2 REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
5 void(float imp) W_SwitchWeapon;
8 void W_Laser_Touch (void)
12 self.event_damage = func_null;
14 RadiusDamage (self, self.realowner, 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);
16 RadiusDamage (self, self.realowner, 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);
23 self.movetype = MOVETYPE_FLY;
24 self.think = SUB_Remove;
26 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
28 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
29 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
32 void W_Laser_Attack (float issecondary)
38 a = autocvar_g_balance_laser_primary_shotangle;
39 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
42 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
44 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
45 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
48 missile.owner = missile.realowner = self;
49 missile.classname = "laserbolt";
51 missile.bot_dodge = TRUE;
52 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
54 PROJECTILE_MAKETRIGGER(missile);
55 missile.projectiledeathtype = WEP_LASER;
57 setorigin (missile, w_shotorg);
58 setsize(missile, '0 0 0', '0 0 0');
60 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
61 missile.angles = vectoangles (missile.velocity);
62 //missile.glow_color = 250; // 244, 250
63 //missile.glow_size = 120;
64 missile.touch = W_Laser_Touch;
66 missile.flags = FL_PROJECTILE;
67 missile.missile_flags = MIF_SPLASH;
69 missile.think = W_Laser_Think;
70 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
72 other = missile; MUTATOR_CALLHOOK(EditProjectile);
74 if(time >= missile.nextthink)
84 .vector hook_start, hook_end;
85 float gauntletbeam_send(entity to, float sf)
87 WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
89 if(sound_allowed(MSG_BROADCAST, self.realowner))
91 WriteByte(MSG_ENTITY, sf);
94 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
98 WriteCoord(MSG_ENTITY, self.hook_start_x);
99 WriteCoord(MSG_ENTITY, self.hook_start_y);
100 WriteCoord(MSG_ENTITY, self.hook_start_z);
104 WriteCoord(MSG_ENTITY, self.hook_end_x);
105 WriteCoord(MSG_ENTITY, self.hook_end_y);
106 WriteCoord(MSG_ENTITY, self.hook_end_z);
110 .entity gauntletbeam;
111 .float prevgauntletfire;
112 entity lgbeam_owner_ent;
113 void gauntletbeam_think()
115 float damage, myforce, myradius;
116 damage = autocvar_g_balance_laser_secondary_damage;
117 myforce = autocvar_g_balance_laser_secondary_force;
118 myradius = autocvar_g_balance_laser_secondary_radius;
120 self.realowner.prevgauntletfire = time;
121 if (self.realowner.weaponentity.state != WS_INUSE || self != self.realowner.gauntletbeam || self.realowner.deadflag != DEAD_NO || !self.realowner.BUTTON_ATCK2)
127 self.nextthink = time;
129 makevectors(self.realowner.v_angle);
134 W_SetupShot_Range(self.realowner, TRUE, 0, "", 0, damage * dt, myradius);
135 if(!lgbeam_owner_ent)
137 lgbeam_owner_ent = spawn();
138 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
140 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(self.owner));
146 force = w_shotdir * myforce;
147 if(accuracy_isgooddamage(self.owner, trace_ent))
148 accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
149 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
153 if(w_shotorg != self.hook_start)
156 self.hook_start = w_shotorg;
158 if(w_shotend != self.hook_end)
161 self.hook_end = w_shotend;
165 // experimental gauntlet
166 void W_Laser_Attack2 ()
168 // only play fire sound if 0.5 sec has passed since player let go the fire button
169 if(time - self.prevgauntletfire > 0.5)
171 sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
174 entity beam, oldself;
176 self.gauntletbeam = beam = spawn();
177 beam.solid = SOLID_NOT;
178 beam.think = gauntletbeam_think;
180 beam.movetype = MOVETYPE_NONE;
181 beam.shot_spread = 0;
182 beam.bot_dodge = TRUE;
183 beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
184 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
194 weapon_action(WEP_LASER, WR_PRECACHE);
195 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
196 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
197 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
198 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
201 void spawnfunc_weapon_laser (void)
203 weapon_defaultspawnfunc(WEP_LASER);
206 float w_laser(float req)
212 if(autocvar_g_balance_laser_secondary)
214 r1 = autocvar_g_balance_laser_primary_damage;
215 r2 = autocvar_g_balance_laser_secondary_damage;
216 if (random() * (r2 + r1) > r1)
217 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
219 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
222 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
224 else if (req == WR_THINK)
226 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
227 weapon_action(self.weapon, WR_RELOAD);
228 else if (self.BUTTON_ATCK)
230 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
232 W_DecreaseAmmo(ammo_none, 1, TRUE);
235 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
238 else if (self.BUTTON_ATCK2)
240 if(autocvar_g_balance_laser_secondary)
242 W_DecreaseAmmo(ammo_none, 1, TRUE);
244 if (weapon_prepareattack(0, 0))
247 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
252 if(self.switchweapon == WEP_LASER) // don't do this if already switching
257 else if (req == WR_PRECACHE)
259 precache_model ("models/weapons/g_laser.md3");
260 precache_model ("models/weapons/v_laser.md3");
261 precache_model ("models/weapons/h_laser.iqm");
262 precache_sound ("weapons/lasergun_fire.wav");
263 precache_sound ("weapons/gauntlet_fire.wav");
264 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
266 else if (req == WR_SETUP)
268 weapon_setup(WEP_LASER);
269 self.current_ammo = ammo_none;
271 else if (req == WR_CHECKAMMO1)
275 else if (req == WR_CHECKAMMO2)
279 else if (req == WR_RELOAD)
281 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
287 float w_laser(float req)
289 if(req == WR_IMPACTEFFECT)
292 org2 = w_org + w_backoff * 6;
293 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
295 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
297 else if(req == WR_PRECACHE)
299 precache_sound("weapons/laserimpact.wav");
301 else if (req == WR_SUICIDEMESSAGE)
302 w_deathtypestring = _("%s lasered themself to hell");
303 else if (req == WR_KILLMESSAGE)
305 if(w_deathtype & HITTYPE_SECONDARY)
306 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH
308 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH