2 REGISTER_WEAPON(LASER, W_Laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Blaster"))
5 void(float imp) W_SwitchWeapon;
8 .entity swing_alreadyhit;
10 void SendCSQCShockwaveParticle(vector endpos)
12 //endpos = WarpZone_UnTransformOrigin(transform, endpos);
14 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
15 WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
16 WriteCoord(MSG_BROADCAST, w_shotorg_x);
17 WriteCoord(MSG_BROADCAST, w_shotorg_y);
18 WriteCoord(MSG_BROADCAST, w_shotorg_z);
19 WriteCoord(MSG_BROADCAST, endpos_x);
20 WriteCoord(MSG_BROADCAST, endpos_y);
21 WriteCoord(MSG_BROADCAST, endpos_z);
22 WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_primary_spread_max, 255));
23 WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_primary_spread_min, 255));
30 self.event_damage = SUB_Null;
33 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);
35 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);
42 self.movetype = MOVETYPE_FLY;
43 self.think = SUB_Remove;
46 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
48 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
50 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
54 float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
57 float distance_of_attack = vlen(sw_shotorg - attack_endpos);
58 float distance_from_line = vlen(targetorg - nearest_on_line);
60 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
61 spreadlimit = (autocvar_g_balance_laser_primary_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_primary_spread_max * spreadlimit);
63 if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90))
64 return bound(0, (distance_from_line / spreadlimit), 1);
69 float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
71 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
72 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
76 // STEP ONE: Check if the nearest point is clear
77 if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
79 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
80 if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
83 // STEP TWO: Check if shotorg to center point is clear
84 if(W_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
86 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
87 if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
90 // STEP THREE: Check each corner to see if they are clear
93 corner = get_corner_position(head, i);
94 if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
96 WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
97 if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
104 #define PLAYER_CENTER(ent) (ent.origin + ((ent.classname == "player") ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
106 .float shockwave_hit;
107 void W_Laser_Shockwave()
110 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
111 float final_damage, final_spread;
112 vector final_force, center;
115 // set up the shot direction
116 W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
117 vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius));
118 WarpZone_TraceLine(w_shotorg, attack_endpos, FALSE, self);
119 vector attack_hitpos = trace_endpos;
120 float distance_to_end = vlen(w_shotorg - attack_endpos);
121 float distance_to_hit = vlen(w_shotorg - attack_hitpos);
122 entity transform = WarpZone_trace_transform;
124 // also do the firing effect now
125 SendCSQCShockwaveParticle(attack_endpos);
127 // splash damage/jumping trace
128 head = WarpZone_FindRadius(attack_hitpos, autocvar_g_balance_laser_primary_jumpradius, FALSE);
133 if(!head.shockwave_hit && head.takedamage)
137 // jumping like normal
141 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
142 center = PLAYER_CENTER(head);
144 multiplier_from_accuracy = 1;
145 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
146 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)));
148 final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force) * multiplier);
149 final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
150 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
152 head.shockwave_hit = TRUE;
153 print("debug: DIRECT 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");
160 head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_primary_radius, FALSE);
165 if((head != self) && !head.shockwave_hit && head.takedamage)
167 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
168 center = PLAYER_CENTER(head);
170 // find the closest point on the enemy to the center of the attack
171 float ang; // angle between shotdir and h
172 float h; // hypotenuse, which is the distance between attacker to head
173 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
175 h = vlen(center - self.origin);
176 ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
179 vector nearest_on_line = (w_shotorg + a * w_shotdir);
180 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
181 float distance_to_target = vlen(w_shotorg - nearest_to_attacker);
183 if((distance_to_target <= autocvar_g_balance_laser_primary_radius)
184 && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
186 multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
187 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
188 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)));
190 final_force = ((normalize(center - nearest_on_line) * autocvar_g_balance_laser_primary_force) * multiplier);
191 final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
192 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
194 head.shockwave_hit = TRUE;
195 print("debug: EDGE 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");
202 void W_Laser_Melee_Think()
205 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
206 entity target_victim;
209 if(!self.cnt) // set start time of melee
212 W_PlayStrengthSound(self.realowner);
215 makevectors(self.realowner.v_angle); // update values for v_* vectors
217 // calculate swing percentage based on time
218 meleetime = autocvar_g_balance_laser_secondary_melee_time * W_WeaponRateFactor();
219 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
220 f = ((1 - swing) * autocvar_g_balance_laser_secondary_melee_traces);
222 // check to see if we can still continue, otherwise give up now
223 if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_secondary_melee_no_doubleslap)
229 // if okay, perform the traces needed for this frame
230 for(i=self.swing_prev; i < f; ++i)
232 swing_factor = ((1 - (i / autocvar_g_balance_laser_secondary_melee_traces)) * 2 - 1);
234 targpos = (self.realowner.origin + self.realowner.view_ofs
235 + (v_forward * autocvar_g_balance_laser_secondary_melee_range)
236 + (v_up * swing_factor * autocvar_g_balance_laser_secondary_melee_swing_up)
237 + (v_right * swing_factor * autocvar_g_balance_laser_secondary_melee_swing_side));
239 WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
241 // draw lightning beams for debugging
242 te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
243 te_customflash(targpos, 40, 2, '1 1 1');
245 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
247 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
248 && (trace_ent.takedamage == DAMAGE_AIM)
249 && (trace_ent != self.swing_alreadyhit)
250 && (is_player || autocvar_g_balance_laser_secondary_melee_nonplayerdamage))
252 target_victim = trace_ent; // so it persists through other calls
254 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
255 swing_damage = (autocvar_g_balance_laser_secondary_damage * min(1, swing_factor + 1));
257 swing_damage = (autocvar_g_balance_laser_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
259 //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
261 Damage(target_victim, self.realowner, self.realowner,
262 swing_damage, WEP_LASER | HITTYPE_SECONDARY,
263 self.realowner.origin + self.realowner.view_ofs,
264 v_forward * autocvar_g_balance_laser_secondary_force);
266 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
268 if(autocvar_g_balance_laser_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
270 self.swing_alreadyhit = target_victim;
271 continue; // move along to next trace
281 if(time >= self.cnt + meleetime)
291 self.nextthink = time;
297 sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
298 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
302 meleetemp.owner = meleetemp.realowner = self;
303 meleetemp.think = W_Laser_Melee_Think;
304 meleetemp.nextthink = time + autocvar_g_balance_laser_secondary_melee_delay * W_WeaponRateFactor();
305 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_melee_range);
308 void W_Laser_Attack(float issecondary)
315 if(issecondary == 2) // minstanex shot
316 nodamage = g_minstagib;
320 a = autocvar_g_balance_laser_primary_shotangle;
321 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
324 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
325 else if(issecondary == 1)
326 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
328 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
329 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
332 missile.owner = missile.realowner = self;
333 missile.classname = "laserbolt";
337 missile.bot_dodge = TRUE;
338 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
341 PROJECTILE_MAKETRIGGER(missile);
342 missile.projectiledeathtype = WEP_LASER;
344 setorigin(missile, w_shotorg);
345 setsize(missile, '0 0 0', '0 0 0');
347 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
348 missile.angles = vectoangles(missile.velocity);
349 //missile.glow_color = 250; // 244, 250
350 //missile.glow_size = 120;
351 missile.touch = W_Laser_Touch;
353 missile.flags = FL_PROJECTILE;
354 missile.missile_flags = MIF_SPLASH;
356 missile.think = W_Laser_Think;
357 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
359 other = missile; MUTATOR_CALLHOOK(EditProjectile);
361 if(time >= missile.nextthink)
371 void spawnfunc_weapon_laser(void)
373 weapon_defaultspawnfunc(WEP_LASER);
376 float W_Laser(float request)
382 if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_secondary_melee_range))
383 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
385 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
391 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
392 weapon_action(self.weapon, WR_RELOAD);
393 else if(self.BUTTON_ATCK)
395 if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
397 W_DecreaseAmmo(ammo_none, 1, TRUE);
400 if not(autocvar_g_balance_laser_oldprimary)
403 W_Laser_Attack(FALSE);
405 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
408 else if(self.BUTTON_ATCK2)
410 switch(autocvar_g_balance_laser_secondary)
412 case 0: // switch to last used weapon
414 if(self.switchweapon == WEP_LASER) // don't do this if already switching
420 case 1: // normal projectile secondary
422 if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
424 W_DecreaseAmmo(ammo_none, 1, TRUE);
425 W_Laser_Attack(TRUE);
426 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
432 case 2: // melee attack secondary
434 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
435 if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
437 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
439 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_secondary_animtime, w_ready);
449 precache_model("models/weapons/g_laser.md3");
450 precache_model("models/weapons/v_laser.md3");
451 precache_model("models/weapons/h_laser.iqm");
452 precache_sound("weapons/lasergun_fire.wav");
458 weapon_setup(WEP_LASER);
459 self.current_ammo = ammo_none;
466 return TRUE; // laser has infinite ammo
471 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
480 float W_Laser(float request)
484 case WR_IMPACTEFFECT:
487 org2 = w_org + w_backoff * 6;
488 pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
489 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
495 precache_sound("weapons/laserimpact.wav");
498 case WR_SUICIDEMESSAGE:
500 w_deathtypestring = _("%s lasered themself to hell");
505 if(w_deathtype & HITTYPE_SECONDARY)
506 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH // TODO
508 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH