2 void W_Laser_Touch (void)
7 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
13 if (other == self.owner)
16 dir = normalize (self.owner.origin - self.origin);
17 org2 = findbetterlocation (self.origin, 8);
22 self.event_damage = SUB_Null;
23 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"), IT_LASER);
24 sound (self, CHAN_BODY, "weapons/laserimpact.ogg", 1, ATTN_NORM);
29 void W_Laser_Attack (void)
33 W_SetupShot (self, '15 8 -8', FALSE, 3, "weapons/lasergun_fire.ogg");
34 //te_customflash(w_shotorg, 160, 0.2, '1 0 0');
38 missile.classname = "laserbolt";
39 missile.bot_dodge = TRUE;
40 missile.bot_dodgerating = cvar("g_balance_laser_damage");
42 missile.movetype = MOVETYPE_FLY;
43 missile.solid = SOLID_BBOX;
45 setmodel (missile, "models/laser.mdl");
46 setsize (missile, '0 0 0', '0 0 0');
47 setorigin (missile, w_shotorg);
49 missile.velocity = w_shotdir * cvar("g_balance_laser_speed");
50 missile.angles = vectoangles (missile.velocity);
51 //missile.glow_color = 250; // 244, 250
52 //missile.glow_size = 120;
53 missile.touch = W_Laser_Touch;
54 missile.think = SUB_Remove;
55 missile.nextthink = time + cvar("g_balance_laser_lifetime");
57 missile.effects = EF_NOSHADOW | EF_FULLBRIGHT | EF_FULLBRIGHT | EF_LOWPRECISION;
58 missile.flags = FL_PROJECTILE;
61 float(float req) w_laser =
64 self.button0 = bot_aim(cvar("g_balance_laser_speed"), 0, cvar("g_balance_laser_lifetime"), FALSE);
65 else if (req == WR_THINK)
68 if (weapon_prepareattack(0, cvar("g_balance_laser_refire")))
71 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_animtime"), w_ready);
74 if (client_hasweapon(self, self.cnt, TRUE, TRUE))
75 self.switchweapon = self.cnt;
77 else if (req == WR_SETUP)
78 weapon_setup(WEP_LASER, "laser", 0);
79 else if (req == WR_CHECKAMMO1)
81 else if (req == WR_CHECKAMMO2)