}
.entity lgbeam, exteriorlgbeam;
-.float nextdamagethink;
+.float prevlgfire;
void lgbeam_think()
{
+ self.owner.prevlgfire = time;
if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK)
{
remove(self);
WriteByte(MSG_BROADCAST, TE_CSQC_BEAM);
WriteByte(MSG_BROADCAST, num_for_edict(self.owner));
WriteByte(MSG_BROADCAST, sound_allowed(MSG_BROADCAST, self.owner) ? 1 : 2);
- WriteCoord(MSG_BROADCAST, org_x);
- WriteCoord(MSG_BROADCAST, org_y);
- WriteCoord(MSG_BROADCAST, org_z);
WriteCoord(MSG_BROADCAST, trace_endpos_x);
WriteCoord(MSG_BROADCAST, trace_endpos_y);
WriteCoord(MSG_BROADCAST, trace_endpos_z);
+ WriteCoord(MSG_BROADCAST, org_x);
+ WriteCoord(MSG_BROADCAST, org_y);
+ WriteCoord(MSG_BROADCAST, org_z);
}
// experimental lightning gun
void W_Electro_Attack3 (void)
{
+ // only play fire sound if 0.5 sec has passed since player let go the fire button
+ if(time - self.prevlgfire > 0.5)
+ {
+ sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+ }
+
entity beam, oldself;
self.lgbeam = beam = spawn();
- setmodel(beam,"models/turrets/phaser_beam.md3");
- beam.effects = EF_LOWPRECISION;
beam.solid = SOLID_NOT;
beam.think = lgbeam_think;
beam.owner = self;
void ElectroInit()
{
weapon_action(WEP_ELECTRO, WR_PRECACHE);
- electro_shotorigin = shotorg_adjust(CL_Weapon_GetShotOrg(WEP_ELECTRO), TRUE, FALSE);
+ electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
+ electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
+ electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
+ electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
}
void spawnfunc_weapon_electro (void)
precache_sound ("weapons/electro_impact.wav");
precache_sound ("weapons/electro_impact_combo.wav");
if(cvar("g_balance_electro_lightning"))
- precache_sound ("weapons/crylink_fire2.wav");
+ {
+ precache_sound ("weapons/lgbeam_fire.wav");
+ }
}
else if (req == WR_SETUP)
weapon_setup(WEP_ELECTRO);