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 .entity gauntletbeam;
105 .float prevgauntletfire;
106 void gauntletbeam_think()
108 float damage, myforce, myradius;
111 damage = cvar("g_balance_laser_secondary_damage");
112 myforce = cvar("g_balance_laser_secondary_force");
113 myradius = cvar("g_balance_laser_secondary_radius");
117 damage = cvar("g_balance_laser_primary_damage");
118 myforce = cvar("g_balance_laser_primary_force");
119 myradius = cvar("g_balance_laser_primary_radius");
122 self.owner.prevgauntletfire = time;
123 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))
129 self.nextthink = time;
131 makevectors(self.owner.v_angle);
135 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * myradius, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
138 if(trace_fraction < 1)
141 force = angle * myforce;
142 Damage (trace_ent, self.owner, self.owner, damage * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
147 if(self.owner.weaponentity.movedir_x > 0)
149 vecs = self.owner.weaponentity.movedir;
154 org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z;
156 // TODO turn into a csqc entity
157 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
158 WriteByte(MSG_BROADCAST, TE_CSQC_BEAM);
159 WriteByte(MSG_BROADCAST, num_for_edict(self.owner));
160 WriteByte(MSG_BROADCAST, 3);
161 WriteCoord(MSG_BROADCAST, trace_endpos_x);
162 WriteCoord(MSG_BROADCAST, trace_endpos_y);
163 WriteCoord(MSG_BROADCAST, trace_endpos_z);
164 WriteCoord(MSG_BROADCAST, org_x);
165 WriteCoord(MSG_BROADCAST, org_y);
166 WriteCoord(MSG_BROADCAST, org_z);
169 // experimental gauntlet
170 void W_Laser_Attack2 (float issecondary)
172 // only play fire sound if 0.5 sec has passed since player let go the fire button
173 if(time - self.prevgauntletfire > 0.5)
175 sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
178 entity beam, oldself;
180 self.gauntletbeam = beam = spawn();
181 beam.solid = SOLID_NOT;
182 beam.think = gauntletbeam_think;
184 beam.movetype = MOVETYPE_NONE;
185 beam.shot_spread = 0;
186 beam.bot_dodge = TRUE;
187 beam.bot_dodgerating = cvar("g_balance_laser_primary_damage");
188 beam.cnt = issecondary;
198 weapon_action(WEP_LASER, WR_PRECACHE);
199 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
200 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
201 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
202 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
205 void spawnfunc_weapon_laser (void)
207 weapon_defaultspawnfunc(WEP_LASER);
210 float w_laser(float req)
216 if(cvar("g_balance_laser_secondary"))
218 r1 = cvar("g_balance_laser_primary_damage");
219 r2 = cvar("g_balance_laser_secondary_damage");
220 if (random() * (r2 + r1) > r1)
221 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
223 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
226 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
228 else if (req == WR_THINK)
230 if (self.BUTTON_ATCK)
231 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
233 if(cvar("g_balance_laser_primary_gauntlet"))
237 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
239 if (self.BUTTON_ATCK2)
241 if(cvar("g_balance_laser_secondary"))
243 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
245 if(cvar("g_balance_laser_secondary_gauntlet"))
249 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
254 if(self.switchweapon == WEP_LASER) // don't do this if already switching
255 W_SwitchWeapon (self.cnt);
259 else if (req == WR_PRECACHE)
261 precache_model ("models/weapons/g_laser.md3");
262 precache_model ("models/weapons/v_laser.md3");
263 precache_model ("models/weapons/h_laser.iqm");
264 precache_sound ("weapons/lasergun_fire.wav");
265 precache_sound ("weapons/gauntlet_fire.wav");
267 else if (req == WR_SETUP)
268 weapon_setup(WEP_LASER);
269 else if (req == WR_CHECKAMMO1)
271 else if (req == WR_CHECKAMMO2)
277 float w_laser(float req)
279 if(req == WR_IMPACTEFFECT)
282 org2 = w_org + w_backoff * 6;
283 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
285 sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
287 else if(req == WR_PRECACHE)
289 precache_sound("weapons/laserimpact.wav");
291 else if (req == WR_SUICIDEMESSAGE)
292 w_deathtypestring = "lasered themself to hell";
293 else if (req == WR_KILLMESSAGE)
295 w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH