]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_laser.qc
Merge branch 'master' into Mario/race_cts_mutators
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_laser.qc
index 69dcb17aa5c292d4328b539668c8dac674f76935..0a0704638c63aeebf2171f70cfaa2ae75f09f79b 100644 (file)
@@ -1,5 +1,15 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
+REGISTER_WEAPON(
+/* WEP_##id  */ LASER,
+/* function  */ w_laser,
+/* ammotype  */ 0,
+/* impulse   */ 1,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating    */ 0,
+/* model     */ "laser",
+/* shortname */ "laser",
+/* fullname  */ _("Laser")
+);
 #else
 #ifdef SVQC
 void(float imp) W_SwitchWeapon;
@@ -34,19 +44,11 @@ void W_Laser_Attack (float issecondary)
        entity missile;
        vector s_forward;
        float a;
-       float nodamage;
-
-       if(issecondary == 2) // minstanex shot
-               nodamage = g_minstagib;
-       else
-               nodamage = FALSE;
 
        a = autocvar_g_balance_laser_primary_shotangle;
        s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
 
-       if(nodamage)
-               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
-       else if(issecondary == 1)
+       if(issecondary == 1)
                W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
        else
                W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
@@ -56,11 +58,8 @@ void W_Laser_Attack (float issecondary)
        missile.owner = missile.realowner = self;
        missile.classname = "laserbolt";
        missile.dmg = 0;
-       if(!nodamage)
-       {
-               missile.bot_dodge = TRUE;
-               missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
-       }
+       missile.bot_dodge = TRUE;
+       missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
 
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_LASER;
@@ -75,7 +74,7 @@ void W_Laser_Attack (float issecondary)
        missile.touch = W_Laser_Touch;
 
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
+       missile.missile_flags = MIF_SPLASH;
 
        missile.think = W_Laser_Think;
        missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
@@ -179,7 +178,7 @@ void W_Laser_Attack2 ()
        // only play fire sound if 0.5 sec has passed since player let go the fire button
        if(time - self.prevgauntletfire > 0.5)
        {
-               sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
+               sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTEN_NORM);
        }
 
        entity beam, oldself;
@@ -311,7 +310,7 @@ float w_laser(float req)
                org2 = w_org + w_backoff * 6;
                pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
                if(!w_issilent)
-                       sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
        }
        else if(req == WR_PRECACHE)
        {