2 REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
5 void(float imp) W_SwitchWeapon;
8 void SendCSQCShockwaveParticle(float spread)
10 //WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
11 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
12 WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
13 WriteCoord(MSG_BROADCAST, w_shotorg_x);
14 WriteCoord(MSG_BROADCAST, w_shotorg_y);
15 WriteCoord(MSG_BROADCAST, w_shotorg_z);
16 WriteCoord(MSG_BROADCAST, w_shotdir_x);
17 WriteCoord(MSG_BROADCAST, w_shotdir_y);
18 WriteCoord(MSG_BROADCAST, w_shotdir_z);
19 WriteByte(MSG_BROADCAST, bound(0, 255 * spread, 255));
22 void W_Laser_Touch (void)
26 self.event_damage = SUB_Null;
28 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);
30 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);
37 self.movetype = MOVETYPE_FLY;
38 self.think = SUB_Remove;
40 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
42 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
43 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
47 float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_hitpos)
50 float distance_of_attack = vlen(sw_shotorg - attack_hitpos);
51 float distance_from_line = vlen(targetorg - nearest_on_line);
53 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
54 spreadlimit = (autocvar_g_balance_laser_primary_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_primary_spread_max * spreadlimit);
56 if(spreadlimit && (distance_from_line <= spreadlimit))
57 return bound(0, (distance_from_line / spreadlimit), 1);
62 float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_hitpos)
64 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
65 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
69 // STEP ONE: Check if the nearest point is clear
70 if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_hitpos))
72 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_WORLDONLY, self);
73 if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
76 // STEP TWO: Check if shotorg to center point is clear
77 if(W_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_hitpos))
79 WarpZone_TraceLine(sw_shotorg, center, MOVE_WORLDONLY, self);
80 if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
83 // STEP THREE: Check each corner to see if they are clear
86 corner = get_corner_position(head, i);
87 if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_hitpos))
89 WarpZone_TraceLine(sw_shotorg, corner, MOVE_WORLDONLY, self);
90 if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
97 void W_Laser_Shockwave (void)
100 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
101 float final_damage, final_spread;
102 vector final_force, center;
105 // set up the shot direction
106 vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD));
107 W_SetupShot_Dir(self, wanted_shot_direction, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
108 vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius));
110 // find out what we're pointing at and acquire the warpzone transform
111 WarpZone_TraceLine(w_shotorg, attack_endpos, FALSE, self);
112 entity aim_ent = trace_ent;
113 vector attack_hitpos = trace_endpos;
114 float distance_of_attack = vlen(w_shotorg - attack_hitpos);
116 // do the jump explosion now (also handles the impact effect)
117 RadiusDamageForSource(self, trace_endpos, '0 0 0', self, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_jumpradius, world, self, TRUE, autocvar_g_balance_laser_primary_force, WEP_LASER, world);
119 // also do the firing effect now
120 SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread);
122 // did we hit a player directly?
123 if(aim_ent.takedamage)
125 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
126 center = (aim_ent.origin + ((aim_ent.classname == "player") ? aim_ent.view_ofs : ((aim_ent.mins + aim_ent.maxs) * 0.5)));
128 multiplier_from_accuracy = 1;
129 multiplier_from_distance = (1 - (distance_of_attack ? min(1, (distance_of_attack / autocvar_g_balance_laser_primary_radius)) : 0));
130 multiplier = max(autocvar_g_balance_laser_primary_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_primary_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_primary_multiplier_distance)));
132 final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force) * multiplier);
133 final_damage = (autocvar_g_balance_laser_primary_damage * multiplier);
134 Damage(aim_ent, self, self, final_damage, WEP_LASER, aim_ent.origin, final_force);
136 print("multiplier = ", ftos(multiplier), ", multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ", ");
137 print(strcat("direct hit damage = ", ftos(autocvar_g_balance_laser_primary_damage), ", force = ", vtos(final_force), ".\n"));
140 // now figure out if I hit anything else than what my aim directly pointed at...
141 head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_primary_radius, FALSE);
146 if((head != self && head != aim_ent) && (head.takedamage))
148 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
149 center = (head.origin + ((head.classname == "player") ? head.view_ofs : ((head.mins + head.maxs) * 0.5)));
151 // find the closest point on the enemy to the center of the attack
152 float ang; // angle between shotdir and h
153 float h; // hypotenuse, which is the distance between attacker to head
154 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
156 h = vlen(center - self.origin);
157 ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
160 vector nearest_on_line = (w_shotorg + a * w_shotdir);
161 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
162 float distance_to_target = vlen(w_shotorg - nearest_to_attacker);
164 if(distance_to_target <= autocvar_g_balance_laser_primary_radius)
166 if(W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_hitpos))
168 multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_hitpos));
169 multiplier_from_distance = (1 - (distance_of_attack ? min(1, (distance_to_target / autocvar_g_balance_laser_primary_radius)) : 0));
170 multiplier = max(autocvar_g_balance_laser_primary_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_primary_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_primary_multiplier_distance)));
172 final_force = ((normalize(center - nearest_on_line) * autocvar_g_balance_laser_primary_force) * multiplier);
173 final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
174 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
176 print("multiplier = ", ftos(multiplier), ", multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ", ");
177 print(strcat("edge hit damage = ", ftos(final_damage), ", force = ", vtos(final_force), ".\n"));
179 //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1);
180 //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos);
188 void W_Laser_Attack (float issecondary)
195 if(issecondary == 2) // minstanex shot
196 nodamage = g_minstagib;
200 a = autocvar_g_balance_laser_primary_shotangle;
201 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
204 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
205 else if(issecondary == 1)
206 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
208 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
209 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
212 missile.owner = missile.realowner = self;
213 missile.classname = "laserbolt";
217 missile.bot_dodge = TRUE;
218 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
221 PROJECTILE_MAKETRIGGER(missile);
222 missile.projectiledeathtype = WEP_LASER;
224 setorigin (missile, w_shotorg);
225 setsize(missile, '0 0 0', '0 0 0');
227 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
228 missile.angles = vectoangles (missile.velocity);
229 //missile.glow_color = 250; // 244, 250
230 //missile.glow_size = 120;
231 missile.touch = W_Laser_Touch;
233 missile.flags = FL_PROJECTILE;
234 missile.missile_flags = MIF_SPLASH;
236 missile.think = W_Laser_Think;
237 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
239 other = missile; MUTATOR_CALLHOOK(EditProjectile);
241 if(time >= missile.nextthink)
251 void spawnfunc_weapon_laser (void)
253 weapon_defaultspawnfunc(WEP_LASER);
256 float w_laser(float req)
262 if(autocvar_g_balance_laser_secondary)
264 r1 = autocvar_g_balance_laser_primary_damage;
265 r2 = autocvar_g_balance_laser_secondary_damage;
266 if (random() * (r2 + r1) > r1)
267 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
269 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
272 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
274 else if (req == WR_THINK)
276 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
277 weapon_action(self.weapon, WR_RELOAD);
278 else if (self.BUTTON_ATCK)
280 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
282 W_DecreaseAmmo(ammo_none, 1, TRUE);
285 if not(autocvar_g_balance_laser_oldprimary)
288 W_Laser_Attack(FALSE);
290 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
293 else if (self.BUTTON_ATCK2)
295 switch(autocvar_g_balance_laser_secondary)
297 case 0: // switch to last used weapon
299 if(self.switchweapon == WEP_LASER) // don't do this if already switching
305 case 1: // normal projectile secondary
307 if(weapon_prepareattack(0, autocvar_g_balance_laser_secondary_refire))
309 W_DecreaseAmmo(ammo_none, 1, TRUE);
310 W_Laser_Attack(TRUE);
311 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
319 else if (req == WR_PRECACHE)
321 precache_model ("models/weapons/g_laser.md3");
322 precache_model ("models/weapons/v_laser.md3");
323 precache_model ("models/weapons/h_laser.iqm");
324 precache_sound ("weapons/lasergun_fire.wav");
325 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
327 else if (req == WR_SETUP)
329 weapon_setup(WEP_LASER);
330 self.current_ammo = ammo_none;
332 else if (req == WR_CHECKAMMO1)
336 else if (req == WR_CHECKAMMO2)
340 else if (req == WR_RELOAD)
342 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
348 float w_laser(float req)
350 if(req == WR_IMPACTEFFECT)
353 org2 = w_org + w_backoff * 6;
354 pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
356 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
358 else if(req == WR_PRECACHE)
360 precache_sound("weapons/laserimpact.wav");
362 else if (req == WR_SUICIDEMESSAGE)
363 w_deathtypestring = _("%s lasered themself to hell");
364 else if (req == WR_KILLMESSAGE)
366 if(w_deathtype & HITTYPE_SECONDARY)
367 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH // TODO
369 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH