]> icculus.org git repositories - divverent/nexuiz.git/blob - qcsrc/gamec/w_laser.c
Some changes to the grenade launcher and shotgun that weren't my changes
[divverent/nexuiz.git] / qcsrc / gamec / w_laser.c
1 void() laser_ready_01;
2 void() laser_fire1_01;
3 void() laser_fire2_01;
4 void() laser_deselect_01;
5 void() laser_select_01;
6
7 float() laser_check = {return TRUE;};
8
9 void(float req) w_laser =
10 {
11         if (req == WR_IDLE)
12                 laser_ready_01();
13         else if (req == WR_FIRE1)
14                 weapon_prepareattack(laser_check, laser_check, laser_fire1_01, 0.4);
15         else if (req == WR_FIRE2)
16                 weapon_prepareattack(laser_check, laser_check, laser_fire2_01, 0.3);
17         else if (req == WR_RAISE)
18                 laser_select_01();
19         else if (req == WR_UPDATECOUNTS)
20                 self.currentammo = 1;
21         else if (req == WR_DROP)
22                 laser_deselect_01();
23         else if (req == WR_SETUP)
24                 weapon_setup(WEP_LASER, "w_laser.zym", 0);
25         else if (req == WR_CHECKAMMO)
26                 weapon_hasammo = laser_check();
27 };               
28
29 void W_Laser_Touch (void)
30 {
31         vector  dir;
32
33         if (other == self.owner)
34                 return;
35         else if (pointcontents (self.origin) == CONTENT_SKY)
36         {
37                 remove (self);
38                 return;
39         }
40
41         dir = normalize (self.owner.origin - self.origin);
42
43         /*
44         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
45         WriteByte (MSG_BROADCAST, TE_FLAMEJET);
46         WriteCoord (MSG_BROADCAST, self.origin_x);
47         WriteCoord (MSG_BROADCAST, self.origin_y);
48         WriteCoord (MSG_BROADCAST, self.origin_z);
49         WriteCoord (MSG_BROADCAST, 0);          // SeienAbunae: groan... Useless clutter
50         WriteCoord (MSG_BROADCAST, 0);
51         WriteCoord (MSG_BROADCAST, 0);
52         WriteByte (MSG_BROADCAST, 155); */
53
54         
55
56         self.event_damage = nullfunction;
57         RadiusDamage (self, self.owner, 15, 20, 50, world, 200, IT_LASER);
58         sound (self, CHAN_IMPACT, "weapons/laserimpact.wav", 1, ATTN_NORM);
59
60         remove (self);
61 }
62
63 void W_Laser_Attack (void)
64 {
65         entity  missile;
66
67         makevectors(self.v_angle);
68
69         sound (self, CHAN_WEAPON, "weapons/lasergun_fire.wav", 1, ATTN_NORM);
70
71         missile = spawn ();
72         missile.owner = self;
73         missile.classname = "spike";
74
75         missile.movetype = MOVETYPE_FLY;
76         missile.solid = SOLID_BBOX;
77
78         setmodel (missile, "models/laser.mdl");
79         setsize (missile, '0 0 0', '0 0 0');
80         setorigin (missile, self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12);
81
82         missile.velocity = v_forward * 1000;
83         missile.velocity = missile.velocity + v_right * ( crandom() * 45 );
84         missile.velocity = missile.velocity + v_up * ( crandom() * 25 );
85         missile.angles = vectoangles (missile.velocity);
86         missile.glow_color = 250; // 244, 250
87         missile.glow_size = 30;
88         missile.touch = W_Laser_Touch;
89         missile.think = SUB_Remove;
90         missile.nextthink = time + 9;
91
92         missile.effects = missile.effects | EF_ADDITIVE;
93
94         self.punchangle_x = random () - 0.5;
95         self.punchangle_y = random () - 0.5;
96         self.punchangle_z = random () - 0.5;
97
98         self.attack_finished = time + 0.3;
99 }
100
101 void W_Laser_Attack2 (void)
102 {
103         /*
104         weapon_shotdir(18, 5, -12);
105         // self.origin + self.view_ofs + v_forward * 18 + v_right * 5 + v_up * -12);
106         sound (self, CHAN_WEAPON, "weapons/crylink.wav", 1, ATTN_NORM);
107         //org = self.origin + self.view_ofs + v_forward * 10 + v_right * 5 + v_up * -14;        
108         FireRailgunBullet (self.shotorg, self.origin + self.shotdir*4096, 25, IT_LASER);
109         te_spark(trace_endpos, self.shotdir, 55);
110         self.attack_finished = time + 0.400;
111         */
112 }
113
114 // weapon frames 
115
116 void()  laser_ready_01 =        {weapon_thinkf(WFRAME_IDLE, 0.1, laser_ready_01); self.weaponentity.state = WS_READY;};
117 void()  laser_select_01 =       {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
118 void()  laser_deselect_01 =     {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
119 void()  laser_fire1_01 =        
120 {
121         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
122         weapon_thinkf(WFRAME_FIRE1, 0.3, laser_ready_01);
123 };
124 void()  laser_fire2_01 =        
125 {
126         weapon_doattack(laser_check, laser_check, W_Laser_Attack2);
127         weapon_thinkf(WFRAME_FIRE1, 0.2, laser_ready_01);
128 };
129