4 void() laser_deselect_01;
5 void() laser_select_01;
7 void() W_LastUsedWeapon;
9 float() laser_check = {return TRUE;};
11 void(float req) w_laser =
15 else if (req == WR_FIRE1)
16 weapon_prepareattack(laser_check, laser_check, laser_fire1_01, cvar("g_balance_laser_refire"));
17 else if (req == WR_FIRE2)
18 self.switchweapon = self.cnt;
19 else if (req == WR_RAISE)
21 else if (req == WR_UPDATECOUNTS)
23 else if (req == WR_DROP)
25 else if (req == WR_SETUP)
26 weapon_setup(WEP_LASER, "w_laser.zym", 0);
27 else if (req == WR_CHECKAMMO)
28 weapon_hasammo = laser_check();
31 void W_Laser_Touch (void)
35 if (other == self.owner)
37 else if (pointcontents (self.origin) == CONTENT_SKY)
43 dir = normalize (self.owner.origin - self.origin);
45 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
46 WriteByte (MSG_BROADCAST, TE_FLAMEJET);
47 WriteCoord (MSG_BROADCAST, self.origin_x);
48 WriteCoord (MSG_BROADCAST, self.origin_y);
49 WriteCoord (MSG_BROADCAST, self.origin_z);
50 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
51 WriteCoord (MSG_BROADCAST, 0);
52 WriteCoord (MSG_BROADCAST, 0);
53 WriteByte (MSG_BROADCAST, 155);
55 te_customflash(self.origin, 160, 0.2, '1 0 0');
58 self.event_damage = SUB_Null;
59 RadiusDamage (self, self.owner, cvar("g_balance_laser_damage"), cvar("g_balance_laser_edgedamage"), cvar("g_balance_laser_radius"), world, cvar("g_balance_laser_force"), IT_LASER);
60 sound (self, CHAN_BODY, "weapons/laserimpact.ogg", 1, ATTN_NORM);
65 void W_Laser_Attack (void)
71 trueaim = W_TrueAim();
73 sound (self, CHAN_WEAPON, "weapons/lasergun_fire.ogg", 1, ATTN_NORM);
74 if (self.items & IT_STRENGTH) {
75 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
78 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -12;
79 //te_customflash(org, 160, 0.2, '1 0 0');
83 missile.classname = "laserbolt";
85 missile.movetype = MOVETYPE_FLY;
86 missile.solid = SOLID_BBOX;
88 setmodel (missile, "models/laser.mdl");
89 setsize (missile, '0 0 0', '0 0 0');
90 setorigin (missile, org);
92 missile.velocity = normalize(trueaim - org) * cvar("g_balance_laser_speed");
93 missile.angles = vectoangles (missile.velocity);
94 //missile.glow_color = 250; // 244, 250
95 //missile.glow_size = 120;
96 missile.touch = W_Laser_Touch;
97 missile.think = SUB_Remove;
98 missile.nextthink = time + 9;
100 missile.effects = EF_FULLBRIGHT | EF_FULLBRIGHT | EF_LOWPRECISION;
105 void() laser_ready_01 =
107 weapon_thinkf(WFRAME_IDLE, 0.1, laser_ready_01);
108 self.weaponentity.state = WS_READY;
110 void() laser_select_01 =
112 weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready);
113 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
115 void() laser_deselect_01 =
117 weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear);
118 weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
120 void() laser_fire1_01 =
122 weapon_doattack(laser_check, laser_check, W_Laser_Attack);
123 weapon_thinkf(WFRAME_FIRE1, 0.3, laser_ready_01);