#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, 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); remove (self); } void W_Laser_Think() { self.movetype = MOVETYPE_FLY; self.think = SUB_Remove; if (self.dmg) self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime; else self.nextthink = time + autocvar_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; a = autocvar_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", CHAN_WEAPON2, 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); else W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_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 = 0; if(!nodamage) { missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage; } PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_LASER; setorigin (missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); 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; missile.nextthink = time + autocvar_g_balance_laser_primary_delay; other = missile; MUTATOR_CALLHOOK(EditProjectile); if(time >= missile.nextthink) { entity oldself; oldself = self; self = missile; self.think(); self = oldself; } } .vector hook_start, hook_end; float gauntletbeam_send(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET); sf = sf & 0x7F; if(sound_allowed(MSG_BROADCAST, self.owner)) sf |= 0x80; WriteByte(MSG_ENTITY, sf); if(sf & 1) { WriteByte(MSG_ENTITY, num_for_edict(self.owner)); } if(sf & 2) { WriteCoord(MSG_ENTITY, self.hook_start_x); WriteCoord(MSG_ENTITY, self.hook_start_y); WriteCoord(MSG_ENTITY, self.hook_start_z); } if(sf & 4) { WriteCoord(MSG_ENTITY, self.hook_end_x); WriteCoord(MSG_ENTITY, self.hook_end_y); WriteCoord(MSG_ENTITY, self.hook_end_z); } return TRUE; } .entity gauntletbeam; .float prevgauntletfire; void gauntletbeam_think() { float damage, myforce, myradius; damage = autocvar_g_balance_laser_secondary_damage; 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) { remove(self); return; } self.nextthink = time; makevectors(self.owner.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)); // apply the damage if(trace_ent) { vector force; force = w_shotdir * myforce; if(accuracy_isgooddamage(self.owner, trace_ent)) accuracy_add(self.owner, WEP_LASER, 0, damage * dt); Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt); } // draw effect if(w_shotorg != self.hook_start) { self.SendFlags |= 2; self.hook_start = w_shotorg; } if(w_shotend != self.hook_end) { self.SendFlags |= 4; self.hook_end = w_shotend; } } // experimental gauntlet 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) { 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 = autocvar_g_balance_laser_primary_damage; Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send); 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(autocvar_g_balance_laser_secondary) { r1 = autocvar_g_balance_laser_primary_damage; r2 = autocvar_g_balance_laser_secondary_damage; if (random() * (r2 + r1) > r1) self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE); else self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE); } else self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE); } else if (req == WR_THINK) { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire)) { W_Laser_Attack(0); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready); } if (self.BUTTON_ATCK2) { if(autocvar_g_balance_laser_secondary) { if (weapon_prepareattack(0, 0)) { W_Laser_Attack2(); weapon_thinkf(WFRAME_FIRE2, autocvar_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 = "%s lasered themself to hell"; else if (req == WR_KILLMESSAGE) { 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; } #endif #endif