#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(LASER, W_Laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Blaster"))
+REGISTER_WEAPON(
+/* WEP_##id */ LASER,
+/* function */ w_laser,
+/* ammotype */ 0,
+/* impulse */ 1,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating */ 0,
+/* model */ "laser",
+/* shortname */ "laser",
+/* fullname */ _("Blaster")
+);
#else
#ifdef SVQC
void(float imp) W_SwitchWeapon;
{
PROJECTILE_TOUCH;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
if(self.dmg)
RadiusDamage(self, self.realowner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
+
else
RadiusDamage(self, self.realowner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
{
// declarations
float multiplier, multiplier_from_accuracy, multiplier_from_distance;
- float final_damage, final_spread;
+ float final_damage; //, final_spread;
vector final_force, center, vel;
entity head, next;
- float i, queue;
+ float i, queue = 0;
// set up the shot direction
W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_shockwave_damage);
vector attack_hitpos = trace_endpos;
float distance_to_end = vlen(w_shotorg - attack_endpos);
float distance_to_hit = vlen(w_shotorg - attack_hitpos);
- entity transform = WarpZone_trace_transform;
+ //entity transform = WarpZone_trace_transform;
// do the firing effect now
SendCSQCShockwaveParticle(attack_endpos);
print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
shockwave_hit[i] = world;
- shockwave_hit_force = '0 0 0';
- shockwave_hit_damage = 0;
+ shockwave_hit_force[i] = '0 0 0';
+ shockwave_hit_damage[i] = 0;
}
//print("queue was ", ftos(queue), ".\n\n");
}
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", CH_WEAPON_B, 0);
- else if(issecondary == 1)
+ //if(nodamage)
+ // 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", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
else
W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
missile.owner = missile.realowner = self;
missile.classname = "laserbolt";
missile.dmg = 0;
- if(!nodamage)
- {
- missile.bot_dodge = TRUE;
- missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
- }
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_LASER;
W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
return TRUE;
}
+
+ case WR_SUICIDEMESSAGE:
+ {
+ return WEAPON_LASER_SUICIDE;
+ }
+
+ case WR_KILLMESSAGE:
+ {
+ return WEAPON_LASER_MURDER;
+ }
}
return TRUE;
precache_sound("weapons/laserimpact.wav");
return TRUE;
}
- case WR_SUICIDEMESSAGE:
- {
- w_deathtypestring = _("%s lasered themself to hell");
- return TRUE;
- }
- case WR_KILLMESSAGE:
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH // TODO
- else
- w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH
- return TRUE;
- }
}
return TRUE;