#else
#ifdef SVQC
void(float imp) W_SwitchWeapon;
+void() W_LastWeapon;
void W_Laser_Touch (void)
{
self.event_damage = SUB_Null;
if (self.dmg)
- 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);
+ 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);
else
- 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);
+ 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);
remove (self);
}
void W_Laser_Attack (float issecondary)
{
- local entity missile;
+ entity missile;
vector s_forward;
float a;
float nodamage;
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", CHAN_WEAPON2, 0);
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
else if(issecondary == 1)
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage);
+ 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", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage);
+ W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();
- missile.owner = self;
+ missile.owner = missile.realowner = self;
missile.classname = "laserbolt";
missile.dmg = 0;
if(!nodamage)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
sf = sf & 0x7F;
- if(sound_allowed(MSG_BROADCAST, self.owner))
+ if(sound_allowed(MSG_BROADCAST, self.realowner))
sf |= 0x80;
WriteByte(MSG_ENTITY, sf);
if(sf & 1)
{
- WriteByte(MSG_ENTITY, num_for_edict(self.owner));
+ WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
}
if(sf & 2)
{
}
.entity gauntletbeam;
.float prevgauntletfire;
+entity lgbeam_owner_ent;
void gauntletbeam_think()
{
float damage, myforce, myradius;
myforce = autocvar_g_balance_laser_secondary_force;
myradius = autocvar_g_balance_laser_secondary_radius;
- self.owner.prevgauntletfire = time;
- if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
+ self.realowner.prevgauntletfire = time;
+ if (self.realowner.weaponentity.state != WS_INUSE || self != self.realowner.gauntletbeam || self.realowner.deadflag != DEAD_NO || !self.realowner.BUTTON_ATCK2)
{
remove(self);
return;
self.nextthink = time;
- makevectors(self.owner.v_angle);
+ makevectors(self.realowner.v_angle);
float dt;
dt = frametime;
- W_SetupShot_Range(self.owner, TRUE, 0, "", 0, damage * dt, myradius);
- WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
+ W_SetupShot_Range(self.realowner, TRUE, 0, "", 0, damage * dt, myradius);
+ if(!lgbeam_owner_ent)
+ {
+ lgbeam_owner_ent = spawn();
+ lgbeam_owner_ent.classname = "lgbeam_owner_ent";
+ }
+ WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(self.owner));
// apply the damage
if(trace_ent)
// 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, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
}
entity beam, oldself;
float w_laser(float req)
{
- local float r1;
- local float r2;
+ float r1;
+ float r2;
if (req == WR_AIM)
{
if(autocvar_g_balance_laser_secondary)
{
if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
{
- W_DecreaseAmmo(zero_ammo, 1, TRUE);
+ W_DecreaseAmmo(ammo_none, 1, TRUE);
W_Laser_Attack(0);
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
{
if(autocvar_g_balance_laser_secondary)
{
- W_DecreaseAmmo(zero_ammo, 1, TRUE);
+ W_DecreaseAmmo(ammo_none, 1, TRUE);
if (weapon_prepareattack(0, 0))
{
else
{
if(self.switchweapon == WEP_LASER) // don't do this if already switching
- W_SwitchWeapon (self.cnt);
+ W_LastWeapon();
}
}
}
precache_model ("models/weapons/h_laser.iqm");
precache_sound ("weapons/lasergun_fire.wav");
precache_sound ("weapons/gauntlet_fire.wav");
- precache_sound ("weapons/reload.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_LASER);
- self.current_ammo = zero_ammo;
+ self.current_ammo = ammo_none;
}
else if (req == WR_CHECKAMMO1)
{
W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
}
return TRUE;
-};
+}
#endif
#ifdef CSQC
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, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{