//lightcolor 1 0.9 0.7
//lightshadow 1
-// used in qcsrc/server/w_hlac.qc: pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1)
-// used in qcsrc/server/w_hlac.qc: pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1)
-// used in qcsrc/server/w_laser.qc: pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1)
+// laser_shockwave_attack
+// used nowhere in code
effect laser_shockwave_attack
// glow and light
//countabsolute 1
velocitymultiplier 10
sizeincrease 1.5
stretchfactor 2
+
+// new_laser_impact
+// used nowhere in code
+// decal
+effect new_laser_impact
+countabsolute 1
+type decal
+tex 8 16
+size 72 72
+alpha 256 256 0
+originjitter 2 2 2
+// flare effect
+//effect new_laser_impact
+//countabsolute 1
+//type static
+//tex 39 39
+//color 0xFF2010 0xFF2010
+//alpha 256 256 1024
+//size 24 24
+// sparks that rapidly expand and rapidly slow down to form an interesting spherical effect
+effect new_laser_impact
+count 128
+type spark
+color 0x800000 0xFF8020
+alpha 256 256 1024
+size 4 4
+bounce 1.5
+gravity 0.5
+airfriction 1
+liquidfriction 1
+originjitter 20 20 20
+velocityjitter 256 256 256
for(counter = 0; counter < shots; ++counter)
{
deviation = '0 0 0';
- makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
+ makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots));
deviation_y = v_forward_x;
deviation_z = v_forward_y;
deviation = deviation * spread;
- //print("v_forward = ", vtos(deviation), ".\n");
+ print("v_forward = ", vtos(deviation), ".\n");
deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)) * 1000);
//deviation = W_CalculateSpread(shotdir, spread, 1, cvar("g_projectiles_spread_style"));
pointparticles(particleeffectnum("laser_shockwave_attack"), shotorg, deviation * 1000, 1);
}
- print("definitely doing the effect.\n");
+ //print("definitely doing the effect.\n");
//WarpZone_TrailParticles(world, particleeffectnum("nex_beam"), shotorg, endpos);
}
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
+ pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
}