4 void() laser_deselect_01;
5 void() laser_select_01;
7 float() laser_check = {return TRUE;};
9 void(float req) w_laser =
13 else if (req == WR_FIRE1)
14 weapon_prepareattack(laser_check, laser_check, laser_fire1_01, 0.4);
15 else if (req == WR_FIRE2)
16 weapon_prepareattack(laser_check, laser_check, laser_fire2_01, 0.7);
17 else if (req == WR_RAISE)
19 else if (req == WR_UPDATECOUNTS)
21 else if (req == WR_DROP)
23 else if (req == WR_SETUP)
24 weapon_setup(WEP_LASER, "w_laser.zym", 0);
25 else if (req == WR_CHECKAMMO)
26 weapon_hasammo = laser_check();
29 void W_Laser_Touch (void)
33 if (other == self.owner)
35 else if (pointcontents (self.origin) == CONTENT_SKY)
41 dir = normalize (self.owner.origin - self.origin);
43 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
44 WriteByte (MSG_BROADCAST, TE_FLAMEJET);
45 WriteCoord (MSG_BROADCAST, self.origin_x);
46 WriteCoord (MSG_BROADCAST, self.origin_y);
47 WriteCoord (MSG_BROADCAST, self.origin_z);
48 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
49 WriteCoord (MSG_BROADCAST, 0);
50 WriteCoord (MSG_BROADCAST, 0);
51 WriteByte (MSG_BROADCAST, 155);
55 self.event_damage = nullfunction;
56 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);
57 sound (self, CHAN_IMPACT, "weapons/laserimpact.wav", 1, ATTN_NORM);
62 void W_Laser_Attack (void)
66 makevectors(self.v_angle);
68 sound (self, CHAN_WEAPON, "weapons/lasergun_fire.wav", 1, ATTN_NORM);
72 missile.classname = "spike";
74 missile.movetype = MOVETYPE_FLY;
75 missile.solid = SOLID_BBOX;
77 setmodel (missile, "models/laser.mdl");
78 setsize (missile, '0 0 0', '0 0 0');
79 setorigin (missile, self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12);
81 missile.velocity = v_forward * cvar("g_balance_laser_speed");
82 missile.velocity = missile.velocity + v_right * ( crandom() * 45 );
83 missile.velocity = missile.velocity + v_up * ( crandom() * 25 );
84 missile.angles = vectoangles (missile.velocity);
85 missile.glow_color = 250; // 244, 250
86 missile.glow_size = 30;
87 missile.touch = W_Laser_Touch;
88 missile.think = SUB_Remove;
89 missile.nextthink = time + 9;
91 missile.effects = missile.effects | EF_ADDITIVE;
93 self.punchangle_x = random () - 0.5;
94 self.punchangle_y = random () - 0.5;
95 self.punchangle_z = random () - 0.5;
97 self.attack_finished = time + 0.3;
100 void W_Laser_Attack2 (void)
102 //makevectors(self.v_angle);
103 //self.velocity = self.velocity - v_forward * 900;
105 weapon_shotdir(18, 5, -12);
106 // self.origin + self.view_ofs + v_forward * 18 + v_right * 5 + v_up * -12);
107 sound (self, CHAN_WEAPON, "weapons/crylink.wav", 1, ATTN_NORM);
108 //org = self.origin + self.view_ofs + v_forward * 10 + v_right * 5 + v_up * -14;
109 FireRailgunBullet (self.shotorg, self.origin + self.shotdir*4096, 25, IT_LASER);
110 te_spark(trace_endpos, self.shotdir, 55);
111 self.attack_finished = time + 0.400;
117 void() laser_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, laser_ready_01); self.weaponentity.state = WS_READY;};
118 void() laser_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
119 void() laser_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
120 void() laser_fire1_01 =
122 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
123 weapon_thinkf(WFRAME_FIRE1, 0.3, laser_ready_01);
125 void() laser_fire2_01 =
127 weapon_doattack(laser_check, laser_check, W_Laser_Attack2);
128 weapon_thinkf(WFRAME_FIRE1, 0.3, laser_ready_01);