5 void() laser_deselect_01;
6 void() laser_select_01;
8 float() laser_check = {return TRUE;};
10 void(float req) w_laser =
14 else if (req == WR_FIRE1)
15 weapon_prepareattack(laser_check, laser_check, laser_fire1_01, 0.4);
16 else if (req == WR_FIRE2)
17 weapon_prepareattack(laser_check, laser_check, laser_fire2_01, 0.3);
18 else if (req == WR_FIRE3)
19 weapon_prepareattack(laser_check, laser_check, laser_fire3_01, 0.3);
20 else if (req == WR_RAISE)
22 else if (req == WR_UPDATECOUNTS)
24 else if (req == WR_DROP)
26 else if (req == WR_SETUP)
27 weapon_setup(WEP_LASER, "w_laser.zym", 0);
28 else if (req == WR_CHECKAMMO)
29 weapon_hasammo = laser_check();
32 void W_Laser_Touch (void)
36 if (other == self.owner)
38 else if (pointcontents (self.origin) == CONTENT_SKY)
44 dir = normalize (self.owner.origin - self.origin);
47 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
48 WriteByte (MSG_BROADCAST, TE_FLAMEJET);
49 WriteCoord (MSG_BROADCAST, self.origin_x);
50 WriteCoord (MSG_BROADCAST, self.origin_y);
51 WriteCoord (MSG_BROADCAST, self.origin_z);
52 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
53 WriteCoord (MSG_BROADCAST, 0);
54 WriteCoord (MSG_BROADCAST, 0);
55 WriteByte (MSG_BROADCAST, 155); */
59 self.event_damage = SUB_Null;
60 RadiusDamage (self, self.owner, 15, 20, 50, world, 200, IT_LASER);
61 sound (self, CHAN_IMPACT, "weapons/laserimpact.wav", 1, ATTN_NORM);
66 void W_Laser_Attack (void)
68 weapon_shotdir(18, 5, -12);
69 // self.origin + self.view_ofs + v_forward * 18 + v_right * 5 + v_up * -12);
70 sound (self, CHAN_WEAPON, "weapons/crylink.wav", 1, ATTN_NORM);
71 //org = self.origin + self.view_ofs + v_forward * 10 + v_right * 5 + v_up * -14;
72 FireRailgunBullet (self.shotorg, self.origin + self.shotdir*4096, 25, IT_LASER);
73 te_spark(trace_endpos, self.shotdir, 55);
74 self.attack_finished = time + 0.400;
77 void W_Laser_Attack2 (void)
81 makevectors(self.v_angle);
83 sound (self, CHAN_WEAPON, "weapons/lasergun_fire.wav", 1, ATTN_NORM);
87 missile.classname = "spike";
89 missile.movetype = MOVETYPE_FLY;
90 missile.solid = SOLID_BBOX;
92 setmodel (missile, "models/laser.mdl");
93 setsize (missile, '0 0 0', '0 0 0');
94 setorigin (missile, self.origin + self.view_ofs + v_forward * 18 + v_right * 5 + v_up * -12);
96 missile.velocity = v_forward * 1000;
97 missile.velocity = missile.velocity + v_right * ( crandom() * 45 );
98 missile.velocity = missile.velocity + v_up * ( crandom() * 25 );
99 missile.angles = vectoangles (missile.velocity);
100 missile.glow_color = 250; // 244, 250
101 missile.glow_size = 30;
102 missile.touch = W_Laser_Touch;
103 missile.think = SUB_Remove;
104 missile.nextthink = time + 9;
106 missile.effects = missile.effects | EF_ADDITIVE;
108 self.punchangle_x = random () - 0.5;
109 self.punchangle_y = random () - 0.5;
110 self.punchangle_z = random () - 0.5;
112 self.attack_finished = time + 0.3;
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, 0.3, w_ready); weapon_boblayer1(16, '0 0 0');};
119 void() laser_deselect_01 = {weapon_thinkf(-1, 0.3, w_clear); weapon_boblayer1(16, '0 20 -40');};
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, 0.2, laser_ready_01);
130 void() laser_fire3_01 =
132 weapon_doattack(laser_check, laser_check, W_Laser_Attack2);
133 weapon_thinkf(WFRAME_FIRE1, 0.2, laser_ready_01);