]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_laser.qc
Racer rockets new slightly predicts target, and have a cvar for ontroling accelerated...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_laser.qc
index a7e5c4df7d272f785e3dd2fc7d4e576eed97806e..3da9e422b5c377799d9556013c41a2b2d3dfaaa8 100644 (file)
@@ -3,6 +3,7 @@ REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WE
 #else
 #ifdef SVQC
 void(float imp) W_SwitchWeapon;
+void() W_LastWeapon;
 
 void W_Laser_Touch (void)
 {
@@ -10,9 +11,9 @@ void W_Laser_Touch (void)
 
        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);
 }
@@ -30,7 +31,7 @@ void W_Laser_Think()
 
 void W_Laser_Attack (float issecondary)
 {
-       local entity missile;
+       entity missile;
        vector s_forward;
        float a;
        float nodamage;
@@ -44,15 +45,15 @@ void W_Laser_Attack (float issecondary)
        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);
+               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 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);
+               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 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);
+               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
        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)
@@ -95,12 +96,12 @@ float gauntletbeam_send(entity to, float sf)
 {
        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)
        {
@@ -118,6 +119,7 @@ float gauntletbeam_send(entity to, float sf)
 }
 .entity gauntletbeam;
 .float prevgauntletfire;
+entity lgbeam_owner_ent;
 void gauntletbeam_think()
 {
        float damage, myforce, myradius;
@@ -125,8 +127,8 @@ void gauntletbeam_think()
        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;
@@ -134,13 +136,18 @@ void gauntletbeam_think()
 
        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)
@@ -171,7 +178,7 @@ 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);
+               sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
        }
 
        entity beam, oldself;
@@ -208,8 +215,8 @@ void spawnfunc_weapon_laser (void)
 
 float w_laser(float req)
 {
-       local float r1;
-       local float r2;
+       float r1;
+       float r2;
        if (req == WR_AIM)
        {
                if(autocvar_g_balance_laser_secondary)
@@ -253,7 +260,7 @@ float w_laser(float req)
                        else
                        {
                                if(self.switchweapon == WEP_LASER) // don't do this if already switching
-                                       W_SwitchWeapon (self.cnt);
+                                       W_LastWeapon();
                        }
                }
        }
@@ -284,7 +291,7 @@ float w_laser(float req)
                W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
        }
        return TRUE;
-};
+}
 #endif
 #ifdef CSQC
 float w_laser(float req)
@@ -295,7 +302,7 @@ float w_laser(float req)
                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, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
        }
        else if(req == WR_PRECACHE)
        {