// {{{ weapon properties
// {{{ laser
+set g_balance_laser_oldprimary 1
set g_balance_laser_primary_damage 35
set g_balance_laser_primary_edgedamage 10
set g_balance_laser_primary_force 400
set g_balance_laser_primary_force_zscale 1
set g_balance_laser_primary_force_velocitybias 0
set g_balance_laser_primary_force_other_scale 1
-set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
+set g_balance_laser_secondary 0 // 0 = switch away to last used weapon, 1 = projectile secondary, 2 = gauntlet secondary
set g_balance_laser_secondary_damage 35
set g_balance_laser_secondary_edgedamage 10
set g_balance_laser_secondary_force 400
// {{{ weapon properties
// {{{ laser
+set g_balance_laser_oldprimary 1
set g_balance_laser_primary_damage 20 // dps 33, hope that's not too high
set g_balance_laser_primary_edgedamage 20
set g_balance_laser_primary_force 150 // this looks insanely low, but actually isn't with zscale and velocitybias
set g_balance_laser_primary_force_zscale 2 // 300 upforce
set g_balance_laser_primary_force_velocitybias 0.3
set g_balance_laser_primary_force_other_scale 2.5 // force 375 when pushing others around
-set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
+set g_balance_laser_secondary 0 // 0 = switch away to last used weapon, 1 = projectile secondary, 2 = gauntlet secondary
set g_balance_laser_secondary_damage 200 // dps
set g_balance_laser_secondary_edgedamage 0
set g_balance_laser_secondary_force 1300
// {{{ weapon properties
// {{{ laser
+set g_balance_laser_oldprimary 1
set g_balance_laser_primary_damage 25
set g_balance_laser_primary_edgedamage 12.5
set g_balance_laser_primary_force 300
set g_balance_laser_primary_force_zscale 1.25
set g_balance_laser_primary_force_velocitybias 0
set g_balance_laser_primary_force_other_scale 1
-set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
+set g_balance_laser_secondary 0 // 0 = switch away to last used weapon, 1 = projectile secondary, 2 = gauntlet secondary
set g_balance_laser_secondary_damage 25
set g_balance_laser_secondary_edgedamage 12.5
set g_balance_laser_secondary_force 400
// {{{ weapon properties
// {{{ laser
+set g_balance_laser_oldprimary 0
set g_balance_laser_primary_damage 25
set g_balance_laser_primary_edgedamage 12.5
set g_balance_laser_primary_force 300
set g_balance_laser_primary_force_zscale 1.25
set g_balance_laser_primary_force_velocitybias 0
set g_balance_laser_primary_force_other_scale 1
-set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
+set g_balance_laser_secondary 0 // 0 = switch away to last used weapon, 1 = projectile secondary, 2 = gauntlet secondary
set g_balance_laser_secondary_damage 25
set g_balance_laser_secondary_edgedamage 12.5
set g_balance_laser_secondary_force 400
float autocvar_g_balance_keyhunt_throwvelocity;
float autocvar_g_balance_kill_delay;
float autocvar_g_balance_kill_antispam;
+float autocvar_g_balance_laser_oldprimary;
float autocvar_g_balance_laser_primary_animtime;
float autocvar_g_balance_laser_primary_damage;
float autocvar_g_balance_laser_primary_delay;
float autocvar_g_balance_laser_secondary_force_zscale;
float autocvar_g_balance_laser_secondary_lifetime;
float autocvar_g_balance_laser_secondary_radius;
+float autocvar_g_balance_laser_secondary_refire;
float autocvar_g_balance_laser_secondary_speed;
float autocvar_g_balance_laser_reload_ammo;
float autocvar_g_balance_laser_reload_time;
{
W_DecreaseAmmo(ammo_none, 1, TRUE);
- W_Laser_Shockwave();
+
+ if not(autocvar_g_balance_laser_oldprimary)
+ W_Laser_Shockwave();
+ else
+ W_Laser_Attack(FALSE);
+
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
}
}
else if (self.BUTTON_ATCK2)
{
- if(autocvar_g_balance_laser_secondary)
+ switch(autocvar_g_balance_laser_secondary)
{
- W_DecreaseAmmo(ammo_none, 1, TRUE);
+ case 0: // switch to last used weapon
+ {
+ if(self.switchweapon == WEP_LASER) // don't do this if already switching
+ W_LastWeapon();
- if (weapon_prepareattack(0, 0))
+ break;
+ }
+
+ case 1: // normal projectile secondary
{
- W_Laser_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+ if(weapon_prepareattack(0, autocvar_g_balance_laser_secondary_refire))
+ {
+ W_DecreaseAmmo(ammo_none, 1, TRUE);
+ W_Laser_Attack(TRUE);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+ }
+
+ break;
+ }
+
+ case 2: // gauntlet secondary
+ {
+ W_DecreaseAmmo(ammo_none, 1, TRUE);
+
+ if (weapon_prepareattack(0, 0))
+ {
+ W_Laser_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+ }
+
+ break;
}
- }
- else
- {
- if(self.switchweapon == WEP_LASER) // don't do this if already switching
- W_LastWeapon();
}
}
}