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set lowprecision whereever possible
[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.ogg", 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, '15 8 -8', FALSE, 3, "weapons/lasergun_fire.ogg");
38         //te_customflash(w_shotorg, 160, 0.2, '1 0 0');
39
40         missile = spawn ();
41         missile.owner = self;
42         missile.classname = "laserbolt";
43         missile.dmg = issecondary;
44         missile.bot_dodge = TRUE;
45         if (issecondary)
46                 missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
47         else
48                 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
49
50         missile.movetype = MOVETYPE_FLY;
51         missile.solid = SOLID_BBOX;
52
53         setmodel (missile, "models/laser.mdl"); // precision set below
54         setsize (missile, '0 0 0', '0 0 0');
55         setorigin (missile, w_shotorg);
56
57         if (issecondary)
58                 missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed");
59         else
60                 missile.velocity = w_shotdir * cvar("g_balance_laser_primary_speed");
61         W_SetupProjectileVelocity(missile);
62         missile.angles = vectoangles (missile.velocity);
63         //missile.glow_color = 250; // 244, 250
64         //missile.glow_size = 120;
65         missile.touch = W_Laser_Touch;
66         missile.think = SUB_Remove;
67         if (issecondary)
68                 missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
69         else
70                 missile.nextthink = time + cvar("g_balance_laser_primary_lifetime");
71
72         missile.effects = EF_NOSHADOW | EF_FULLBRIGHT | EF_FULLBRIGHT | EF_LOWPRECISION;
73         missile.flags = FL_PROJECTILE;
74 }
75
76 float(float req) w_laser =
77 {
78         local float r1;
79         local float r2;
80         if (req == WR_AIM)
81         {
82                 r1 = cvar("g_balance_laser_primary_damage");
83                 r2 = cvar("g_balance_laser_secondary_damage");
84                 if (random() * (r2 + r1) > r1)
85                         self.button3 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
86                 else
87                         self.button0 = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
88         }
89         else if (req == WR_THINK)
90         {
91                 if (self.button3)
92                 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
93                 {
94                         W_Laser_Attack(TRUE);
95                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_secondary_animtime"), w_ready);
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                 //if (client_hasweapon(self, self.cnt, TRUE, FALSE))
105                 //      W_SwitchWeapon (self.cnt);
106         }
107         else if (req == WR_SETUP)
108                 weapon_setup(WEP_LASER, "laser", 0);
109         else if (req == WR_CHECKAMMO1)
110                 return TRUE;
111         else if (req == WR_CHECKAMMO2)
112                 return TRUE;
113         return TRUE;
114 };