void(float imp) W_SwitchWeapon; void W_Laser_Touch (void) { vector dir; vector org2; vector normal; if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { remove(self); return; } if (other == self.owner) return; normal = trace_plane_normal; dir = normalize (self.owner.origin - self.origin); org2 = findbetterlocation (self.origin, 8); pointparticles(particleeffectnum("laser_impact"), org2, normal * 1000, 1); self.event_damage = SUB_Null; if (self.dmg) 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"), IT_LASER); else 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"), IT_LASER); sound (self, CHAN_BODY, "weapons/laserimpact.wav", 1, ATTN_NORM); remove (self); } void W_Laser_Attack (float issecondary) { local entity missile; W_SetupShot (self, '25 8 -8', FALSE, 3, "weapons/lasergun_fire.wav"); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn (); missile.owner = self; missile.classname = "laserbolt"; missile.dmg = issecondary; missile.bot_dodge = TRUE; if (issecondary) missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage"); else missile.bot_dodgerating = cvar("g_balance_laser_primary_damage"); missile.movetype = MOVETYPE_FLY; missile.solid = SOLID_BBOX; setmodel (missile, "models/laser.mdl"); // precision set below setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, w_shotorg); if (issecondary) missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed"); else missile.velocity = w_shotdir * cvar("g_balance_laser_primary_speed"); W_SetupProjectileVelocity(missile); missile.angles = vectoangles (missile.velocity); //missile.glow_color = 250; // 244, 250 //missile.glow_size = 120; missile.touch = W_Laser_Touch; missile.think = SUB_Remove; if (issecondary) missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime"); else missile.nextthink = time + cvar("g_balance_laser_primary_lifetime"); missile.effects = EF_LOWPRECISION; missile.flags = FL_PROJECTILE; } float(float req) w_laser = { local float r1; local float r2; if (req == WR_AIM) { if(cvar("g_balance_laser_secondary")) { r1 = cvar("g_balance_laser_primary_damage"); r2 = cvar("g_balance_laser_secondary_damage"); if (random() * (r2 + r1) > r1) self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE); else self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE); } else self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE); } else if (req == WR_THINK) { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire"))) { W_Laser_Attack(FALSE); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready); } if (self.BUTTON_ATCK2) { if(cvar("g_balance_laser_secondary")) { if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire"))) { W_Laser_Attack(TRUE); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_secondary_animtime"), w_ready); } } else { if (self.BUTTON_ATCK2) if (client_hasweapon(self, self.cnt, TRUE, FALSE)) W_SwitchWeapon (self.cnt); } } } else if (req == WR_PRECACHE) { precache_model ("models/laser.mdl"); precache_model ("models/weapons/v_laser.md3"); precache_model ("models/weapons/w_laser.zym"); precache_sound ("weapons/lasergun_fire.wav"); precache_sound ("weapons/laserimpact.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_LASER, "laser", 0); else if (req == WR_CHECKAMMO1) return TRUE; else if (req == WR_CHECKAMMO2) return TRUE; else if (req == WR_REGISTER) weapon_register(WEP_LASER, 0); return TRUE; };