1 void() laser_ready_01;
\r
2 void() laser_fire1_01;
\r
3 void() laser_deselect_01;
\r
4 void() laser_select_01;
\r
6 float() laser_check = {return TRUE;};
\r
8 void(float req) w_laser =
\r
12 else if (req == WR_FIRE1)
\r
13 weapon_prepareattack(laser_check, laser_check, laser_fire1_01, cvar("g_balance_laser_refire"));
\r
14 else if (req == WR_RAISE)
\r
16 else if (req == WR_UPDATECOUNTS)
\r
17 self.currentammo = 1;
\r
18 else if (req == WR_DROP)
\r
19 laser_deselect_01();
\r
20 else if (req == WR_SETUP)
\r
21 weapon_setup(WEP_LASER, "w_laser.zym", 0);
\r
22 else if (req == WR_CHECKAMMO)
\r
23 weapon_hasammo = laser_check();
\r
26 void W_Laser_Touch (void)
\r
30 if (other == self.owner)
\r
32 else if (pointcontents (self.origin) == CONTENT_SKY)
\r
38 dir = normalize (self.owner.origin - self.origin);
\r
40 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
\r
41 WriteByte (MSG_BROADCAST, TE_FLAMEJET);
\r
42 WriteCoord (MSG_BROADCAST, self.origin_x);
\r
43 WriteCoord (MSG_BROADCAST, self.origin_y);
\r
44 WriteCoord (MSG_BROADCAST, self.origin_z);
\r
45 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
\r
46 WriteCoord (MSG_BROADCAST, 0);
\r
47 WriteCoord (MSG_BROADCAST, 0);
\r
48 WriteByte (MSG_BROADCAST, 155);
\r
50 te_customflash(self.origin, 160, 0.2, '1 0 0');
\r
53 self.event_damage = SUB_Null;
\r
54 RadiusDamage (self, self.owner, cvar("g_balance_laser_damage"), cvar("g_balance_laser_edgedamage"), cvar("g_balance_laser_radius"), world, cvar("g_balance_laser_force"), WEP_LASER);
\r
55 sound (self, CHAN_BODY, "weapons/laserimpact.wav", 1, ATTN_NORM);
\r
60 void W_Laser_Attack (void)
\r
62 local entity missile;
\r
65 sound (self, CHAN_WEAPON, "weapons/lasergun_fire.wav", 1, ATTN_NORM);
\r
66 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;
\r
67 //te_customflash(org, 160, 0.2, '1 0 0');
\r
70 missile.owner = self;
\r
71 missile.classname = "laserbolt";
\r
73 missile.movetype = MOVETYPE_FLY;
\r
74 missile.solid = SOLID_BBOX;
\r
76 setmodel (missile, "models/laser.mdl");
\r
77 setsize (missile, '0 0 0', '0 0 0');
\r
78 setorigin (missile, org);
\r
80 missile.velocity = v_forward * cvar("g_balance_laser_speed");
\r
81 missile.angles = vectoangles (missile.velocity);
\r
82 //missile.glow_color = 250; // 244, 250
\r
83 //missile.glow_size = 120;
\r
84 missile.touch = W_Laser_Touch;
\r
85 missile.think = SUB_Remove;
\r
86 missile.nextthink = time + 9;
\r
88 missile.effects = EF_FULLBRIGHT | EF_ADDITIVE | EF_LOWPRECISION;
\r
93 void() laser_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, laser_ready_01); self.weaponentity.state = WS_READY;};
\r
94 void() laser_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
\r
95 void() laser_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
\r
96 void() laser_fire1_01 =
\r
98 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
\r
99 weapon_thinkf(WFRAME_FIRE1, 0.3, laser_ready_01);
\r