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fix the other precaches
[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         vector normal;
8
9         PROJECTILE_TOUCH;
10
11         normal = trace_plane_normal;
12         dir = normalize (self.owner.origin - self.origin);
13
14         self.event_damage = SUB_Null;
15         if (self.dmg)
16                 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"), self.projectiledeathtype, other);
17         else
18                 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"), self.projectiledeathtype, other);
19
20         remove (self);
21 }
22
23 void W_Laser_Attack (float issecondary)
24 {
25         local entity missile;
26
27         W_SetupShot (self, '25 8 -8', FALSE, 3, "weapons/lasergun_fire.wav");
28         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
29
30         missile = spawn ();
31         missile.owner = self;
32         missile.classname = "laserbolt";
33         missile.dmg = issecondary;
34         missile.bot_dodge = TRUE;
35         if (issecondary)
36                 missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
37         else
38                 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
39
40         missile.movetype = MOVETYPE_FLY;
41         missile.solid = SOLID_BBOX;
42         missile.projectiledeathtype = WEP_LASER;
43         if(issecondary)
44                 missile.projectiledeathtype |= HITTYPE_SECONDARY;
45
46         setmodel (missile, "null"); // precision set below
47         setsize (missile, '0 0 0', '0 0 0');
48         setorigin (missile, w_shotorg);
49
50         if (issecondary)
51                 missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed");
52         else
53                 missile.velocity = w_shotdir * cvar("g_balance_laser_primary_speed");
54         W_SetupProjectileVelocity(missile);
55         missile.angles = vectoangles (missile.velocity);
56         //missile.glow_color = 250; // 244, 250
57         //missile.glow_size = 120;
58         missile.touch = W_Laser_Touch;
59         missile.think = SUB_Remove;
60         if (issecondary)
61                 missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
62         else
63                 missile.nextthink = time + cvar("g_balance_laser_primary_lifetime");
64
65         missile.flags = FL_PROJECTILE;
66
67         CSQCProjectile(missile, TRUE, PROJECTILE_LASER);
68 }
69
70 float w_laser(float req)
71 {
72         local float r1;
73         local float r2;
74         if (req == WR_AIM)
75         {
76                 if(cvar("g_balance_laser_secondary"))
77                 {
78                         r1 = cvar("g_balance_laser_primary_damage");
79                         r2 = cvar("g_balance_laser_secondary_damage");
80                         if (random() * (r2 + r1) > r1)
81                                 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
82                         else
83                                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
84                 }
85                 else
86                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
87         }
88         else if (req == WR_THINK)
89         {
90                 if (self.BUTTON_ATCK)
91                 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
92                 {
93                         W_Laser_Attack(FALSE);
94                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
95                 }
96                 if (self.BUTTON_ATCK2)
97                 {
98                         if(cvar("g_balance_laser_secondary"))
99                         {
100                                 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
101                                 {
102                                         W_Laser_Attack(TRUE);
103                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_secondary_animtime"), w_ready);
104                                 }
105                         }
106                         else
107                         {
108                                 if(self.switchweapon == WEP_LASER) // don't do this if already switching
109                                         W_SwitchWeapon (self.cnt);
110                         }
111                 }
112         }
113         else if (req == WR_PRECACHE)
114         {
115                 precache_model ("models/weapons/v_laser.md3");
116                 precache_model ("models/weapons/w_laser.zym");
117                 precache_sound ("weapons/lasergun_fire.wav");
118         }
119         else if (req == WR_SETUP)
120                 weapon_setup(WEP_LASER);
121         else if (req == WR_CHECKAMMO1)
122                 return TRUE;
123         else if (req == WR_CHECKAMMO2)
124                 return TRUE;
125         else if (req == WR_SUICIDEMESSAGE)
126                 w_deathtypestring = "lasered himself to hell";
127         else if (req == WR_KILLMESSAGE)
128         {
129                 w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH
130         }
131         return TRUE;
132 };