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handle self/oself CORRECTLY this time
[divverent/nexuiz.git] / data / qcsrc / server / w_laser.qc
1 void(float imp) W_SwitchWeapon;
2
3 void W_Laser_Touch (void)
4 {
5         vector  dir;
6         vector org2;
7
8         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
9         {
10                 remove(self);
11                 return;
12         }
13
14         if (other == self.owner)
15                 return;
16
17         dir = normalize (self.owner.origin - self.origin);
18         org2 = findbetterlocation (self.origin, 8);
19
20         te_knightspike(org2);
21
22
23         self.event_damage = SUB_Null;
24         if (self.dmg)
25                 RadiusDamage (self, self.owner, cvar("g_balance_laser_secondary_damage"), cvar("g_balance_laser_secondary_edgedamage"), cvar("g_balance_laser_secondary_radius"), world, cvar("g_balance_laser_secondary_force"), IT_LASER);
26         else
27                 RadiusDamage (self, self.owner, cvar("g_balance_laser_primary_damage"), cvar("g_balance_laser_primary_edgedamage"), cvar("g_balance_laser_primary_radius"), world, cvar("g_balance_laser_primary_force"), IT_LASER);
28         sound (self, CHAN_BODY, "weapons/laserimpact.wav", 1, ATTN_NORM);
29
30         remove (self);
31 }
32
33 void W_Laser_Attack (float issecondary)
34 {
35         local entity missile;
36
37         W_SetupShot (self, '11 8 -8', FALSE, 3, "weapons/lasergun_fire.wav");
38         //te_customflash(w_shotorg, 160, 0.2, '1 0 0');
39         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg + v_forward * 8, v_forward * 1000, 1);
40
41         missile = spawn ();
42         missile.owner = self;
43         missile.classname = "laserbolt";
44         missile.dmg = issecondary;
45         missile.bot_dodge = TRUE;
46         if (issecondary)
47                 missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
48         else
49                 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
50
51         missile.movetype = MOVETYPE_FLY;
52         missile.solid = SOLID_BBOX;
53
54         setmodel (missile, "models/laser.mdl"); // precision set below
55         setsize (missile, '0 0 0', '0 0 0');
56         setorigin (missile, w_shotorg);
57
58         if (issecondary)
59                 missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed");
60         else
61                 missile.velocity = w_shotdir * cvar("g_balance_laser_primary_speed");
62         W_SetupProjectileVelocity(missile);
63         missile.angles = vectoangles (missile.velocity);
64         //missile.glow_color = 250; // 244, 250
65         //missile.glow_size = 120;
66         missile.touch = W_Laser_Touch;
67         missile.think = SUB_Remove;
68         if (issecondary)
69                 missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
70         else
71                 missile.nextthink = time + cvar("g_balance_laser_primary_lifetime");
72
73         missile.effects = EF_LOWPRECISION;
74         missile.flags = FL_PROJECTILE;
75 }
76
77 float(float req) w_laser =
78 {
79         local float r1;
80         local float r2;
81         if (req == WR_AIM)
82         {
83                 if(cvar("g_balance_laser_secondary"))
84                 {
85                         r1 = cvar("g_balance_laser_primary_damage");
86                         r2 = cvar("g_balance_laser_secondary_damage");
87                         if (random() * (r2 + r1) > r1)
88                                 self.button3 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
89                         else
90                                 self.button0 = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
91                 }
92                 else
93                         self.button0 = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
94         }
95         else if (req == WR_THINK)
96         {
97                 if (self.button0)
98                 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
99                 {
100                         W_Laser_Attack(FALSE);
101                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
102                 }
103                 if (self.button3)
104                 {
105                         if(cvar("g_balance_laser_secondary"))
106                         {
107                                 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
108                                 {
109                                         W_Laser_Attack(TRUE);
110                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_secondary_animtime"), w_ready);
111                                 }
112                         }
113                         else
114                         {
115                                 if (self.button3)
116                                 if (client_hasweapon(self, self.cnt, TRUE, FALSE))
117                                         W_SwitchWeapon (self.cnt);
118                         }
119                 }
120         }
121         else if (req == WR_PRECACHE)
122         {
123                 precache_model ("models/laser.mdl");
124                 precache_model ("models/weapons/v_laser.md3");
125                 precache_model ("models/weapons/w_laser.zym");
126                 precache_sound ("weapons/lasergun_fire.wav");
127                 precache_sound ("weapons/laserimpact.wav");
128         }
129         else if (req == WR_SETUP)
130                 weapon_setup(WEP_LASER, "laser", 0);
131         else if (req == WR_CHECKAMMO1)
132                 return TRUE;
133         else if (req == WR_CHECKAMMO2)
134                 return TRUE;
135         else if (req == WR_REGISTER)
136                 weapon_register(WEP_LASER, 0);
137         return TRUE;
138 };