3 void() laser_deselect_01;
4 void() laser_select_01;
6 float() laser_check = {return TRUE;};
8 void(float req) w_laser =
12 else if (req == WR_FIRE1)
13 weapon_prepareattack(laser_check, laser_check, laser_fire1_01, cvar("g_balance_laser_refire"));
14 else if (req == WR_FIRE2)
15 self.switchweapon = self.cnt;
16 else if (req == WR_RAISE)
18 else if (req == WR_UPDATECOUNTS)
20 else if (req == WR_DROP)
22 else if (req == WR_SETUP)
23 weapon_setup(WEP_LASER, "w_laser.zym", 0);
24 else if (req == WR_CHECKAMMO)
25 weapon_hasammo = laser_check();
28 void W_Laser_Touch (void)
32 if (other == self.owner)
34 else if (pointcontents (self.origin) == CONTENT_SKY)
40 dir = normalize (self.owner.origin - self.origin);
42 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
43 WriteByte (MSG_BROADCAST, TE_FLAMEJET);
44 WriteCoord (MSG_BROADCAST, self.origin_x);
45 WriteCoord (MSG_BROADCAST, self.origin_y);
46 WriteCoord (MSG_BROADCAST, self.origin_z);
47 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
48 WriteCoord (MSG_BROADCAST, 0);
49 WriteCoord (MSG_BROADCAST, 0);
50 WriteByte (MSG_BROADCAST, 155);
52 te_customflash(self.origin, 160, 0.2, '1 0 0');
55 self.event_damage = SUB_Null;
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_BODY, "weapons/laserimpact.ogg", 1, ATTN_NORM);
62 void W_Laser_Attack (void)
68 trueaim = W_TrueAim();
70 sound (self, CHAN_WEAPON, "weapons/lasergun_fire.ogg", 1, ATTN_NORM);
71 if (self.items & IT_STRENGTH) {
72 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
75 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;
76 //te_customflash(org, 160, 0.2, '1 0 0');
80 missile.classname = "laserbolt";
82 missile.movetype = MOVETYPE_FLY;
83 missile.solid = SOLID_BBOX;
85 setmodel (missile, "models/laser.mdl");
86 setsize (missile, '0 0 0', '0 0 0');
87 setorigin (missile, org);
89 missile.velocity = normalize(trueaim - org) * cvar("g_balance_laser_speed");
90 missile.angles = vectoangles (missile.velocity);
91 //missile.glow_color = 250; // 244, 250
92 //missile.glow_size = 120;
93 missile.touch = W_Laser_Touch;
94 missile.think = SUB_Remove;
95 missile.nextthink = time + 9;
97 missile.effects = EF_NOSHADOW | EF_FULLBRIGHT | EF_FULLBRIGHT | EF_LOWPRECISION;
102 void() laser_ready_01 =
104 weapon_thinkf(WFRAME_IDLE, 0.1, laser_ready_01);
105 self.weaponentity.state = WS_READY;
107 void() laser_select_01 =
109 weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready);
110 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
112 void() laser_deselect_01 =
114 weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear);
115 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
117 void() laser_fire1_01 =
119 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
120 weapon_thinkf(WFRAME_FIRE1, 0.3, laser_ready_01);