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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_laser.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", "Laser");
3 #else
4 #ifdef SVQC
5 void(float imp) W_SwitchWeapon;
6
7 void W_Laser_Touch (void)
8 {
9         PROJECTILE_TOUCH;
10
11         self.event_damage = SUB_Null;
12         if (self.dmg)
13                 RadiusDamage (self, self.owner, cvar("g_balance_laser_secondary_damage"), cvar("g_balance_laser_secondary_edgedamage"), cvar("g_balance_laser_secondary_radius"), world, cvar("g_balance_laser_secondary_force"), self.projectiledeathtype, other);
14         else
15                 RadiusDamage (self, self.owner, cvar("g_balance_laser_primary_damage"), cvar("g_balance_laser_primary_edgedamage"), cvar("g_balance_laser_primary_radius"), world, cvar("g_balance_laser_primary_force"), self.projectiledeathtype, other);
16
17         remove (self);
18 }
19
20 void W_Laser_Think()
21 {
22         self.movetype = MOVETYPE_FLY;
23         self.think = SUB_Remove;
24         if (self.dmg)
25                 self.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
26         else
27                 self.nextthink = time + cvar("g_balance_laser_primary_lifetime");
28         CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
29 }
30
31 void W_Laser_Attack (float issecondary)
32 {
33         local entity missile;
34         vector s_forward;
35         float a;
36         float nodamage;
37
38         if(issecondary == 2) // minstanex shot
39                 nodamage = g_minstagib;
40         else
41                 nodamage = FALSE;
42
43         if (issecondary == 1)
44                 a = cvar("g_balance_laser_secondary_shotangle");
45         else
46                 a = cvar("g_balance_laser_primary_shotangle");
47         s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
48
49         if(nodamage)
50                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", 0);
51         else if(issecondary == 1)
52                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_secondary_damage"));
53         else
54                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_primary_damage"));
55         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
56
57         missile = spawn ();
58         missile.owner = self;
59         missile.classname = "laserbolt";
60         missile.dmg = (issecondary == 1);
61         if(!nodamage)
62         {
63                 missile.bot_dodge = TRUE;
64                 if (issecondary == 1)
65                         missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
66                 else
67                         missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
68         }
69
70         PROJECTILE_MAKETRIGGER(missile);
71         missile.projectiledeathtype = WEP_LASER;
72         if(issecondary == 1)
73                 missile.projectiledeathtype |= HITTYPE_SECONDARY;
74
75         setorigin (missile, w_shotorg);
76         setsize(missile, '0 0 0', '0 0 0');
77
78         if (issecondary == 1)
79                 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_secondary);
80         else
81                 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
82         missile.angles = vectoangles (missile.velocity);
83         //missile.glow_color = 250; // 244, 250
84         //missile.glow_size = 120;
85         missile.touch = W_Laser_Touch;
86
87         missile.flags = FL_PROJECTILE;
88
89         missile.think = W_Laser_Think;
90         if (issecondary == 1)
91                 missile.nextthink = time + cvar("g_balance_laser_secondary_delay");
92         else
93                 missile.nextthink = time + cvar("g_balance_laser_primary_delay");
94         if(time >= missile.nextthink)
95         {
96                 entity oldself;
97                 oldself = self;
98                 self = missile;
99                 self.think();
100                 self = oldself;
101         }
102 }
103
104 void W_Laser_Attack2 (void) // gauntlet
105 {
106         W_SetupShot (self, TRUE, 0, "weapons/gauntlet_fire.wav", cvar("g_balance_laser_primary_damage"));
107
108         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_laser_primary_radius"), FALSE, self, ANTILAG_LATENCY(self));
109
110         pointparticles(particleeffectnum("laser_gauntlet"), w_shotorg + w_shotdir * cvar("g_balance_laser_primary_radius"), '0 0 0', 1);
111
112         if (trace_fraction < 1)
113                 Damage(trace_ent, self, self, cvar("g_balance_laser_primary_damage"), WEP_LASER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_laser_primary_force") * w_shotdir);
114 }
115
116 void spawnfunc_weapon_laser (void)
117 {
118         weapon_defaultspawnfunc(WEP_LASER);
119 }
120
121 float w_laser(float req)
122 {
123         local float r1;
124         local float r2;
125         if (req == WR_AIM)
126         {
127                 if(cvar("g_balance_laser_secondary"))
128                 {
129                         r1 = cvar("g_balance_laser_primary_damage");
130                         r2 = cvar("g_balance_laser_secondary_damage");
131                         if (random() * (r2 + r1) > r1)
132                                 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
133                         else
134                                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
135                 }
136                 else
137                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
138         }
139         else if (req == WR_THINK)
140         {
141                 if (self.BUTTON_ATCK)
142                 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
143                 {
144                         if(cvar("g_balance_laser_gauntlet"))
145                                 W_Laser_Attack2();
146                         else
147                                 W_Laser_Attack(0);
148                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
149                 }
150                 if (self.BUTTON_ATCK2)
151                 {
152                         if(cvar("g_balance_laser_secondary"))
153                         {
154                                 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
155                                 {
156                                         W_Laser_Attack(1);
157                                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
158                                 }
159                         }
160                         else
161                         {
162                                 if(self.switchweapon == WEP_LASER) // don't do this if already switching
163                                         W_SwitchWeapon (self.cnt);
164                         }
165                 }
166         }
167         else if (req == WR_PRECACHE)
168         {
169                 precache_model ("models/weapons/g_laser.md3");
170                 precache_model ("models/weapons/v_laser.md3");
171                 precache_model ("models/weapons/h_laser.iqm");
172                 precache_sound ("weapons/lasergun_fire.wav");
173                 precache_sound ("weapons/gauntlet_fire.wav");
174         }
175         else if (req == WR_SETUP)
176                 weapon_setup(WEP_LASER);
177         else if (req == WR_CHECKAMMO1)
178                 return TRUE;
179         else if (req == WR_CHECKAMMO2)
180                 return TRUE;
181         return TRUE;
182 };
183 #endif
184 #ifdef CSQC
185 float w_laser(float req)
186 {
187         if(req == WR_IMPACTEFFECT)
188         {
189                 vector org2;
190                 org2 = w_org + w_backoff * 6;
191                 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
192                 if(!w_issilent)
193                         sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
194         }
195         else if(req == WR_PRECACHE)
196         {
197                 precache_sound("weapons/laserimpact.wav");
198         }
199         else if (req == WR_SUICIDEMESSAGE)
200                 w_deathtypestring = "lasered themself to hell";
201         else if (req == WR_KILLMESSAGE)
202         {
203                 w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH
204         }
205         return TRUE;
206 }
207 #endif
208 #endif