#ifdef SVQC
void(float imp) W_SwitchWeapon;
-void W_Laser_Reload()
-{
- self.reload_ammo_player = zero_ammo;
- self.reload_ammo_min = 0;
- self.reload_ammo_amount = autocvar_g_balance_laser_reload_ammo;
- self.reload_time = autocvar_g_balance_laser_reload_time;
- self.reload_sound = "weapons/reload.wav";
-
- W_Reload();
-}
-
void W_Laser_Touch (void)
{
PROJECTILE_TOUCH;
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);
}
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)
else if (req == WR_THINK)
{
if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
- W_Laser_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
{
- // if this weapon is reloadable, decrease its load
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_laser_reload_ammo)
- {
- self.clip_load -= 1;
- self.weapon_load[WEP_LASER] = self.clip_load;
- }
- }
+ 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)
{
- // if this weapon is reloadable, decrease its load
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_laser_reload_ammo)
- {
- self.clip_load -= 1;
- self.weapon_load[WEP_LASER] = self.clip_load;
- }
- }
+ W_DecreaseAmmo(ammo_none, 1, TRUE);
if (weapon_prepareattack(0, 0))
{
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 = ammo_none;
}
else if (req == WR_CHECKAMMO1)
{
}
else if (req == WR_RELOAD)
{
- W_Laser_Reload();
+ W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
}
return TRUE;
};
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_SINGLE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{