laser secondary = gauntlet, better effects coming soon
authorFruitieX <rasse@rasse-lappy.localdomain>
Wed, 21 Jul 2010 09:44:29 +0000 (12:44 +0300)
committerFruitieX <rasse@rasse-lappy.localdomain>
Wed, 21 Jul 2010 09:44:29 +0000 (12:44 +0300)
balance.cfg
balance25.cfg
balanceFruit.cfg
balanceSamual.cfg
balanceXPM.cfg
qcsrc/server/w_electro.qc
qcsrc/server/w_laser.qc

index 1db210e..123c242 100644 (file)
@@ -217,7 +217,7 @@ set g_balance_laser_primary_animtime 0.3
 set g_balance_laser_primary_lifetime 30
 set g_balance_laser_primary_shotangle 0
 set g_balance_laser_primary_delay 0.03
-set g_balance_laser_gauntlet 0
+set g_balance_laser_primary_gauntlet 0
 set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
 set g_balance_laser_secondary_damage 35
 set g_balance_laser_secondary_edgedamage 10
@@ -230,6 +230,7 @@ set g_balance_laser_secondary_animtime 0.3
 set g_balance_laser_secondary_lifetime 30
 set g_balance_laser_secondary_shotangle 0
 set g_balance_laser_secondary_delay 0
+set g_balance_laser_secondary_gauntlet 0
 // }}}
 // {{{ shotgun
 set g_balance_shotgun_primary_bullets 6
index bc415ca..46b3daf 100644 (file)
@@ -217,7 +217,7 @@ set g_balance_laser_primary_animtime 0.3
 set g_balance_laser_primary_lifetime 30
 set g_balance_laser_primary_shotangle 0
 set g_balance_laser_primary_delay 0
-set g_balance_laser_gauntlet 0
+set g_balance_laser_primary_gauntlet 0
 set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
 set g_balance_laser_secondary_damage 35
 set g_balance_laser_secondary_edgedamage 10
@@ -230,6 +230,7 @@ set g_balance_laser_secondary_animtime 0.3
 set g_balance_laser_secondary_lifetime 30
 set g_balance_laser_secondary_shotangle 0
 set g_balance_laser_secondary_delay 0
+set g_balance_laser_secondary_gauntlet 0
 // }}}
 // {{{ shotgun
 set g_balance_shotgun_primary_bullets 6
index 9ef7ab1..ba90c56 100644 (file)
@@ -210,26 +210,27 @@ set g_balance_laser_primary_damage 30 // dps 50, hope that's not too high
 set g_balance_laser_primary_edgedamage 30
 set g_balance_laser_primary_force 235
 set g_balance_laser_primary_radius 70
-set g_balance_laser_primary_speed 9000
+set g_balance_laser_primary_speed 4500
 set g_balance_laser_primary_spread 0
 set g_balance_laser_primary_refire 0.6
 set g_balance_laser_primary_animtime 0.6
 set g_balance_laser_primary_lifetime 5
 set g_balance_laser_primary_shotangle 0
 set g_balance_laser_primary_delay 0
-set g_balance_laser_gauntlet 0
-set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
-set g_balance_laser_secondary_damage 35
-set g_balance_laser_secondary_edgedamage 10
-set g_balance_laser_secondary_force 400
-set g_balance_laser_secondary_radius 70
-set g_balance_laser_secondary_speed 4500
+set g_balance_laser_primary_gauntlet 0
+set g_balance_laser_secondary 1 // when 1, a secondary laser mode exists
+set g_balance_laser_secondary_damage 7
+set g_balance_laser_secondary_edgedamage 0
+set g_balance_laser_secondary_force 75
+set g_balance_laser_secondary_radius 10
+set g_balance_laser_secondary_speed 0
 set g_balance_laser_secondary_spread 0
-set g_balance_laser_secondary_refire 0.7
-set g_balance_laser_secondary_animtime 0.3
-set g_balance_laser_secondary_lifetime 5
+set g_balance_laser_secondary_refire 0.066
+set g_balance_laser_secondary_animtime 0.066
+set g_balance_laser_secondary_lifetime 0
 set g_balance_laser_secondary_shotangle 0
 set g_balance_laser_secondary_delay 0
+set g_balance_laser_secondary_gauntlet 1
 // }}}
 // {{{ shotgun
 set g_balance_shotgun_primary_bullets 16
index d9ae5ec..6cdcb8a 100644 (file)
@@ -217,7 +217,7 @@ set g_balance_laser_primary_animtime 0.3
 set g_balance_laser_primary_lifetime 30
 set g_balance_laser_primary_shotangle 0
 set g_balance_laser_primary_delay 0.03
-set g_balance_laser_gauntlet 0
+set g_balance_laser_primary_gauntlet 0
 set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
 set g_balance_laser_secondary_damage 25
 set g_balance_laser_secondary_edgedamage 10
@@ -230,6 +230,7 @@ set g_balance_laser_secondary_animtime 0.3
 set g_balance_laser_secondary_lifetime 30
 set g_balance_laser_secondary_shotangle -90
 set g_balance_laser_secondary_delay 0
+set g_balance_laser_secondary_gauntlet 0
 // }}}
 // {{{ shotgun
 set g_balance_shotgun_primary_bullets 6
index 9033e42..acca206 100644 (file)
@@ -217,7 +217,7 @@ set g_balance_laser_primary_animtime 0.066
 set g_balance_laser_primary_lifetime 0
 set g_balance_laser_primary_shotangle 0
 set g_balance_laser_primary_delay 0
-set g_balance_laser_gauntlet 1
+set g_balance_laser_primary_gauntlet 1
 set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
 set g_balance_laser_secondary_damage 35
 set g_balance_laser_secondary_edgedamage 10
@@ -230,6 +230,7 @@ set g_balance_laser_secondary_animtime 0
 set g_balance_laser_secondary_lifetime 30
 set g_balance_laser_secondary_shotangle 0
 set g_balance_laser_secondary_delay 0
+set g_balance_laser_secondary_gauntlet 0
 // }}}
 // {{{ shotgun
 set g_balance_shotgun_primary_bullets 16
index 4d4fda1..3a54cf3 100644 (file)
@@ -184,7 +184,7 @@ void W_Electro_Attack2()
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
 }
 
-.entity lgbeam, exteriorlgbeam;
+.entity lgbeam;
 .float prevlgfire;
 void lgbeam_think()
 {
index 00e0fff..c716ae1 100644 (file)
@@ -101,18 +101,32 @@ void W_Laser_Attack (float issecondary)
        }
 }
 
-void W_Laser_Attack2 (void) // gauntlet
+void W_Laser_Attack2 (float issecondary) // gauntlet
 {
-       W_SetupShot (self, TRUE, 0, "weapons/gauntlet_fire.wav", cvar("g_balance_laser_primary_damage"));
+       float damage, force, myradius;
+       if(issecondary)
+       {
+               damage = cvar("g_balance_laser_secondary_damage");
+               force = cvar("g_balance_laser_secondary_force");
+               myradius = cvar("g_balance_laser_secondary_radius");
+       }
+       else
+       {
+               damage = cvar("g_balance_laser_primary_damage");
+               force = cvar("g_balance_laser_primary_force");
+               myradius = cvar("g_balance_laser_primary_radius");
+       }
+
+       W_SetupShot (self, TRUE, 0, "weapons/gauntlet_fire.wav", damage);
 
-       WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * (cvar("g_balance_laser_primary_radius") + vlen(eX * self.velocity_x + eY * self.velocity_y)/5), FALSE, self, ANTILAG_LATENCY(self));
+       WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * (myradius + vlen(eX * self.velocity_x + eY * self.velocity_y)/5), FALSE, self, ANTILAG_LATENCY(self));
 
        pointparticles(particleeffectnum("laser_gauntletmuzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-       pointparticles(particleeffectnum("laser_gauntlet"), w_shotorg + w_shotdir * (cvar("g_balance_laser_primary_radius") + vlen(eX * self.velocity_x + eY * self.velocity_y)/5), w_shotdir * 1000, 1);
-       pointparticles(particleeffectnum("laser_gauntlet"), w_shotorg + w_shotdir * (cvar("g_balance_laser_primary_radius") + vlen(eX * self.velocity_x + eY * self.velocity_y)/5) * 0.5, w_shotdir * 1000, 1);
+       pointparticles(particleeffectnum("laser_gauntlet"), w_shotorg + w_shotdir * (myradius + vlen(eX * self.velocity_x + eY * self.velocity_y)/5), w_shotdir * 1000, 1);
+       pointparticles(particleeffectnum("laser_gauntlet"), w_shotorg + w_shotdir * (myradius + vlen(eX * self.velocity_x + eY * self.velocity_y)/5) * 0.5, w_shotdir * 1000, 1);
 
        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);
+               Damage(trace_ent, self, self, damage, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_laser_primary_force") * w_shotdir);
 }
 
 void spawnfunc_weapon_laser (void)
@@ -143,8 +157,8 @@ float w_laser(float req)
                if (self.BUTTON_ATCK)
                if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
                {
-                       if(cvar("g_balance_laser_gauntlet"))
-                               W_Laser_Attack2();
+                       if(cvar("g_balance_laser_primary_gauntlet"))
+                               W_Laser_Attack2(0);
                        else
                                W_Laser_Attack(0);
                        weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
@@ -155,7 +169,10 @@ float w_laser(float req)
                        {
                                if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
                                {
-                                       W_Laser_Attack(1);
+                                       if(cvar("g_balance_laser_secondary_gauntlet"))
+                                               W_Laser_Attack2(1);
+                                       else
+                                               W_Laser_Attack(1);
                                        weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
                                }
                        }