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[divverent/nexuiz.git] / data / qcsrc / server / w_laser.qc
1 void(float imp) W_SwitchWeapon;
2
3 void W_Laser_Touch (void)
4 {
5         PROJECTILE_TOUCH;
6
7         self.event_damage = SUB_Null;
8         if (self.dmg)
9                 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);
10         else
11                 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);
12
13         remove (self);
14 }
15
16 void W_Laser_Attack (float issecondary)
17 {
18         local entity missile;
19
20         W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_secondary_damage"));
21         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
22
23         missile = spawn ();
24         missile.owner = self;
25         missile.classname = "laserbolt";
26         missile.dmg = issecondary;
27         missile.bot_dodge = TRUE;
28         if (issecondary)
29                 missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
30         else
31                 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
32
33         missile.movetype = MOVETYPE_FLY;
34         missile.solid = SOLID_BBOX;
35         missile.projectiledeathtype = WEP_LASER;
36         if(issecondary)
37                 missile.projectiledeathtype |= HITTYPE_SECONDARY;
38
39         setorigin (missile, w_shotorg);
40         setsize(missile, '0 0 0', '0 0 0');
41
42         if (issecondary)
43                 missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed");
44         else
45                 missile.velocity = w_shotdir * cvar("g_balance_laser_primary_speed");
46         W_SetupProjectileVelocity(missile);
47         missile.angles = vectoangles (missile.velocity);
48         //missile.glow_color = 250; // 244, 250
49         //missile.glow_size = 120;
50         missile.touch = W_Laser_Touch;
51         missile.think = SUB_Remove;
52         if (issecondary)
53                 missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
54         else
55                 missile.nextthink = time + cvar("g_balance_laser_primary_lifetime");
56
57         missile.flags = FL_PROJECTILE;
58
59         CSQCProjectile(missile, TRUE, PROJECTILE_LASER, TRUE);
60 }
61
62 void spawnfunc_weapon_laser (void)
63 {
64         weapon_defaultspawnfunc(WEP_LASER);
65 }
66
67 float w_laser(float req)
68 {
69         local float r1;
70         local float r2;
71         if (req == WR_AIM)
72         {
73                 if(cvar("g_balance_laser_secondary"))
74                 {
75                         r1 = cvar("g_balance_laser_primary_damage");
76                         r2 = cvar("g_balance_laser_secondary_damage");
77                         if (random() * (r2 + r1) > r1)
78                                 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
79                         else
80                                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
81                 }
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 if (req == WR_THINK)
86         {
87                 if (self.BUTTON_ATCK)
88                 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
89                 {
90                         W_Laser_Attack(FALSE);
91                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
92                 }
93                 if (self.BUTTON_ATCK2)
94                 {
95                         if(cvar("g_balance_laser_secondary"))
96                         {
97                                 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
98                                 {
99                                         W_Laser_Attack(TRUE);
100                                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
101                                 }
102                         }
103                         else
104                         {
105                                 if(self.switchweapon == WEP_LASER) // don't do this if already switching
106                                         W_SwitchWeapon (self.cnt);
107                         }
108                 }
109         }
110         else if (req == WR_PRECACHE)
111         {
112                 precache_model ("models/weapons/g_laser.md3");
113                 precache_model ("models/weapons/v_laser.md3");
114                 precache_model ("models/weapons/h_laser.dpm");
115                 precache_sound ("weapons/lasergun_fire.wav");
116         }
117         else if (req == WR_SETUP)
118                 weapon_setup(WEP_LASER);
119         else if (req == WR_CHECKAMMO1)
120                 return TRUE;
121         else if (req == WR_CHECKAMMO2)
122                 return TRUE;
123         else if (req == WR_SUICIDEMESSAGE)
124                 w_deathtypestring = "lasered himself to hell";
125         else if (req == WR_KILLMESSAGE)
126         {
127                 w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH
128         }
129         return TRUE;
130 };