else
nodamage = FALSE;
- if (issecondary == 1)
- a = cvar("g_balance_laser_secondary_shotangle");
- else
- a = cvar("g_balance_laser_primary_shotangle");
+ a = cvar("g_balance_laser_primary_shotangle");
s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
if(nodamage)
missile = spawn ();
missile.owner = self;
missile.classname = "laserbolt";
- missile.dmg = (issecondary == 1);
+ missile.dmg = 0;
if(!nodamage)
{
missile.bot_dodge = TRUE;
- if (issecondary == 1)
- missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
- else
- missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
+ missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
}
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_LASER;
- if(issecondary == 1)
- missile.projectiledeathtype |= HITTYPE_SECONDARY;
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- if (issecondary == 1)
- W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_secondary);
- else
- W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
+ W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
missile.angles = vectoangles (missile.velocity);
//missile.glow_color = 250; // 244, 250
//missile.glow_size = 120;
missile.flags = FL_PROJECTILE;
missile.think = W_Laser_Think;
- if (issecondary == 1)
- missile.nextthink = time + cvar("g_balance_laser_secondary_delay");
- else
- missile.nextthink = time + cvar("g_balance_laser_primary_delay");
+ missile.nextthink = time + cvar("g_balance_laser_primary_delay");
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+
if(time >= missile.nextthink)
{
entity oldself;
void gauntletbeam_think()
{
float damage, myforce, myradius;
- if(self.cnt)
- {
- damage = cvar("g_balance_laser_secondary_damage");
- myforce = cvar("g_balance_laser_secondary_force");
- myradius = cvar("g_balance_laser_secondary_radius");
- }
- else
- {
- damage = cvar("g_balance_laser_primary_damage");
- myforce = cvar("g_balance_laser_primary_force");
- myradius = cvar("g_balance_laser_primary_radius");
- }
+ damage = cvar("g_balance_laser_secondary_damage");
+ myforce = cvar("g_balance_laser_secondary_force");
+ myradius = cvar("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.cnt) || (!self.owner.BUTTON_ATCK && !self.cnt))
+ if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
{
remove(self);
return;
{
vector force;
force = w_shotdir * myforce;
- Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_ELECTRO, trace_endpos, force * dt);
+ Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
+ Damage_RecordDamage(self.owner, WEP_LASER | HITTYPE_SECONDARY, damage * dt);
}
// draw effect
}
// experimental gauntlet
-void W_Laser_Attack2 (float issecondary)
+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)
beam.shot_spread = 0;
beam.bot_dodge = TRUE;
beam.bot_dodgerating = cvar("g_balance_laser_primary_damage");
- beam.cnt = issecondary;
Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
oldself = self;
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, (cvar("g_balance_laser_primary_gauntlet") ? 0 : cvar("g_balance_laser_primary_refire"))))
+ if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
{
- if(cvar("g_balance_laser_primary_gauntlet"))
- W_Laser_Attack2(0);
- else
- W_Laser_Attack(0);
+ W_Laser_Attack(1);
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
}
if (self.BUTTON_ATCK2)
{
if(cvar("g_balance_laser_secondary"))
{
- if (weapon_prepareattack(0, (cvar("g_balance_laser_secondary_gauntlet") ? 0 : cvar("g_balance_laser_secondary_refire"))))
+ if (weapon_prepareattack(0, 0))
{
- if(cvar("g_balance_laser_secondary_gauntlet"))
- W_Laser_Attack2(1);
- else
- W_Laser_Attack(1);
+ W_Laser_Attack2();
weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
}
}
w_deathtypestring = "%s lasered themself to hell";
else if (req == WR_KILLMESSAGE)
{
- w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH
+ if(w_deathtype & HITTYPE_SECONDARY)
+ w_deathtypestring = "%s was cut in half by %s's gauntlet"; // unchecked: SPLASH
+ else
+ w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH
}
return TRUE;
}