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bumps for morphed's teleporter model
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1 void() laser_ready_01;\r
2 void() laser_fire1_01;\r
3 void() laser_deselect_01;\r
4 void() laser_select_01;\r
5 \r
6 float() laser_check = {return TRUE;};\r
7 \r
8 void(float req) w_laser =\r
9 {\r
10         if (req == WR_IDLE)\r
11                 laser_ready_01();\r
12         else if (req == WR_FIRE1)\r
13                 weapon_prepareattack(laser_check, laser_check, laser_fire1_01, cvar("g_balance_laser_refire"));\r
14         else if (req == WR_RAISE)\r
15                 laser_select_01();\r
16         else if (req == WR_UPDATECOUNTS)\r
17                 self.currentammo = 1;\r
18         else if (req == WR_DROP)\r
19                 laser_deselect_01();\r
20         else if (req == WR_SETUP)\r
21                 weapon_setup(WEP_LASER, "w_laser.zym", 0);\r
22         else if (req == WR_CHECKAMMO)\r
23                 weapon_hasammo = laser_check();\r
24 };\r
25 \r
26 void W_Laser_Touch (void)\r
27 {\r
28         vector  dir;\r
29 \r
30         if (other == self.owner)\r
31                 return;\r
32         else if (pointcontents (self.origin) == CONTENT_SKY)\r
33         {\r
34                 remove (self);\r
35                 return;\r
36         }\r
37 \r
38         dir = normalize (self.owner.origin - self.origin);\r
39 \r
40         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);\r
41         WriteByte (MSG_BROADCAST, TE_FLAMEJET);\r
42         WriteCoord (MSG_BROADCAST, self.origin_x);\r
43         WriteCoord (MSG_BROADCAST, self.origin_y);\r
44         WriteCoord (MSG_BROADCAST, self.origin_z);\r
45         WriteCoord (MSG_BROADCAST, 0);          // SeienAbunae: groan... Useless clutter\r
46         WriteCoord (MSG_BROADCAST, 0);\r
47         WriteCoord (MSG_BROADCAST, 0);\r
48         WriteByte (MSG_BROADCAST, 155);\r
49 \r
50         te_customflash(self.origin, 160, 0.2, '1 0 0');\r
51 \r
52 \r
53         self.event_damage = SUB_Null;\r
54         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"), WEP_LASER);\r
55         sound (self, CHAN_BODY, "weapons/laserimpact.wav", 1, ATTN_NORM);\r
56 \r
57         remove (self);\r
58 }\r
59 \r
60 void W_Laser_Attack (void)\r
61 {\r
62         local entity missile;\r
63         local vector org;\r
64 \r
65         sound (self, CHAN_WEAPON, "weapons/lasergun_fire.wav", 1, ATTN_NORM);\r
66         org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;\r
67         //te_customflash(org, 160, 0.2, '1 0 0');\r
68 \r
69         missile = spawn ();\r
70         missile.owner = self;\r
71         missile.classname = "laserbolt";\r
72 \r
73         missile.movetype = MOVETYPE_FLY;\r
74         missile.solid = SOLID_BBOX;\r
75 \r
76         setmodel (missile, "models/laser.mdl");\r
77         setsize (missile, '0 0 0', '0 0 0');\r
78         setorigin (missile, org);\r
79 \r
80         missile.velocity = v_forward * cvar("g_balance_laser_speed");\r
81         missile.angles = vectoangles (missile.velocity);\r
82         //missile.glow_color = 250; // 244, 250\r
83         //missile.glow_size = 120;\r
84         missile.touch = W_Laser_Touch;\r
85         missile.think = SUB_Remove;\r
86         missile.nextthink = time + 9;\r
87 \r
88         missile.effects = EF_FULLBRIGHT | EF_ADDITIVE | EF_LOWPRECISION;\r
89 }\r
90 \r
91 // weapon frames\r
92 \r
93 void()  laser_ready_01 =        {weapon_thinkf(WFRAME_IDLE, 0.1, laser_ready_01); self.weaponentity.state = WS_READY;};\r
94 void()  laser_select_01 =       {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};\r
95 void()  laser_deselect_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};\r
96 void()  laser_fire1_01 =\r
97 {\r
98         weapon_doattack(laser_check, laser_check, W_Laser_Attack);\r
99         weapon_thinkf(WFRAME_FIRE1, 0.3, laser_ready_01);\r
100 };\r
101 \r