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 spawnfunc_weapon_laser() { weapon_defaultspawnfunc(WEP_LASER); }
16 void(float imp) W_SwitchWeapon;
19 .entity swing_alreadyhit;
21 void SendCSQCShockwaveParticle(vector endpos)
23 //endpos = WarpZone_UnTransformOrigin(transform, endpos);
25 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
26 WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
27 WriteCoord(MSG_BROADCAST, w_shotorg_x);
28 WriteCoord(MSG_BROADCAST, w_shotorg_y);
29 WriteCoord(MSG_BROADCAST, w_shotorg_z);
30 WriteCoord(MSG_BROADCAST, endpos_x);
31 WriteCoord(MSG_BROADCAST, endpos_y);
32 WriteCoord(MSG_BROADCAST, endpos_z);
33 WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_max, 255));
34 WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_min, 255));
35 WriteByte(MSG_BROADCAST, num_for_edict(self));
42 self.event_damage = func_null;
45 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);
47 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);
54 self.movetype = MOVETYPE_FLY;
55 self.think = SUB_Remove;
58 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
60 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
62 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
66 float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
69 float distance_of_attack = vlen(sw_shotorg - attack_endpos);
70 float distance_from_line = vlen(targetorg - nearest_on_line);
72 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
73 spreadlimit = (autocvar_g_balance_laser_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_spread_max * spreadlimit);
75 if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90))
76 return bound(0, (distance_from_line / spreadlimit), 1);
81 float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
83 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
84 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
88 // STEP ONE: Check if the nearest point is clear
89 if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
91 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
92 if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
95 // STEP TWO: Check if shotorg to center point is clear
96 if(W_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
98 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
99 if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
102 // STEP THREE: Check each corner to see if they are clear
105 corner = get_corner_position(head, i);
106 if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
108 WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
109 if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
116 #define PLAYER_CENTER(ent) (ent.origin + ((ent.classname == "player") ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
118 entity shockwave_hit[32];
119 float shockwave_hit_damage[32];
120 vector shockwave_hit_force[32];
122 float W_Laser_Shockwave_CheckHit(float queue, entity head, vector final_force, float final_damage)
124 if not(head) { return FALSE; }
129 for(i = 1; i <= queue; ++i)
131 if(shockwave_hit[i] == head)
133 if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
134 if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
139 shockwave_hit[queue] = head;
140 shockwave_hit_force[queue] = final_force;
141 shockwave_hit_damage[queue] = final_damage;
145 void W_Laser_Shockwave()
148 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
149 float final_damage; //, final_spread;
150 vector final_force, center, vel;
155 // set up the shot direction
156 W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_shockwave_damage);
157 vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_shockwave_distance));
158 WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
159 vector attack_hitpos = trace_endpos;
160 float distance_to_end = vlen(w_shotorg - attack_endpos);
161 float distance_to_hit = vlen(w_shotorg - attack_hitpos);
162 //entity transform = WarpZone_trace_transform;
164 // do the firing effect now
165 SendCSQCShockwaveParticle(attack_endpos);
166 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);
168 // splash damage/jumping trace
169 head = WarpZone_FindRadius(attack_hitpos, max(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE);
176 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
177 center = PLAYER_CENTER(head);
179 float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
181 if((head == self) && (distance_to_head <= autocvar_g_balance_laser_shockwave_jump_radius))
183 multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_jump_radius)) : 0));
184 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
185 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)));
187 final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier);
188 vel = head.velocity; vel_z = 0;
189 vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
190 final_force = (vlen(final_force) * normalize(normalize(final_force) + vel));
191 final_force_z *= autocvar_g_balance_laser_shockwave_jump_force_zscale;
192 final_damage = (autocvar_g_balance_laser_shockwave_jump_damage * multiplier + autocvar_g_balance_laser_shockwave_jump_edgedamage * (1 - multiplier));
194 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
195 //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");
197 else if (distance_to_head <= autocvar_g_balance_laser_shockwave_splash_radius)
199 multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_splash_radius)) : 0));
200 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
201 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)));
203 final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_splash_force_forwardbias)));
204 //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
205 final_force = ((final_force * autocvar_g_balance_laser_shockwave_splash_force) * multiplier);
206 final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
207 final_damage = (autocvar_g_balance_laser_shockwave_splash_damage * multiplier + autocvar_g_balance_laser_shockwave_splash_edgedamage * (1 - multiplier));
209 if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
210 //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");
217 head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
222 if((head != self) && head.takedamage)
224 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
225 center = PLAYER_CENTER(head);
227 // find the closest point on the enemy to the center of the attack
228 float ang; // angle between shotdir and h
229 float h; // hypotenuse, which is the distance between attacker to head
230 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
232 h = vlen(center - self.origin);
233 ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
236 vector nearest_on_line = (w_shotorg + a * w_shotdir);
237 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
238 float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
240 if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance)
241 && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
243 multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
244 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
245 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)));
247 final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias)));
248 //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
249 final_force = ((final_force * autocvar_g_balance_laser_shockwave_force) * multiplier);
250 final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
251 final_damage = (autocvar_g_balance_laser_shockwave_damage * multiplier + autocvar_g_balance_laser_shockwave_edgedamage * (1 - multiplier));
253 if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
254 //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");
260 for(i = 1; i <= queue; ++i)
262 head = shockwave_hit[i];
263 final_force = shockwave_hit_force[i];
264 final_damage = shockwave_hit_damage[i];
266 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
267 print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
269 shockwave_hit[i] = world;
270 shockwave_hit_force[i] = '0 0 0';
271 shockwave_hit_damage[i] = 0;
273 //print("queue was ", ftos(queue), ".\n\n");
276 void W_Laser_Melee_Think()
279 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
280 entity target_victim;
283 if(!self.cnt) // set start time of melee
286 W_PlayStrengthSound(self.realowner);
289 makevectors(self.realowner.v_angle); // update values for v_* vectors
291 // calculate swing percentage based on time
292 meleetime = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor();
293 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
294 f = ((1 - swing) * autocvar_g_balance_laser_melee_traces);
296 // check to see if we can still continue, otherwise give up now
297 if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_melee_no_doubleslap)
303 // if okay, perform the traces needed for this frame
304 for(i=self.swing_prev; i < f; ++i)
306 swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1);
308 targpos = (self.realowner.origin + self.realowner.view_ofs
309 + (v_forward * autocvar_g_balance_laser_melee_range)
310 + (v_up * swing_factor * autocvar_g_balance_laser_melee_swing_up)
311 + (v_right * swing_factor * autocvar_g_balance_laser_melee_swing_side));
313 WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
315 // draw lightning beams for debugging
316 te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
317 te_customflash(targpos, 40, 2, '1 1 1');
319 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
321 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
322 && (trace_ent.takedamage == DAMAGE_AIM)
323 && (trace_ent != self.swing_alreadyhit)
324 && (is_player || autocvar_g_balance_laser_melee_nonplayerdamage))
326 target_victim = trace_ent; // so it persists through other calls
328 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
329 swing_damage = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1));
331 swing_damage = (autocvar_g_balance_laser_melee_nonplayerdamage * min(1, swing_factor + 1));
333 //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
335 Damage(target_victim, self.realowner, self.realowner,
336 swing_damage, WEP_LASER | HITTYPE_SECONDARY,
337 self.realowner.origin + self.realowner.view_ofs,
338 v_forward * autocvar_g_balance_laser_melee_force);
340 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
342 if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
344 self.swing_alreadyhit = target_victim;
345 continue; // move along to next trace
355 if(time >= self.cnt + meleetime)
365 self.nextthink = time;
371 sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
372 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_melee_animtime, w_ready);
376 meleetemp.owner = meleetemp.realowner = self;
377 meleetemp.think = W_Laser_Melee_Think;
378 meleetemp.nextthink = time + autocvar_g_balance_laser_melee_delay * W_WeaponRateFactor();
379 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_melee_damage, autocvar_g_balance_laser_melee_range);
382 void W_Laser_Attack(float issecondary)
388 a = autocvar_g_balance_laser_primary_shotangle;
389 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
392 // W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
393 /*else*/if(issecondary == 1)
394 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
396 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
397 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
400 missile.owner = missile.realowner = self;
401 missile.classname = "laserbolt";
403 missile.bot_dodge = TRUE;
404 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
406 PROJECTILE_MAKETRIGGER(missile);
407 missile.projectiledeathtype = WEP_LASER;
409 setorigin(missile, w_shotorg);
410 setsize(missile, '0 0 0', '0 0 0');
412 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
413 missile.angles = vectoangles(missile.velocity);
414 //missile.glow_color = 250; // 244, 250
415 //missile.glow_size = 120;
416 missile.touch = W_Laser_Touch;
418 missile.flags = FL_PROJECTILE;
419 missile.missile_flags = MIF_SPLASH;
421 missile.think = W_Laser_Think;
422 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
424 other = missile; MUTATOR_CALLHOOK(EditProjectile);
426 if(time >= missile.nextthink)
436 float W_Laser(float request)
442 if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_melee_range))
443 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
445 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
451 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
452 weapon_action(self.weapon, WR_RELOAD);
453 else if(self.BUTTON_ATCK)
455 if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
457 W_DecreaseAmmo(ammo_none, 1, TRUE);
459 if not(autocvar_g_balance_laser_primary)
462 W_Laser_Attack(FALSE);
464 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
467 else if(self.BUTTON_ATCK2)
469 switch(autocvar_g_balance_laser_secondary)
471 case 0: // switch to last used weapon
473 if(self.switchweapon == WEP_LASER) // don't do this if already switching
479 case 1: // normal projectile secondary
481 if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
483 W_DecreaseAmmo(ammo_none, 1, TRUE);
484 W_Laser_Attack(TRUE);
485 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
491 case 2: // melee attack secondary
493 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
494 if(weapon_prepareattack(1, autocvar_g_balance_laser_melee_refire))
496 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
498 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready);
508 precache_model("models/weapons/g_laser.md3");
509 precache_model("models/weapons/v_laser.md3");
510 precache_model("models/weapons/h_laser.iqm");
511 precache_sound("weapons/lasergun_fire.wav");
517 weapon_setup(WEP_LASER);
518 self.current_ammo = ammo_none;
525 return TRUE; // laser has infinite ammo
530 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
534 case WR_SUICIDEMESSAGE:
536 return WEAPON_LASER_SUICIDE;
541 return WEAPON_LASER_MURDER;
549 float W_Laser(float request)
553 case WR_IMPACTEFFECT:
556 org2 = w_org + w_backoff * 6;
557 pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
558 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
564 precache_sound("weapons/laserimpact.wav");