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;
9 void W_Laser_SetAmmoCounter()
11 // set clip_load to the weapon we have switched to, if the gun uses reloading
12 if(!autocvar_g_balance_laser_reload_ammo)
13 self.clip_load = 0; // also keeps crosshair ammo from displaying
16 self.clip_load = self.laser_load;
17 self.clip_size = autocvar_g_balance_laser_reload_ammo; // for the crosshair ammo display
21 void W_Laser_ReloadedAndReady()
25 self.clip_load = autocvar_g_balance_laser_reload_ammo; // maximum load since this weapon uses no ammo
26 self.laser_load = self.clip_load;
28 t = ATTACK_FINISHED(self) - autocvar_g_balance_laser_reload_time - 1;
29 ATTACK_FINISHED(self) = t;
35 // return if reloading is disabled for this weapon
36 if(!autocvar_g_balance_laser_reload_ammo)
39 if(!W_ReloadCheck(1, 0))
44 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
46 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_laser_reload_time + 1;
47 ATTACK_FINISHED(self) = t;
49 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_laser_reload_time, W_Laser_ReloadedAndReady);
54 void W_Laser_Touch (void)
58 self.event_damage = SUB_Null;
60 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);
62 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);
69 self.movetype = MOVETYPE_FLY;
70 self.think = SUB_Remove;
72 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
74 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
75 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
78 void W_Laser_Attack (float issecondary)
85 if(issecondary == 2) // minstanex shot
86 nodamage = g_minstagib;
90 a = autocvar_g_balance_laser_primary_shotangle;
91 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
94 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, 0);
95 else if(issecondary == 1)
96 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage);
98 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage);
99 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
102 missile.owner = self;
103 missile.classname = "laserbolt";
107 missile.bot_dodge = TRUE;
108 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
111 PROJECTILE_MAKETRIGGER(missile);
112 missile.projectiledeathtype = WEP_LASER;
114 setorigin (missile, w_shotorg);
115 setsize(missile, '0 0 0', '0 0 0');
117 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
118 missile.angles = vectoangles (missile.velocity);
119 //missile.glow_color = 250; // 244, 250
120 //missile.glow_size = 120;
121 missile.touch = W_Laser_Touch;
123 missile.flags = FL_PROJECTILE;
125 missile.think = W_Laser_Think;
126 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
128 other = missile; MUTATOR_CALLHOOK(EditProjectile);
130 if(time >= missile.nextthink)
140 .vector hook_start, hook_end;
141 float gauntletbeam_send(entity to, float sf)
143 WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
145 if(sound_allowed(MSG_BROADCAST, self.owner))
147 WriteByte(MSG_ENTITY, sf);
150 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
154 WriteCoord(MSG_ENTITY, self.hook_start_x);
155 WriteCoord(MSG_ENTITY, self.hook_start_y);
156 WriteCoord(MSG_ENTITY, self.hook_start_z);
160 WriteCoord(MSG_ENTITY, self.hook_end_x);
161 WriteCoord(MSG_ENTITY, self.hook_end_y);
162 WriteCoord(MSG_ENTITY, self.hook_end_z);
166 .entity gauntletbeam;
167 .float prevgauntletfire;
168 void gauntletbeam_think()
170 float damage, myforce, myradius;
171 damage = autocvar_g_balance_laser_secondary_damage;
172 myforce = autocvar_g_balance_laser_secondary_force;
173 myradius = autocvar_g_balance_laser_secondary_radius;
175 self.owner.prevgauntletfire = time;
176 if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
182 self.nextthink = time;
184 makevectors(self.owner.v_angle);
189 W_SetupShot_Range(self.owner, TRUE, 0, "", 0, damage * dt, myradius);
190 WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
196 force = w_shotdir * myforce;
197 if(accuracy_isgooddamage(self.owner, trace_ent))
198 accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
199 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
203 if(w_shotorg != self.hook_start)
206 self.hook_start = w_shotorg;
208 if(w_shotend != self.hook_end)
211 self.hook_end = w_shotend;
215 // experimental gauntlet
216 void W_Laser_Attack2 ()
218 // only play fire sound if 0.5 sec has passed since player let go the fire button
219 if(time - self.prevgauntletfire > 0.5)
221 sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
224 entity beam, oldself;
226 self.gauntletbeam = beam = spawn();
227 beam.solid = SOLID_NOT;
228 beam.think = gauntletbeam_think;
230 beam.movetype = MOVETYPE_NONE;
231 beam.shot_spread = 0;
232 beam.bot_dodge = TRUE;
233 beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
234 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
244 weapon_action(WEP_LASER, WR_PRECACHE);
245 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
246 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
247 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
248 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
251 void spawnfunc_weapon_laser (void)
253 weapon_defaultspawnfunc(WEP_LASER);
256 float w_laser(float req)
262 if(autocvar_g_balance_laser_secondary)
264 r1 = autocvar_g_balance_laser_primary_damage;
265 r2 = autocvar_g_balance_laser_secondary_damage;
266 if (random() * (r2 + r1) > r1)
267 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
269 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
272 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
274 else if (req == WR_THINK)
276 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
278 else if (self.BUTTON_ATCK)
280 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
282 // if this weapon is reloadable, decrease its load
283 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
285 if(autocvar_g_balance_laser_reload_ammo)
288 self.laser_load = self.clip_load;
293 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
296 else if (self.BUTTON_ATCK2)
298 if(autocvar_g_balance_laser_secondary)
300 // if this weapon is reloadable, decrease its load
301 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
303 if(autocvar_g_balance_laser_reload_ammo)
306 self.laser_load = self.clip_load;
310 if (weapon_prepareattack(0, 0))
313 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
318 if(self.switchweapon == WEP_LASER) // don't do this if already switching
319 W_SwitchWeapon (self.cnt);
324 if(self.switchweapon == self.weapon)
326 if(self.weaponentity.state == WS_READY)
328 self.wish_reload = 0;
334 else if (req == WR_PRECACHE)
336 precache_model ("models/weapons/g_laser.md3");
337 precache_model ("models/weapons/v_laser.md3");
338 precache_model ("models/weapons/h_laser.iqm");
339 precache_sound ("weapons/lasergun_fire.wav");
340 precache_sound ("weapons/gauntlet_fire.wav");
342 else if (req == WR_SETUP)
344 weapon_setup(WEP_LASER);
345 W_Laser_SetAmmoCounter();
347 else if (req == WR_CHECKAMMO1)
349 else if (req == WR_CHECKAMMO2)
351 else if (req == WR_RELOAD)
357 float w_laser(float req)
359 if(req == WR_IMPACTEFFECT)
362 org2 = w_org + w_backoff * 6;
363 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
365 sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
367 else if(req == WR_PRECACHE)
369 precache_sound("weapons/laserimpact.wav");
371 else if (req == WR_SUICIDEMESSAGE)
372 w_deathtypestring = "%s lasered themself to hell";
373 else if (req == WR_KILLMESSAGE)
375 if(w_deathtype & HITTYPE_SECONDARY)
376 w_deathtypestring = "%s was cut in half by %s's gauntlet"; // unchecked: SPLASH
378 w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH