1 void(float imp) W_SwitchWeapon;
3 void W_Laser_Touch (void)
8 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
14 if (other == self.owner)
17 dir = normalize (self.owner.origin - self.origin);
18 org2 = findbetterlocation (self.origin, 8);
23 self.event_damage = SUB_Null;
25 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);
27 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);
28 sound (self, CHAN_BODY, "weapons/laserimpact.wav", 1, ATTN_NORM);
33 void W_Laser_Attack (float issecondary)
37 W_SetupShot (self, '11 8 -8', FALSE, 3, "weapons/lasergun_fire.wav");
38 //te_customflash(w_shotorg, 160, 0.2, '1 0 0');
39 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg + v_forward * 8, v_forward * 1000, 1);
43 missile.classname = "laserbolt";
44 missile.dmg = issecondary;
45 missile.bot_dodge = TRUE;
47 missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
49 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
51 missile.movetype = MOVETYPE_FLY;
52 missile.solid = SOLID_BBOX;
54 setmodel (missile, "models/laser.mdl"); // precision set below
55 setsize (missile, '0 0 0', '0 0 0');
56 setorigin (missile, w_shotorg);
59 missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed");
61 missile.velocity = w_shotdir * cvar("g_balance_laser_primary_speed");
62 W_SetupProjectileVelocity(missile);
63 missile.angles = vectoangles (missile.velocity);
64 //missile.glow_color = 250; // 244, 250
65 //missile.glow_size = 120;
66 missile.touch = W_Laser_Touch;
67 missile.think = SUB_Remove;
69 missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
71 missile.nextthink = time + cvar("g_balance_laser_primary_lifetime");
73 missile.effects = EF_LOWPRECISION;
74 missile.flags = FL_PROJECTILE;
77 float(float req) w_laser =
83 if(cvar("g_balance_laser_secondary"))
85 r1 = cvar("g_balance_laser_primary_damage");
86 r2 = cvar("g_balance_laser_secondary_damage");
87 if (random() * (r2 + r1) > r1)
88 self.button3 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
90 self.button0 = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
93 self.button0 = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
95 else if (req == WR_THINK)
98 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
100 W_Laser_Attack(FALSE);
101 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
105 if(cvar("g_balance_laser_secondary"))
107 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
109 W_Laser_Attack(TRUE);
110 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_secondary_animtime"), w_ready);
116 if (client_hasweapon(self, self.cnt, TRUE, FALSE))
117 W_SwitchWeapon (self.cnt);
121 else if (req == WR_PRECACHE)
123 precache_model ("models/laser.mdl");
124 precache_model ("models/weapons/v_laser.md3");
125 precache_model ("models/weapons/w_laser.zym");
126 precache_sound ("weapons/lasergun_fire.wav");
127 precache_sound ("weapons/laserimpact.wav");
129 else if (req == WR_SETUP)
130 weapon_setup(WEP_LASER, "laser", 0);
131 else if (req == WR_CHECKAMMO1)
133 else if (req == WR_CHECKAMMO2)
135 else if (req == WR_REGISTER)
136 weapon_register(WEP_LASER, 0);