1 void(float imp) W_SwitchWeapon;
3 void W_Laser_Touch (void)
7 self.event_damage = SUB_Null;
9 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);
11 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);
16 void W_Laser_Attack (float issecondary)
20 W_SetupShot (self, '25 8 -8', FALSE, 3, "weapons/lasergun_fire.wav");
21 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
25 missile.classname = "laserbolt";
26 missile.dmg = issecondary;
27 missile.bot_dodge = TRUE;
29 missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
31 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
33 missile.movetype = MOVETYPE_FLY;
34 missile.solid = SOLID_BBOX;
35 missile.projectiledeathtype = WEP_LASER;
37 missile.projectiledeathtype |= HITTYPE_SECONDARY;
39 setmodel (missile, "null"); // precision set below
40 setsize (missile, '0 0 0', '0 0 0');
41 setorigin (missile, w_shotorg);
44 missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed");
46 missile.velocity = w_shotdir * cvar("g_balance_laser_primary_speed");
47 W_SetupProjectileVelocity(missile);
48 missile.angles = vectoangles (missile.velocity);
49 //missile.glow_color = 250; // 244, 250
50 //missile.glow_size = 120;
51 missile.touch = W_Laser_Touch;
52 missile.think = SUB_Remove;
54 missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
56 missile.nextthink = time + cvar("g_balance_laser_primary_lifetime");
58 missile.flags = FL_PROJECTILE;
60 CSQCProjectile(missile, TRUE, PROJECTILE_LASER);
63 float w_laser(float req)
69 if(cvar("g_balance_laser_secondary"))
71 r1 = cvar("g_balance_laser_primary_damage");
72 r2 = cvar("g_balance_laser_secondary_damage");
73 if (random() * (r2 + r1) > r1)
74 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
76 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
79 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
81 else if (req == WR_THINK)
84 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
86 W_Laser_Attack(FALSE);
87 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
89 if (self.BUTTON_ATCK2)
91 if(cvar("g_balance_laser_secondary"))
93 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
96 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_secondary_animtime"), w_ready);
101 if(self.switchweapon == WEP_LASER) // don't do this if already switching
102 W_SwitchWeapon (self.cnt);
106 else if (req == WR_PRECACHE)
108 precache_model ("models/weapons/v_laser.md3");
109 precache_model ("models/weapons/w_laser.zym");
110 precache_sound ("weapons/lasergun_fire.wav");
112 else if (req == WR_SETUP)
113 weapon_setup(WEP_LASER);
114 else if (req == WR_CHECKAMMO1)
116 else if (req == WR_CHECKAMMO2)
118 else if (req == WR_SUICIDEMESSAGE)
119 w_deathtypestring = "lasered himself to hell";
120 else if (req == WR_KILLMESSAGE)
122 w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH