1 void(float imp) W_SwitchWeapon;
3 void W_Laser_Touch (void)
11 normal = trace_plane_normal;
12 dir = normalize (self.owner.origin - self.origin);
14 self.event_damage = SUB_Null;
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);
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);
23 void W_Laser_Attack (float issecondary)
27 W_SetupShot (self, '25 8 -8', FALSE, 3, "weapons/lasergun_fire.wav");
28 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
32 missile.classname = "laserbolt";
33 missile.dmg = issecondary;
34 missile.bot_dodge = TRUE;
36 missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
38 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
40 missile.movetype = MOVETYPE_FLY;
41 missile.solid = SOLID_BBOX;
42 missile.projectiledeathtype = WEP_LASER;
44 missile.projectiledeathtype |= HITTYPE_SECONDARY;
46 setmodel (missile, "models/laser.mdl"); // precision set below
47 setsize (missile, '0 0 0', '0 0 0');
48 setorigin (missile, w_shotorg);
51 missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed");
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;
61 missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
63 missile.nextthink = time + cvar("g_balance_laser_primary_lifetime");
65 missile.effects = EF_LOWPRECISION;
66 missile.flags = FL_PROJECTILE;
68 CSQCProjectile(missile, TRUE, PROJECTILE_LASER);
71 float w_laser(float req)
77 if(cvar("g_balance_laser_secondary"))
79 r1 = cvar("g_balance_laser_primary_damage");
80 r2 = cvar("g_balance_laser_secondary_damage");
81 if (random() * (r2 + r1) > r1)
82 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
84 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
87 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
89 else if (req == WR_THINK)
92 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
94 W_Laser_Attack(FALSE);
95 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
97 if (self.BUTTON_ATCK2)
99 if(cvar("g_balance_laser_secondary"))
101 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
103 W_Laser_Attack(TRUE);
104 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_secondary_animtime"), w_ready);
109 if(self.switchweapon == WEP_LASER) // don't do this if already switching
110 W_SwitchWeapon (self.cnt);
114 else if (req == WR_PRECACHE)
116 precache_model ("models/laser.mdl");
117 precache_model ("models/weapons/v_laser.md3");
118 precache_model ("models/weapons/w_laser.zym");
119 precache_sound ("weapons/lasergun_fire.wav");
120 precache_sound ("weapons/laserimpact.wav");
122 else if (req == WR_SETUP)
123 weapon_setup(WEP_LASER);
124 else if (req == WR_CHECKAMMO1)
126 else if (req == WR_CHECKAMMO2)
128 else if (req == WR_SUICIDEMESSAGE)
129 w_deathtypestring = "lasered himself to hell";
130 else if (req == WR_KILLMESSAGE)
132 w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH