1 void(float imp) W_SwitchWeapon;
3 void W_Laser_Touch (void)
7 if(other.classname == "spectator")
10 self.event_damage = SUB_Null;
12 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);
14 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 void W_Laser_Attack (float issecondary)
23 W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_secondary_damage"));
24 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
28 missile.classname = "laserbolt";
29 missile.dmg = issecondary;
30 missile.bot_dodge = TRUE;
32 missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
34 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
36 missile.movetype = MOVETYPE_FLY;
37 PROJECTILE_MAKETRIGGER(missile);
38 missile.projectiledeathtype = WEP_LASER;
40 missile.projectiledeathtype |= HITTYPE_SECONDARY;
42 setorigin (missile, w_shotorg);
43 setsize(missile, '0 0 0', '0 0 0');
46 missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed");
48 missile.velocity = w_shotdir * cvar("g_balance_laser_primary_speed");
49 W_SetupProjectileVelocity(missile);
50 missile.angles = vectoangles (missile.velocity);
51 //missile.glow_color = 250; // 244, 250
52 //missile.glow_size = 120;
53 missile.touch = W_Laser_Touch;
54 missile.think = SUB_Remove;
56 missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
58 missile.nextthink = time + cvar("g_balance_laser_primary_lifetime");
60 missile.flags = FL_PROJECTILE;
62 CSQCProjectile(missile, TRUE, PROJECTILE_LASER, TRUE);
65 void spawnfunc_weapon_laser (void)
67 weapon_defaultspawnfunc(WEP_LASER);
70 float w_laser(float req)
76 if(cvar("g_balance_laser_secondary"))
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);
83 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
86 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
88 else if (req == WR_THINK)
91 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
93 W_Laser_Attack(FALSE);
94 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
96 if (self.BUTTON_ATCK2)
98 if(cvar("g_balance_laser_secondary"))
100 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
102 W_Laser_Attack(TRUE);
103 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
108 if(self.switchweapon == WEP_LASER) // don't do this if already switching
109 W_SwitchWeapon (self.cnt);
113 else if (req == WR_PRECACHE)
115 precache_model ("models/weapons/g_laser.md3");
116 precache_model ("models/weapons/v_laser.md3");
117 precache_model ("models/weapons/h_laser.dpm");
118 precache_sound ("weapons/lasergun_fire.wav");
120 else if (req == WR_SETUP)
121 weapon_setup(WEP_LASER);
122 else if (req == WR_CHECKAMMO1)
124 else if (req == WR_CHECKAMMO2)
126 else if (req == WR_SUICIDEMESSAGE)
127 w_deathtypestring = "lasered himself to hell";
128 else if (req == WR_KILLMESSAGE)
130 w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH