#ifdef REGISTER_WEAPON REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", "Laser"); #else #ifdef SVQC void(float imp) W_SwitchWeapon; void W_Laser_Touch (void) { PROJECTILE_TOUCH; self.event_damage = SUB_Null; if (self.dmg) 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); else 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); remove (self); } void W_Laser_Think() { self.movetype = MOVETYPE_FLY; self.think = SUB_Remove; if (self.dmg) self.nextthink = time + cvar("g_balance_laser_secondary_lifetime"); else self.nextthink = time + cvar("g_balance_laser_primary_lifetime"); CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE); } void W_Laser_Attack (float issecondary) { local entity missile; vector s_forward; float a; float nodamage; if(issecondary == 2) // minstanex shot nodamage = g_minstagib; else nodamage = FALSE; if (issecondary == 1) a = cvar("g_balance_laser_secondary_shotangle"); else a = cvar("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", 0); else if(issecondary == 1) W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_secondary_damage")); else W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_primary_damage")); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); missile.owner = self; missile.classname = "laserbolt"; missile.dmg = (issecondary == 1); 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"); } 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); missile.angles = vectoangles (missile.velocity); //missile.glow_color = 250; // 244, 250 //missile.glow_size = 120; missile.touch = W_Laser_Touch; 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"); if(time >= missile.nextthink) { entity oldself; oldself = self; self = missile; self.think(); self = oldself; } } .entity gauntletbeam; .float prevgauntletfire; 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"); } 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)) { remove(self); return; } self.nextthink = time; makevectors(self.owner.v_angle); vector angle; angle = v_forward; WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * myradius, FALSE, self.owner, ANTILAG_LATENCY(self.owner)); // apply the damage if(trace_fraction < 1) { vector force; force = angle * myforce; Damage (trace_ent, self.owner, self.owner, damage * frametime, WEP_ELECTRO, trace_endpos, force * frametime); } // draw effect vector vecs, org; if(self.owner.weaponentity.movedir_x > 0) { vecs = self.owner.weaponentity.movedir; vecs_y = -vecs_y; } else vecs = '0 0 0'; org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z; // TODO turn into a csqc entity WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_CSQC_BEAM); WriteByte(MSG_BROADCAST, num_for_edict(self.owner)); WriteByte(MSG_BROADCAST, 3); WriteCoord(MSG_BROADCAST, trace_endpos_x); WriteCoord(MSG_BROADCAST, trace_endpos_y); WriteCoord(MSG_BROADCAST, trace_endpos_z); WriteCoord(MSG_BROADCAST, org_x); WriteCoord(MSG_BROADCAST, org_y); WriteCoord(MSG_BROADCAST, org_z); } // experimental gauntlet void W_Laser_Attack2 (float issecondary) { // 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); } entity beam, oldself; self.gauntletbeam = beam = spawn(); beam.solid = SOLID_NOT; beam.think = gauntletbeam_think; beam.owner = self; beam.movetype = MOVETYPE_NONE; beam.shot_spread = 0; beam.bot_dodge = TRUE; beam.bot_dodgerating = cvar("g_balance_laser_primary_damage"); beam.cnt = issecondary; oldself = self; self = beam; self.think(); self = oldself; } void LaserInit() { weapon_action(WEP_LASER, WR_PRECACHE); gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1); gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2); gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3); gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4); } void spawnfunc_weapon_laser (void) { weapon_defaultspawnfunc(WEP_LASER); } float w_laser(float req) { local float r1; local float r2; if (req == WR_AIM) { if(cvar("g_balance_laser_secondary")) { r1 = cvar("g_balance_laser_primary_damage"); r2 = cvar("g_balance_laser_secondary_damage"); if (random() * (r2 + r1) > r1) self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE); else self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE); } else self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE); } else if (req == WR_THINK) { if (self.BUTTON_ATCK) 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); 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_refire"))) { if(cvar("g_balance_laser_secondary_gauntlet")) W_Laser_Attack2(1); else W_Laser_Attack(1); weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready); } } else { if(self.switchweapon == WEP_LASER) // don't do this if already switching W_SwitchWeapon (self.cnt); } } } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_laser.md3"); precache_model ("models/weapons/v_laser.md3"); precache_model ("models/weapons/h_laser.iqm"); precache_sound ("weapons/lasergun_fire.wav"); precache_sound ("weapons/gauntlet_fire.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_LASER); else if (req == WR_CHECKAMMO1) return TRUE; else if (req == WR_CHECKAMMO2) return TRUE; return TRUE; }; #endif #ifdef CSQC float w_laser(float req) { if(req == WR_IMPACTEFFECT) { vector org2; 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); } else if(req == WR_PRECACHE) { precache_sound("weapons/laserimpact.wav"); } else if (req == WR_SUICIDEMESSAGE) w_deathtypestring = "lasered themself to hell"; else if (req == WR_KILLMESSAGE) { w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH } return TRUE; } #endif #endif