]> icculus.org git repositories - divverent/nexuiz.git/blob - TeamNexuiz/game/gamec/w_laser.c
- Added new backpack/tfitem property -- item_backpack gives metal ammo when var...
[divverent/nexuiz.git] / TeamNexuiz / game / gamec / w_laser.c
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"), IT_LASER);\r
55         sound (self, CHAN_BODY, "weapons/laserimpact.ogg", 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         local vector end;\r
65         \r
66         local vector trueaim;\r
67         org = self.origin + self.view_ofs;\r
68         end = self.origin + self.view_ofs + v_forward * 4096;\r
69         traceline(org,end,TRUE,self);\r
70         \r
71         trueaim = trace_endpos;\r
72 \r
73         sound (self, CHAN_WEAPON, "weapons/lasergun_fire.ogg", 1, ATTN_NORM);\r
74         if (self.items & IT_STRENGTH) {\r
75                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);\r
76         }\r
77         \r
78         org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;\r
79         //te_customflash(org, 160, 0.2, '1 0 0');\r
80 \r
81         missile = spawn ();\r
82         missile.owner = self;\r
83         missile.classname = "laserbolt";\r
84 \r
85         missile.movetype = MOVETYPE_FLY;\r
86         missile.solid = SOLID_BBOX;\r
87 \r
88         setmodel (missile, "models/laser.mdl");\r
89         setsize (missile, '0 0 0', '0 0 0');\r
90         setorigin (missile, org);\r
91 \r
92         missile.velocity = normalize(trueaim - org) * cvar("g_balance_laser_speed");\r
93         missile.angles = vectoangles (missile.velocity);\r
94         //missile.glow_color = 250; // 244, 250\r
95         //missile.glow_size = 120;\r
96         missile.touch = W_Laser_Touch;\r
97         missile.think = SUB_Remove;\r
98         missile.nextthink = time + 9;\r
99 \r
100         missile.effects = EF_FULLBRIGHT | EF_FULLBRIGHT | EF_LOWPRECISION;\r
101 }\r
102 \r
103 // weapon frames\r
104 \r
105 void()  laser_ready_01 =        {weapon_thinkf(WFRAME_IDLE, 0.1, laser_ready_01); self.weaponentity.state = WS_READY;};\r
106 void()  laser_select_01 =       {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};\r
107 void()  laser_deselect_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};\r
108 void()  laser_fire1_01 =\r
109 {\r
110         weapon_doattack(laser_check, laser_check, W_Laser_Attack);\r
111         weapon_thinkf(WFRAME_FIRE1, 0.3, laser_ready_01);\r
112 };\r