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Add an effect for the laser explosion, added g_casings
[divverent/nexuiz.git] / qcsrc / gamec / w_laser.c
1 void() laser_ready_01;
2 void() laser_fire1_01;
3 void() laser_fire2_01;
4 void() laser_deselect_01;
5 void() laser_select_01;
6
7 float() laser_check = {return TRUE;};
8
9 void(float req) w_laser =
10 {
11         if (req == WR_IDLE)
12                 laser_ready_01();
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)
18                 laser_select_01();
19         else if (req == WR_UPDATECOUNTS)
20                 self.currentammo = 1;
21         else if (req == WR_DROP)
22                 laser_deselect_01();
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();
27 };
28
29 void W_Laser_Touch (void)
30 {
31         vector  dir;
32
33         if (other == self.owner)
34                 return;
35         else if (pointcontents (self.origin) == CONTENT_SKY)
36         {
37                 remove (self);
38                 return;
39         }
40
41         dir = normalize (self.owner.origin - self.origin);
42
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);
52
53
54
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);
58
59         remove (self);
60 }
61
62 void W_Laser_Attack (void)
63 {
64         entity  missile;
65
66         makevectors(self.v_angle);
67
68         sound (self, CHAN_WEAPON, "weapons/lasergun_fire.wav", 1, ATTN_NORM);
69
70         missile = spawn ();
71         missile.owner = self;
72         missile.classname = "spike";
73
74         missile.movetype = MOVETYPE_FLY;
75         missile.solid = SOLID_BBOX;
76
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);
80
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;
90
91         missile.effects = missile.effects | EF_ADDITIVE;
92
93         self.punchangle_x = random () - 0.5;
94         self.punchangle_y = random () - 0.5;
95         self.punchangle_z = random () - 0.5;
96
97         self.attack_finished = time + 0.3;
98 }
99
100 void W_Laser_Attack2 (void)
101 {
102         //makevectors(self.v_angle);
103         //self.velocity = self.velocity - v_forward * 900;
104         /*
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;
112         */
113 }
114
115 // weapon frames
116
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 =
121 {
122         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
123         weapon_thinkf(WFRAME_FIRE1, 0.3, laser_ready_01);
124 };
125 void()  laser_fire2_01 =
126 {
127         weapon_doattack(laser_check, laser_check, W_Laser_Attack2);
128         weapon_thinkf(WFRAME_FIRE1, 0.3, laser_ready_01);
129 };
130