4 /* function */ W_Laser,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
10 /* shortname */ "laser",
11 /* fullname */ _("Blaster")
15 void(float imp) W_SwitchWeapon;
18 .entity swing_alreadyhit;
20 void SendCSQCShockwaveParticle(vector endpos)
22 //endpos = WarpZone_UnTransformOrigin(transform, endpos);
24 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
25 WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
26 WriteCoord(MSG_BROADCAST, w_shotorg_x);
27 WriteCoord(MSG_BROADCAST, w_shotorg_y);
28 WriteCoord(MSG_BROADCAST, w_shotorg_z);
29 WriteCoord(MSG_BROADCAST, endpos_x);
30 WriteCoord(MSG_BROADCAST, endpos_y);
31 WriteCoord(MSG_BROADCAST, endpos_z);
32 WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_max, 255));
33 WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_min, 255));
34 WriteByte(MSG_BROADCAST, num_for_edict(self));
41 self.event_damage = func_null;
44 RadiusDamage(self, self.realowner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
46 RadiusDamage(self, self.realowner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
53 self.movetype = MOVETYPE_FLY;
54 self.think = SUB_Remove;
57 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
59 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
61 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
65 float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
68 float distance_of_attack = vlen(sw_shotorg - attack_endpos);
69 float distance_from_line = vlen(targetorg - nearest_on_line);
71 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
72 spreadlimit = (autocvar_g_balance_laser_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_spread_max * spreadlimit);
74 if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90))
75 return bound(0, (distance_from_line / spreadlimit), 1);
80 float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
82 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
83 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
87 // STEP ONE: Check if the nearest point is clear
88 if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
90 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
91 if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
94 // STEP TWO: Check if shotorg to center point is clear
95 if(W_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
97 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
98 if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
101 // STEP THREE: Check each corner to see if they are clear
104 corner = get_corner_position(head, i);
105 if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
107 WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
108 if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
115 #define PLAYER_CENTER(ent) (ent.origin + ((ent.classname == "player") ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
117 entity shockwave_hit[32];
118 float shockwave_hit_damage[32];
119 vector shockwave_hit_force[32];
121 float W_Laser_Shockwave_CheckHit(float queue, entity head, vector final_force, float final_damage)
123 if not(head) { return FALSE; }
128 for(i = 1; i <= queue; ++i)
130 if(shockwave_hit[i] == head)
132 if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
133 if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
138 shockwave_hit[queue] = head;
139 shockwave_hit_force[queue] = final_force;
140 shockwave_hit_damage[queue] = final_damage;
144 void W_Laser_Shockwave()
147 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
148 float final_damage; //, final_spread;
149 vector final_force, center, vel;
154 // set up the shot direction
155 W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_shockwave_damage);
156 vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_shockwave_distance));
157 WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
158 vector attack_hitpos = trace_endpos;
159 float distance_to_end = vlen(w_shotorg - attack_endpos);
160 float distance_to_hit = vlen(w_shotorg - attack_hitpos);
161 //entity transform = WarpZone_trace_transform;
163 // do the firing effect now
164 SendCSQCShockwaveParticle(attack_endpos);
165 Damage_DamageInfo(attack_hitpos, autocvar_g_balance_laser_shockwave_splash_damage, autocvar_g_balance_laser_shockwave_splash_edgedamage, autocvar_g_balance_laser_shockwave_splash_radius, w_shotdir * autocvar_g_balance_laser_shockwave_splash_force, WEP_LASER, 0, self);
167 // splash damage/jumping trace
168 head = WarpZone_FindRadius(attack_hitpos, max(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE);
175 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
176 center = PLAYER_CENTER(head);
178 float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
180 if((head == self) && (distance_to_head <= autocvar_g_balance_laser_shockwave_jump_radius))
182 multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_jump_radius)) : 0));
183 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
184 multiplier = max(autocvar_g_balance_laser_shockwave_jump_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_jump_multiplier_distance)));
186 final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier);
187 vel = head.velocity; vel_z = 0;
188 vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
189 final_force = (vlen(final_force) * normalize(normalize(final_force) + vel));
190 final_force_z *= autocvar_g_balance_laser_shockwave_jump_force_zscale;
191 final_damage = (autocvar_g_balance_laser_shockwave_jump_damage * multiplier + autocvar_g_balance_laser_shockwave_jump_edgedamage * (1 - multiplier));
193 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
194 //print("SELF HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
196 else if (distance_to_head <= autocvar_g_balance_laser_shockwave_splash_radius)
198 multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_splash_radius)) : 0));
199 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
200 multiplier = max(autocvar_g_balance_laser_shockwave_splash_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_splash_multiplier_distance)));
202 final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_splash_force_forwardbias)));
203 //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
204 final_force = ((final_force * autocvar_g_balance_laser_shockwave_splash_force) * multiplier);
205 final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
206 final_damage = (autocvar_g_balance_laser_shockwave_splash_damage * multiplier + autocvar_g_balance_laser_shockwave_splash_edgedamage * (1 - multiplier));
208 if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
209 //print("SPLASH HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
216 head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
221 if((head != self) && head.takedamage)
223 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
224 center = PLAYER_CENTER(head);
226 // find the closest point on the enemy to the center of the attack
227 float ang; // angle between shotdir and h
228 float h; // hypotenuse, which is the distance between attacker to head
229 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
231 h = vlen(center - self.origin);
232 ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
235 vector nearest_on_line = (w_shotorg + a * w_shotdir);
236 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
237 float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
239 if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance)
240 && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
242 multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
243 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
244 multiplier = max(autocvar_g_balance_laser_shockwave_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_multiplier_distance)));
246 final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias)));
247 //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
248 final_force = ((final_force * autocvar_g_balance_laser_shockwave_force) * multiplier);
249 final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
250 final_damage = (autocvar_g_balance_laser_shockwave_damage * multiplier + autocvar_g_balance_laser_shockwave_edgedamage * (1 - multiplier));
252 if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
253 //print("CONE HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
259 for(i = 1; i <= queue; ++i)
261 head = shockwave_hit[i];
262 final_force = shockwave_hit_force[i];
263 final_damage = shockwave_hit_damage[i];
265 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
266 print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
268 shockwave_hit[i] = world;
269 shockwave_hit_force[i] = '0 0 0';
270 shockwave_hit_damage[i] = 0;
272 //print("queue was ", ftos(queue), ".\n\n");
275 void W_Laser_Melee_Think()
278 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
279 entity target_victim;
282 if(!self.cnt) // set start time of melee
285 W_PlayStrengthSound(self.realowner);
288 makevectors(self.realowner.v_angle); // update values for v_* vectors
290 // calculate swing percentage based on time
291 meleetime = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor();
292 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
293 f = ((1 - swing) * autocvar_g_balance_laser_melee_traces);
295 // check to see if we can still continue, otherwise give up now
296 if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_melee_no_doubleslap)
302 // if okay, perform the traces needed for this frame
303 for(i=self.swing_prev; i < f; ++i)
305 swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1);
307 targpos = (self.realowner.origin + self.realowner.view_ofs
308 + (v_forward * autocvar_g_balance_laser_melee_range)
309 + (v_up * swing_factor * autocvar_g_balance_laser_melee_swing_up)
310 + (v_right * swing_factor * autocvar_g_balance_laser_melee_swing_side));
312 WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
314 // draw lightning beams for debugging
315 te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
316 te_customflash(targpos, 40, 2, '1 1 1');
318 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
320 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
321 && (trace_ent.takedamage == DAMAGE_AIM)
322 && (trace_ent != self.swing_alreadyhit)
323 && (is_player || autocvar_g_balance_laser_melee_nonplayerdamage))
325 target_victim = trace_ent; // so it persists through other calls
327 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
328 swing_damage = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1));
330 swing_damage = (autocvar_g_balance_laser_melee_nonplayerdamage * min(1, swing_factor + 1));
332 //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
334 Damage(target_victim, self.realowner, self.realowner,
335 swing_damage, WEP_LASER | HITTYPE_SECONDARY,
336 self.realowner.origin + self.realowner.view_ofs,
337 v_forward * autocvar_g_balance_laser_melee_force);
339 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
341 if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
343 self.swing_alreadyhit = target_victim;
344 continue; // move along to next trace
354 if(time >= self.cnt + meleetime)
364 self.nextthink = time;
370 sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
371 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_melee_animtime, w_ready);
375 meleetemp.owner = meleetemp.realowner = self;
376 meleetemp.think = W_Laser_Melee_Think;
377 meleetemp.nextthink = time + autocvar_g_balance_laser_melee_delay * W_WeaponRateFactor();
378 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_melee_damage, autocvar_g_balance_laser_melee_range);
381 void W_Laser_Attack(float issecondary)
387 a = autocvar_g_balance_laser_primary_shotangle;
388 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
391 // W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
392 /*else*/if(issecondary == 1)
393 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
395 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
396 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
399 missile.owner = missile.realowner = self;
400 missile.classname = "laserbolt";
402 missile.bot_dodge = TRUE;
403 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
405 PROJECTILE_MAKETRIGGER(missile);
406 missile.projectiledeathtype = WEP_LASER;
408 setorigin(missile, w_shotorg);
409 setsize(missile, '0 0 0', '0 0 0');
411 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
412 missile.angles = vectoangles(missile.velocity);
413 //missile.glow_color = 250; // 244, 250
414 //missile.glow_size = 120;
415 missile.touch = W_Laser_Touch;
417 missile.flags = FL_PROJECTILE;
418 missile.missile_flags = MIF_SPLASH;
420 missile.think = W_Laser_Think;
421 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
423 other = missile; MUTATOR_CALLHOOK(EditProjectile);
425 if(time >= missile.nextthink)
435 void spawnfunc_weapon_laser(void)
437 weapon_defaultspawnfunc(WEP_LASER);
440 float W_Laser(float request)
446 if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_melee_range))
447 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
449 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
455 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
456 weapon_action(self.weapon, WR_RELOAD);
457 else if(self.BUTTON_ATCK)
459 if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
461 W_DecreaseAmmo(ammo_none, 1, TRUE);
463 if not(autocvar_g_balance_laser_primary)
466 W_Laser_Attack(FALSE);
468 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
471 else if(self.BUTTON_ATCK2)
473 switch(autocvar_g_balance_laser_secondary)
475 case 0: // switch to last used weapon
477 if(self.switchweapon == WEP_LASER) // don't do this if already switching
483 case 1: // normal projectile secondary
485 if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
487 W_DecreaseAmmo(ammo_none, 1, TRUE);
488 W_Laser_Attack(TRUE);
489 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
495 case 2: // melee attack secondary
497 if(!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
498 if(weapon_prepareattack(1, autocvar_g_balance_laser_melee_refire))
500 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
502 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready);
512 precache_model("models/weapons/g_laser.md3");
513 precache_model("models/weapons/v_laser.md3");
514 precache_model("models/weapons/h_laser.iqm");
515 precache_sound("weapons/lasergun_fire.wav");
521 weapon_setup(WEP_LASER);
522 self.current_ammo = ammo_none;
529 return TRUE; // laser has infinite ammo
534 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
538 case WR_SUICIDEMESSAGE:
540 return WEAPON_LASER_SUICIDE;
545 return WEAPON_LASER_MURDER;
553 float W_Laser(float request)
557 case WR_IMPACTEFFECT:
560 org2 = w_org + w_backoff * 6;
561 pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
562 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
568 precache_sound("weapons/laserimpact.wav");