell");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s was cut in half by %s's gauntlet"; // unchecked: SPLASH
+ 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
+ w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH
}
return TRUE;
}