2 REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
5 void(float imp) W_SwitchWeapon;
8 void W_Laser_Touch (void)
12 self.event_damage = SUB_Null;
14 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);
16 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);
23 self.movetype = MOVETYPE_FLY;
24 self.think = SUB_Remove;
26 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
28 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
29 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
32 void W_Laser_Attack (float issecondary)
39 if(issecondary == 2) // minstanex shot
40 nodamage = g_minstagib;
44 a = autocvar_g_balance_laser_primary_shotangle;
45 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
48 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
49 else if(issecondary == 1)
50 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
52 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
53 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
56 missile.owner = missile.realowner = self;
57 missile.classname = "laserbolt";
61 missile.bot_dodge = TRUE;
62 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
65 PROJECTILE_MAKETRIGGER(missile);
66 missile.projectiledeathtype = WEP_LASER;
68 setorigin (missile, w_shotorg);
69 setsize(missile, '0 0 0', '0 0 0');
71 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
72 missile.angles = vectoangles (missile.velocity);
73 //missile.glow_color = 250; // 244, 250
74 //missile.glow_size = 120;
75 missile.touch = W_Laser_Touch;
77 missile.flags = FL_PROJECTILE;
78 missile.missile_flags = MIF_SPLASH;
80 missile.think = W_Laser_Think;
81 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
83 other = missile; MUTATOR_CALLHOOK(EditProjectile);
85 if(time >= missile.nextthink)
95 .vector hook_start, hook_end;
96 float gauntletbeam_send(entity to, float sf)
98 WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
100 if(sound_allowed(MSG_BROADCAST, self.realowner))
102 WriteByte(MSG_ENTITY, sf);
105 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
109 WriteCoord(MSG_ENTITY, self.hook_start_x);
110 WriteCoord(MSG_ENTITY, self.hook_start_y);
111 WriteCoord(MSG_ENTITY, self.hook_start_z);
115 WriteCoord(MSG_ENTITY, self.hook_end_x);
116 WriteCoord(MSG_ENTITY, self.hook_end_y);
117 WriteCoord(MSG_ENTITY, self.hook_end_z);
121 .entity gauntletbeam;
122 .float prevgauntletfire;
123 entity lgbeam_owner_ent;
124 void gauntletbeam_think()
126 float damage, myforce, myradius;
127 damage = autocvar_g_balance_laser_secondary_damage;
128 myforce = autocvar_g_balance_laser_secondary_force;
129 myradius = autocvar_g_balance_laser_secondary_radius;
131 self.realowner.prevgauntletfire = time;
132 if (self.realowner.weaponentity.state != WS_INUSE || self != self.realowner.gauntletbeam || self.realowner.deadflag != DEAD_NO || !self.realowner.BUTTON_ATCK2)
138 self.nextthink = time;
140 makevectors(self.realowner.v_angle);
145 W_SetupShot_Range(self.realowner, TRUE, 0, "", 0, damage * dt, myradius);
146 if(!lgbeam_owner_ent)
148 lgbeam_owner_ent = spawn();
149 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
151 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(self.owner));
157 force = w_shotdir * myforce;
158 if(accuracy_isgooddamage(self.owner, trace_ent))
159 accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
160 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
164 if(w_shotorg != self.hook_start)
167 self.hook_start = w_shotorg;
169 if(w_shotend != self.hook_end)
172 self.hook_end = w_shotend;
176 // experimental gauntlet
177 void W_Laser_Attack2 ()
179 // only play fire sound if 0.5 sec has passed since player let go the fire button
180 if(time - self.prevgauntletfire > 0.5)
182 sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
185 entity beam, oldself;
187 self.gauntletbeam = beam = spawn();
188 beam.solid = SOLID_NOT;
189 beam.think = gauntletbeam_think;
191 beam.movetype = MOVETYPE_NONE;
192 beam.shot_spread = 0;
193 beam.bot_dodge = TRUE;
194 beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
195 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
205 weapon_action(WEP_LASER, WR_PRECACHE);
206 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
207 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
208 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
209 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
212 void spawnfunc_weapon_laser (void)
214 weapon_defaultspawnfunc(WEP_LASER);
217 float w_laser(float req)
223 if(autocvar_g_balance_laser_secondary)
225 r1 = autocvar_g_balance_laser_primary_damage;
226 r2 = autocvar_g_balance_laser_secondary_damage;
227 if (random() * (r2 + r1) > r1)
228 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
230 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
233 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
235 else if (req == WR_THINK)
237 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
238 weapon_action(self.weapon, WR_RELOAD);
239 else if (self.BUTTON_ATCK)
241 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
243 W_DecreaseAmmo(ammo_none, 1, TRUE);
246 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
249 else if (self.BUTTON_ATCK2)
251 if(autocvar_g_balance_laser_secondary)
253 W_DecreaseAmmo(ammo_none, 1, TRUE);
255 if (weapon_prepareattack(0, 0))
258 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
263 if(self.switchweapon == WEP_LASER) // don't do this if already switching
268 else if (req == WR_PRECACHE)
270 precache_model ("models/weapons/g_laser.md3");
271 precache_model ("models/weapons/v_laser.md3");
272 precache_model ("models/weapons/h_laser.iqm");
273 precache_sound ("weapons/lasergun_fire.wav");
274 precache_sound ("weapons/gauntlet_fire.wav");
275 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
277 else if (req == WR_SETUP)
279 weapon_setup(WEP_LASER);
280 self.current_ammo = ammo_none;
282 else if (req == WR_CHECKAMMO1)
286 else if (req == WR_CHECKAMMO2)
290 else if (req == WR_RELOAD)
292 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
294 else if (req == WR_SUICIDEMESSAGE)
296 return WEAPON_LASER_SUICIDE;
298 else if (req == WR_KILLMESSAGE)
300 return WEAPON_LASER_MURDER;
306 float w_laser(float req)
308 if(req == WR_IMPACTEFFECT)
311 org2 = w_org + w_backoff * 6;
312 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
314 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
316 else if(req == WR_PRECACHE)
318 precache_sound("weapons/laserimpact.wav");