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.ogg", 1, ATTN_NORM);
33 void W_Laser_Attack (float issecondary)
37 W_SetupShot (self, '15 8 -8', FALSE, 3, "weapons/lasergun_fire.ogg");
38 //te_customflash(w_shotorg, 160, 0.2, '1 0 0');
42 missile.classname = "laserbolt";
43 missile.dmg = issecondary;
44 missile.bot_dodge = TRUE;
46 missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
48 missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
50 missile.movetype = MOVETYPE_FLY;
51 missile.solid = SOLID_BBOX;
53 setmodel (missile, "models/laser.mdl"); // precision set below
54 setsize (missile, '0 0 0', '0 0 0');
55 setorigin (missile, w_shotorg);
58 missile.velocity = w_shotdir * cvar("g_balance_laser_secondary_speed");
60 missile.velocity = w_shotdir * cvar("g_balance_laser_primary_speed");
61 W_SetupProjectileVelocity(missile);
62 missile.angles = vectoangles (missile.velocity);
63 //missile.glow_color = 250; // 244, 250
64 //missile.glow_size = 120;
65 missile.touch = W_Laser_Touch;
66 missile.think = SUB_Remove;
68 missile.nextthink = time + cvar("g_balance_laser_secondary_lifetime");
70 missile.nextthink = time + cvar("g_balance_laser_primary_lifetime");
72 missile.effects = EF_NOSHADOW | EF_FULLBRIGHT | EF_FULLBRIGHT | EF_LOWPRECISION;
73 missile.flags = FL_PROJECTILE;
76 float(float req) w_laser =
82 if(cvar("g_balance_laser_secondary"))
84 r1 = cvar("g_balance_laser_primary_damage");
85 r2 = cvar("g_balance_laser_secondary_damage");
86 if (random() * (r2 + r1) > r1)
87 self.button3 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
89 self.button0 = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
92 self.button0 = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
94 else if (req == WR_THINK)
97 if (weapon_prepareattack(0, cvar("g_balance_laser_primary_refire")))
99 W_Laser_Attack(FALSE);
100 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
104 if(cvar("g_balance_laser_secondary"))
106 if (weapon_prepareattack(0, cvar("g_balance_laser_secondary_refire")))
108 W_Laser_Attack(TRUE);
109 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_secondary_animtime"), w_ready);
115 if (client_hasweapon(self, self.cnt, TRUE, FALSE))
116 W_SwitchWeapon (self.cnt);
120 else if (req == WR_SETUP)
121 weapon_setup(WEP_LASER, "laser", 0);
122 else if (req == WR_CHECKAMMO1)
124 else if (req == WR_CHECKAMMO2)