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;
7 void W_Laser_Touch (void)
11 self.event_damage = SUB_Null;
13 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);
15 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);
22 self.movetype = MOVETYPE_FLY;
23 self.think = SUB_Remove;
25 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
27 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
28 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
31 void W_Laser_Attack (float issecondary)
38 if(issecondary == 2) // minstanex shot
39 nodamage = g_minstagib;
43 a = autocvar_g_balance_laser_primary_shotangle;
44 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
47 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
48 else if(issecondary == 1)
49 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
51 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
52 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
55 missile.owner = missile.realowner = self;
56 missile.classname = "laserbolt";
60 missile.bot_dodge = TRUE;
61 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
64 PROJECTILE_MAKETRIGGER(missile);
65 missile.projectiledeathtype = WEP_LASER;
67 setorigin (missile, w_shotorg);
68 setsize(missile, '0 0 0', '0 0 0');
70 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
71 missile.angles = vectoangles (missile.velocity);
72 //missile.glow_color = 250; // 244, 250
73 //missile.glow_size = 120;
74 missile.touch = W_Laser_Touch;
76 missile.flags = FL_PROJECTILE;
78 missile.think = W_Laser_Think;
79 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
81 other = missile; MUTATOR_CALLHOOK(EditProjectile);
83 if(time >= missile.nextthink)
93 .vector hook_start, hook_end;
94 float gauntletbeam_send(entity to, float sf)
96 WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
98 if(sound_allowed(MSG_BROADCAST, self.realowner))
100 WriteByte(MSG_ENTITY, sf);
103 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
107 WriteCoord(MSG_ENTITY, self.hook_start_x);
108 WriteCoord(MSG_ENTITY, self.hook_start_y);
109 WriteCoord(MSG_ENTITY, self.hook_start_z);
113 WriteCoord(MSG_ENTITY, self.hook_end_x);
114 WriteCoord(MSG_ENTITY, self.hook_end_y);
115 WriteCoord(MSG_ENTITY, self.hook_end_z);
119 .entity gauntletbeam;
120 .float prevgauntletfire;
121 entity lgbeam_owner_ent;
122 void gauntletbeam_think()
124 float damage, myforce, myradius;
125 damage = autocvar_g_balance_laser_secondary_damage;
126 myforce = autocvar_g_balance_laser_secondary_force;
127 myradius = autocvar_g_balance_laser_secondary_radius;
129 self.realowner.prevgauntletfire = time;
130 if (self.realowner.weaponentity.state != WS_INUSE || self != self.realowner.gauntletbeam || self.realowner.deadflag != DEAD_NO || !self.realowner.BUTTON_ATCK2)
136 self.nextthink = time;
138 makevectors(self.realowner.v_angle);
143 W_SetupShot_Range(self.realowner, TRUE, 0, "", 0, damage * dt, myradius);
144 if(!lgbeam_owner_ent)
146 lgbeam_owner_ent = spawn();
147 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
149 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(self.owner));
155 force = w_shotdir * myforce;
156 if(accuracy_isgooddamage(self.owner, trace_ent))
157 accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
158 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
162 if(w_shotorg != self.hook_start)
165 self.hook_start = w_shotorg;
167 if(w_shotend != self.hook_end)
170 self.hook_end = w_shotend;
174 // experimental gauntlet
175 void W_Laser_Attack2 ()
177 // only play fire sound if 0.5 sec has passed since player let go the fire button
178 if(time - self.prevgauntletfire > 0.5)
180 sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
183 entity beam, oldself;
185 self.gauntletbeam = beam = spawn();
186 beam.solid = SOLID_NOT;
187 beam.think = gauntletbeam_think;
189 beam.movetype = MOVETYPE_NONE;
190 beam.shot_spread = 0;
191 beam.bot_dodge = TRUE;
192 beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
193 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
203 weapon_action(WEP_LASER, WR_PRECACHE);
204 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
205 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
206 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
207 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
210 void spawnfunc_weapon_laser (void)
212 weapon_defaultspawnfunc(WEP_LASER);
215 float w_laser(float req)
221 if(autocvar_g_balance_laser_secondary)
223 r1 = autocvar_g_balance_laser_primary_damage;
224 r2 = autocvar_g_balance_laser_secondary_damage;
225 if (random() * (r2 + r1) > r1)
226 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
228 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
231 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
233 else if (req == WR_THINK)
235 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
236 weapon_action(self.weapon, WR_RELOAD);
237 else if (self.BUTTON_ATCK)
239 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
241 W_DecreaseAmmo(ammo_none, 1, TRUE);
244 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
247 else if (self.BUTTON_ATCK2)
249 if(autocvar_g_balance_laser_secondary)
251 W_DecreaseAmmo(ammo_none, 1, TRUE);
253 if (weapon_prepareattack(0, 0))
256 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
261 if(self.switchweapon == WEP_LASER) // don't do this if already switching
262 W_SwitchWeapon (self.cnt);
266 else if (req == WR_PRECACHE)
268 precache_model ("models/weapons/g_laser.md3");
269 precache_model ("models/weapons/v_laser.md3");
270 precache_model ("models/weapons/h_laser.iqm");
271 precache_sound ("weapons/lasergun_fire.wav");
272 precache_sound ("weapons/gauntlet_fire.wav");
273 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
275 else if (req == WR_SETUP)
277 weapon_setup(WEP_LASER);
278 self.current_ammo = ammo_none;
280 else if (req == WR_CHECKAMMO1)
284 else if (req == WR_CHECKAMMO2)
288 else if (req == WR_RELOAD)
290 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
296 float w_laser(float req)
298 if(req == WR_IMPACTEFFECT)
301 org2 = w_org + w_backoff * 6;
302 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
304 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
306 else if(req == WR_PRECACHE)
308 precache_sound("weapons/laserimpact.wav");
310 else if (req == WR_SUICIDEMESSAGE)
311 w_deathtypestring = _("%s lasered themself to hell");
312 else if (req == WR_KILLMESSAGE)
314 if(w_deathtype & HITTYPE_SECONDARY)
315 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH
317 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH