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"), self.projectiledeathtype, other);
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"), self.projectiledeathtype, other);
30 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, 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;
54 missile.projectiledeathtype = WEP_LASER;
56 missile.projectiledeathtype |= HITTYPE_SECONDARY;
58 setmodel (missile, "models/laser.mdl"); // precision set below
59 setsize (missile, '0 0 0', '0 0 0');
60 setorigin (missile, w_shotorg);
63 missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed");
65 missile.velocity = w_shotdir * cvar("g_balance_laser_primary_speed");
66 W_SetupProjectileVelocity(missile);
67 missile.angles = vectoangles (missile.velocity);
68 //missile.glow_color = 250; // 244, 250
69 //missile.glow_size = 120;
70 missile.touch = W_Laser_Touch;
71 missile.think = SUB_Remove;
73 missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
75 missile.nextthink = time + cvar("g_balance_laser_primary_lifetime");
77 missile.effects = EF_LOWPRECISION;
78 missile.flags = FL_PROJECTILE;
81 float w_laser(float req)
87 if(cvar("g_balance_laser_secondary"))
89 r1 = cvar("g_balance_laser_primary_damage");
90 r2 = cvar("g_balance_laser_secondary_damage");
91 if (random() * (r2 + r1) > r1)
92 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
94 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
97 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
99 else if (req == WR_THINK)
101 if (self.BUTTON_ATCK)
102 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
104 W_Laser_Attack(FALSE);
105 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
107 if (self.BUTTON_ATCK2)
109 if(cvar("g_balance_laser_secondary"))
111 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
113 W_Laser_Attack(TRUE);
114 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_secondary_animtime"), w_ready);
119 if (self.BUTTON_ATCK2)
120 if (client_hasweapon(self, self.cnt, TRUE, FALSE))
121 W_SwitchWeapon (self.cnt);
125 else if (req == WR_PRECACHE)
127 precache_model ("models/laser.mdl");
128 precache_model ("models/weapons/v_laser.md3");
129 precache_model ("models/weapons/w_laser.zym");
130 precache_sound ("weapons/lasergun_fire.wav");
131 precache_sound ("weapons/laserimpact.wav");
133 else if (req == WR_SETUP)
134 weapon_setup(WEP_LASER);
135 else if (req == WR_CHECKAMMO1)
137 else if (req == WR_CHECKAMMO2)
139 else if (req == WR_SUICIDEMESSAGE)
140 w_deathtypestring = "lasered himself to hell";
141 else if (req == WR_KILLMESSAGE)
143 w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH