]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/w_laser.c
Stuff now shoots out of what appears to be the actual muzzles of the weapons. I modif...
[divverent/nexuiz.git] / data / qcsrc / server / gamec / w_laser.c
1 void() laser_ready_01;
2 void() laser_fire1_01;
3 void() laser_deselect_01;
4 void() laser_select_01;
5
6 float() laser_check = {return TRUE;};
7
8 void(float req) w_laser =
9 {
10         if (req == WR_IDLE)
11                 laser_ready_01();
12         else if (req == WR_FIRE1)
13                 weapon_prepareattack(laser_check, laser_check, laser_fire1_01, cvar("g_balance_laser_refire"));
14         else if (req == WR_FIRE2)
15         {
16                 weapon_hasammo = TRUE;
17                 if (client_hasweapon(self, self.cnt, TRUE))
18                         self.switchweapon = self.cnt;
19         }
20         else if (req == WR_RAISE)
21                 laser_select_01();
22         else if (req == WR_UPDATECOUNTS)
23                 self.currentammo = 1;
24         else if (req == WR_DROP)
25                 laser_deselect_01();
26         else if (req == WR_SETUP)
27                 weapon_setup(WEP_LASER, "w_laser.zym", 0);
28         else if (req == WR_CHECKAMMO)
29                 weapon_hasammo = laser_check();
30 };
31
32 void W_Laser_Touch (void)
33 {
34         vector  dir;
35
36         if (other == self.owner)
37                 return;
38         else if (pointcontents (self.origin) == CONTENT_SKY)
39         {
40                 remove (self);
41                 return;
42         }
43
44         dir = normalize (self.owner.origin - self.origin);
45
46         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
47         WriteByte (MSG_BROADCAST, TE_FLAMEJET);
48         WriteCoord (MSG_BROADCAST, self.origin_x);
49         WriteCoord (MSG_BROADCAST, self.origin_y);
50         WriteCoord (MSG_BROADCAST, self.origin_z);
51         WriteCoord (MSG_BROADCAST, 0);          // SeienAbunae: groan... Useless clutter
52         WriteCoord (MSG_BROADCAST, 0);
53         WriteCoord (MSG_BROADCAST, 0);
54         WriteByte (MSG_BROADCAST, 155);
55
56         te_customflash(self.origin, 160, 0.2, '1 0 0');
57
58
59         self.event_damage = SUB_Null;
60         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);
61         sound (self, CHAN_BODY, "weapons/laserimpact.ogg", 1, ATTN_NORM);
62
63         remove (self);
64 }
65
66 void W_Laser_Attack (void)
67 {
68         local entity missile;
69         local vector org;
70
71         local vector trueaim;
72         trueaim = W_TrueAim();
73
74         sound (self, CHAN_WEAPON, "weapons/lasergun_fire.ogg", 1, ATTN_NORM);
75         if (self.items & IT_STRENGTH)
76                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
77
78         org = W_MuzzleOrigin (self, '24 9 -9');
79         //te_customflash(org, 160, 0.2, '1 0 0');
80
81         missile = spawn ();
82         missile.owner = self;
83         missile.classname = "laserbolt";
84
85         missile.movetype = MOVETYPE_FLY;
86         missile.solid = SOLID_BBOX;
87
88         setmodel (missile, "models/laser.mdl");
89         setsize (missile, '0 0 0', '0 0 0');
90         setorigin (missile, org);
91
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 + cvar("g_balance_laser_lifetime");
99
100         missile.effects = EF_NOSHADOW | EF_FULLBRIGHT | EF_FULLBRIGHT | EF_LOWPRECISION;
101 }
102
103 // weapon frames
104
105 void()  laser_ready_01 =
106 {
107         weapon_thinkf(WFRAME_IDLE, 0.1, laser_ready_01);
108         self.weaponentity.state = WS_READY;
109 };
110 void()  laser_select_01 =
111 {
112         weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready);
113         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
114 };
115 void()  laser_deselect_01 =
116 {
117         weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear);
118         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
119 };
120 void()  laser_fire1_01 =
121 {
122         weapon_doattack(laser_check, laser_check, W_Laser_Attack);
123         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_animtime"), laser_ready_01);
124 };