1 void(float imp) W_SwitchWeapon;
3 void W_Laser_Touch (void)
9 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
15 if (other == self.owner)
18 normal = trace_plane_normal;
19 dir = normalize (self.owner.origin - self.origin);
20 org2 = findbetterlocation (self.origin, 8);
22 pointparticles(particleeffectnum("laser_impact"), org2, normal * 1000, 1);
25 self.event_damage = SUB_Null;
27 RadiusDamage (self, self.owner, cvar("g_balance_laser_secondary_damage"), cvar("g_balance_laser_secondary_edgedamage"), cvar("g_balance_laser_secondary_radius"), world, cvar("g_balance_laser_secondary_force"), IT_LASER);
29 RadiusDamage (self, self.owner, cvar("g_balance_laser_primary_damage"), cvar("g_balance_laser_primary_edgedamage"), cvar("g_balance_laser_primary_radius"), world, cvar("g_balance_laser_primary_force"), IT_LASER);
30 sound (self, CHAN_BODY, "weapons/laserimpact.wav", 1, ATTN_NORM);
35 void W_Laser_Attack (float issecondary)
39 W_SetupShot (self, '25 8 -8', FALSE, 3, "weapons/lasergun_fire.wav");
40 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
44 missile.classname = "laserbolt";
45 missile.dmg = issecondary;
46 missile.bot_dodge = TRUE;
48 missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
50 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
52 missile.movetype = MOVETYPE_FLY;
53 missile.solid = SOLID_BBOX;
55 setmodel (missile, "models/laser.mdl"); // precision set below
56 setsize (missile, '0 0 0', '0 0 0');
57 setorigin (missile, w_shotorg);
60 missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed");
62 missile.velocity = w_shotdir * cvar("g_balance_laser_primary_speed");
63 W_SetupProjectileVelocity(missile);
64 missile.angles = vectoangles (missile.velocity);
65 //missile.glow_color = 250; // 244, 250
66 //missile.glow_size = 120;
67 missile.touch = W_Laser_Touch;
68 missile.think = SUB_Remove;
70 missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
72 missile.nextthink = time + cvar("g_balance_laser_primary_lifetime");
74 missile.effects = EF_LOWPRECISION;
75 missile.flags = FL_PROJECTILE;
78 float w_laser(float req)
84 if(cvar("g_balance_laser_secondary"))
86 r1 = cvar("g_balance_laser_primary_damage");
87 r2 = cvar("g_balance_laser_secondary_damage");
88 if (random() * (r2 + r1) > r1)
89 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
91 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
94 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
96 else if (req == WR_THINK)
99 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
101 W_Laser_Attack(FALSE);
102 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
104 if (self.BUTTON_ATCK2)
106 if(cvar("g_balance_laser_secondary"))
108 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
110 W_Laser_Attack(TRUE);
111 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_secondary_animtime"), w_ready);
116 if (self.BUTTON_ATCK2)
117 if (client_hasweapon(self, self.cnt, TRUE, FALSE))
118 W_SwitchWeapon (self.cnt);
122 else if (req == WR_PRECACHE)
124 precache_model ("models/laser.mdl");
125 precache_model ("models/weapons/v_laser.md3");
126 precache_model ("models/weapons/w_laser.zym");
127 precache_sound ("weapons/lasergun_fire.wav");
128 precache_sound ("weapons/laserimpact.wav");
130 else if (req == WR_SETUP)
131 weapon_setup(WEP_LASER, "laser", 0);
132 else if (req == WR_CHECKAMMO1)
134 else if (req == WR_CHECKAMMO2)
136 else if (req == WR_REGISTER)
137 weapon_register(WEP_LASER, 0);