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New/better force calculations, now players shouldn't ever be pulled
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_laser.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(LASER, W_Laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Blaster"))
3 #else
4 #ifdef SVQC
5 void(float imp) W_SwitchWeapon;
6 void() W_LastWeapon;
7 .float swing_prev;
8 .entity swing_alreadyhit;
9
10 void SendCSQCShockwaveParticle(vector endpos) 
11 {
12         //endpos = WarpZone_UnTransformOrigin(transform, endpos);
13         
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_shockwave_spread_max, 255));
23         WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_min, 255));
24 }
25
26 void W_Laser_Touch()
27 {
28         PROJECTILE_TOUCH;
29
30         self.event_damage = SUB_Null;
31         
32         if(self.dmg)
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);
34         else
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);
36
37         remove(self);
38 }
39
40 void W_Laser_Think()
41 {
42         self.movetype = MOVETYPE_FLY;
43         self.think = SUB_Remove;
44         
45         if(self.dmg)
46                 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
47         else
48                 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
49                 
50         CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
51 }
52
53
54 float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
55 {
56         float spreadlimit;
57         float distance_of_attack = vlen(sw_shotorg - attack_endpos);
58         float distance_from_line = vlen(targetorg - nearest_on_line);
59         
60         spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
61         spreadlimit = (autocvar_g_balance_laser_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_spread_max * spreadlimit);
62         
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);
65         else
66                 return FALSE;
67 }
68
69 float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
70 {
71         vector nearest_to_attacker = head.WarpZone_findradius_nearest;
72         vector center = (head.origin + (head.mins + head.maxs) * 0.5);
73         vector corner;
74         float i;
75
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))
78         {
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
81         }
82
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))
85         {
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
88         }
89
90         // STEP THREE: Check each corner to see if they are clear
91         for(i=1; i<=8; ++i)
92         {
93                 corner = get_corner_position(head, i);
94                 if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
95                 {
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
98                 }
99         }
100
101         return FALSE;
102 }
103
104 #define PLAYER_CENTER(ent) (ent.origin + ((ent.classname == "player") ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
105
106 entity shockwave_hit[32];
107 float shockwave_hit_damage[32];
108 vector shockwave_hit_force[32];
109
110 float W_Laser_Shockwave_CheckHit(float queue, entity head, vector final_force, float final_damage)
111 {
112         if not(head) { return FALSE; }
113         float i;
114
115         ++queue;
116         
117         for(i = 1; i <= queue; ++i)
118         {
119                 if(shockwave_hit[i] == head)
120                 {
121                         if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
122                         if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
123                         return FALSE;
124                 }
125         }
126
127         shockwave_hit[queue] = head;
128         shockwave_hit_force[queue] = final_force;
129         shockwave_hit_damage[queue] = final_damage;
130         return TRUE;
131 }
132
133 void W_Laser_Shockwave()
134 {
135         // declarations
136         float multiplier, multiplier_from_accuracy, multiplier_from_distance;
137         float final_damage, final_spread;
138         vector final_force, center, vel;
139         entity head, next;
140
141         float i, queue;
142         
143         // set up the shot direction
144         W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_shockwave_damage);
145         vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_shockwave_distance));
146         WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
147         vector attack_hitpos = trace_endpos;
148         float distance_to_end = vlen(w_shotorg - attack_endpos);
149         float distance_to_hit = vlen(w_shotorg - attack_hitpos);
150         entity transform = WarpZone_trace_transform;
151
152         // do the firing effect now
153         SendCSQCShockwaveParticle(attack_endpos);
154         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);
155
156         // splash damage/jumping trace
157         head = WarpZone_FindRadius(attack_hitpos, max(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE);
158         while(head)
159         {
160                 next = head.chain;
161
162                 if(head.takedamage)
163                 {
164                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
165                         center = PLAYER_CENTER(head);
166
167                         float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
168                         
169                         if((head == self) && (distance_to_head <= autocvar_g_balance_laser_shockwave_jump_radius))
170                         {
171                                 multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_jump_radius)) : 0));
172                                 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
173                                 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)));
174
175                                 final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier);
176                                 vel = head.velocity; vel_z = 0;
177                                 vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
178                                 final_force = (vlen(final_force) * normalize(normalize(final_force) + vel));
179                                 final_force_z *= autocvar_g_balance_laser_shockwave_jump_force_zscale;
180                                 final_damage = (autocvar_g_balance_laser_shockwave_jump_damage * multiplier + autocvar_g_balance_laser_shockwave_jump_edgedamage * (1 - multiplier));
181
182                                 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
183                                 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");
184                         }
185                         else if (distance_to_head <= autocvar_g_balance_laser_shockwave_splash_radius)
186                         {       
187                                 multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_splash_radius)) : 0));
188                                 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
189                                 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)));
190
191                                 final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_splash_force_forwardbias)));
192                                 te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
193                                 final_force = ((final_force * autocvar_g_balance_laser_shockwave_splash_force) * multiplier);
194                                 final_damage = (autocvar_g_balance_laser_shockwave_splash_damage * multiplier + autocvar_g_balance_laser_shockwave_splash_edgedamage * (1 - multiplier));
195
196                                 if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
197                                 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");
198                         }
199                 }
200                 head = next;
201         }
202
203         // cone damage trace
204         head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
205         while(head)
206         {
207                 next = head.chain;
208                 
209                 if((head != self) && head.takedamage)
210                 {
211                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
212                         center = PLAYER_CENTER(head);
213
214                         // find the closest point on the enemy to the center of the attack
215                         float ang; // angle between shotdir and h
216                         float h; // hypotenuse, which is the distance between attacker to head
217                         float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
218                         
219                         h = vlen(center - self.origin);
220                         ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
221                         a = h * cos(ang);
222
223                         vector nearest_on_line = (w_shotorg + a * w_shotdir);
224                         vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
225                         float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
226
227                         if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance) 
228                                 && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
229                         {
230                                 multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
231                                 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
232                                 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)));
233
234                                 final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias)));
235                                 te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
236                                 final_force = ((final_force * autocvar_g_balance_laser_shockwave_force) * multiplier);
237                                 final_damage = (autocvar_g_balance_laser_shockwave_damage * multiplier + autocvar_g_balance_laser_shockwave_edgedamage * (1 - multiplier));
238
239                                 if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
240                                 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");
241                         }
242                 }
243                 head = next;
244         }
245
246         for(i = 1; i <= queue; ++i)
247         {
248                 head = shockwave_hit[i];
249                 final_force = shockwave_hit_force[i];
250                 final_damage = shockwave_hit_damage[i];
251                 
252                 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
253                 print("DEQUEING DAMAGE: damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
254                 
255                 shockwave_hit[i] = world;
256                 shockwave_hit_force = '0 0 0';
257                 shockwave_hit_damage = 0;
258         }
259         print("queue was ", ftos(queue), ".\n\n");
260 }
261
262 void W_Laser_Melee_Think()
263 {
264         // declarations
265         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
266         entity target_victim;
267         vector targpos;
268
269         if(!self.cnt) // set start time of melee
270         {
271                 self.cnt = time; 
272                 W_PlayStrengthSound(self.realowner);
273         }
274
275         makevectors(self.realowner.v_angle); // update values for v_* vectors
276         
277         // calculate swing percentage based on time
278         meleetime = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor();
279         swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
280         f = ((1 - swing) * autocvar_g_balance_laser_melee_traces);
281         
282         // check to see if we can still continue, otherwise give up now
283         if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_melee_no_doubleslap)
284         {
285                 remove(self);
286                 return;
287         }
288         
289         // if okay, perform the traces needed for this frame 
290         for(i=self.swing_prev; i < f; ++i)
291         {
292                 swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1);
293                 
294                 targpos = (self.realowner.origin + self.realowner.view_ofs 
295                         + (v_forward * autocvar_g_balance_laser_melee_range)
296                         + (v_up * swing_factor * autocvar_g_balance_laser_melee_swing_up)
297                         + (v_right * swing_factor * autocvar_g_balance_laser_melee_swing_side));
298
299                 WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
300                 
301                 // draw lightning beams for debugging
302                 te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); 
303                 te_customflash(targpos, 40,  2, '1 1 1');
304                 
305                 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
306
307                 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
308                         && (trace_ent.takedamage == DAMAGE_AIM)  
309                         && (trace_ent != self.swing_alreadyhit)
310                         && (is_player || autocvar_g_balance_laser_melee_nonplayerdamage))
311                 {
312                         target_victim = trace_ent; // so it persists through other calls
313                         
314                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
315                                 swing_damage = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1));
316                         else
317                                 swing_damage = (autocvar_g_balance_laser_melee_nonplayerdamage * min(1, swing_factor + 1));
318                         
319                         //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
320                         
321                         Damage(target_victim, self.realowner, self.realowner, 
322                                 swing_damage, WEP_LASER | HITTYPE_SECONDARY, 
323                                 self.realowner.origin + self.realowner.view_ofs, 
324                                 v_forward * autocvar_g_balance_laser_melee_force);
325                                 
326                         if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
327                         
328                         if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
329                         {
330                                 self.swing_alreadyhit = target_victim;
331                                 continue; // move along to next trace
332                         }
333                         else
334                         {
335                                 remove(self);
336                                 return;
337                         }
338                 }
339         }
340         
341         if(time >= self.cnt + meleetime)
342         {
343                 // melee is finished
344                 remove(self);
345                 return;
346         }
347         else
348         {
349                 // set up next frame 
350                 self.swing_prev = i;
351                 self.nextthink = time;
352         }
353 }
354
355 void W_Laser_Melee()
356 {
357         sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
358         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_melee_animtime, w_ready);
359
360         entity meleetemp;
361         meleetemp = spawn();
362         meleetemp.owner = meleetemp.realowner = self;
363         meleetemp.think = W_Laser_Melee_Think;
364         meleetemp.nextthink = time + autocvar_g_balance_laser_melee_delay * W_WeaponRateFactor();
365         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_melee_damage, autocvar_g_balance_laser_melee_range);
366 }
367
368 void W_Laser_Attack(float issecondary)
369 {
370         entity missile;
371         vector s_forward;
372         float a;
373         float nodamage;
374
375         if(issecondary == 2) // minstanex shot
376                 nodamage = g_minstagib;
377         else
378                 nodamage = FALSE;
379
380         a = autocvar_g_balance_laser_primary_shotangle;
381         s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
382
383         if(nodamage)
384                 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
385         else if(issecondary == 1)
386                 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
387         else
388                 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
389         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
390
391         missile = spawn();
392         missile.owner = missile.realowner = self;
393         missile.classname = "laserbolt";
394         missile.dmg = 0;
395         if(!nodamage)
396         {
397                 missile.bot_dodge = TRUE;
398                 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
399         }
400
401         PROJECTILE_MAKETRIGGER(missile);
402         missile.projectiledeathtype = WEP_LASER;
403
404         setorigin(missile, w_shotorg);
405         setsize(missile, '0 0 0', '0 0 0');
406
407         W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
408         missile.angles = vectoangles(missile.velocity);
409         //missile.glow_color = 250; // 244, 250
410         //missile.glow_size = 120;
411         missile.touch = W_Laser_Touch;
412
413         missile.flags = FL_PROJECTILE;
414         missile.missile_flags = MIF_SPLASH; 
415
416         missile.think = W_Laser_Think;
417         missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
418
419         other = missile; MUTATOR_CALLHOOK(EditProjectile);
420
421         if(time >= missile.nextthink)
422         {
423                 entity oldself;
424                 oldself = self;
425                 self = missile;
426                 self.think();
427                 self = oldself;
428         }
429 }
430
431 void spawnfunc_weapon_laser(void)
432 {
433         weapon_defaultspawnfunc(WEP_LASER);
434 }
435
436 float W_Laser(float request)
437 {
438         switch(request)
439         {
440                 case WR_AIM:
441                 {
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);
444                         else
445                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
446                         return TRUE;
447                 }
448                 
449                 case WR_THINK:
450                 {
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)
454                         {
455                                 if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
456                                 {
457                                         W_DecreaseAmmo(ammo_none, 1, TRUE);
458
459                                         if not(autocvar_g_balance_laser_primary)
460                                                 W_Laser_Shockwave();
461                                         else
462                                                 W_Laser_Attack(FALSE);
463
464                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
465                                 }
466                         }
467                         else if(self.BUTTON_ATCK2)
468                         {
469                                 switch(autocvar_g_balance_laser_secondary)
470                                 {
471                                         case 0: // switch to last used weapon
472                                         {
473                                                 if(self.switchweapon == WEP_LASER) // don't do this if already switching
474                                                         W_LastWeapon();
475
476                                                 break;
477                                         }
478
479                                         case 1: // normal projectile secondary
480                                         {
481                                                 if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
482                                                 {
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);
486                                                 }
487
488                                                 break;
489                                         }
490
491                                         case 2: // melee attack secondary
492                                         {
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))
495                                                 {
496                                                         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
497                                                         W_Laser_Melee();
498                                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready);
499                                                 }
500                                         }
501                                 }
502                         }
503                         return TRUE;
504                 }
505                 
506                 case WR_PRECACHE: 
507                 {
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");
512                         return TRUE;
513                 }
514                 
515                 case WR_SETUP:
516                 {
517                         weapon_setup(WEP_LASER);
518                         self.current_ammo = ammo_none;
519                         return TRUE;
520                 }
521                 
522                 case WR_CHECKAMMO1:
523                 case WR_CHECKAMMO2:
524                 {
525                         return TRUE; // laser has infinite ammo
526                 }
527                 
528                 case WR_RELOAD:
529                 {
530                         W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
531                         return TRUE;
532                 }
533         }
534         
535         return TRUE;
536 }
537 #endif
538 #ifdef CSQC
539 float W_Laser(float request)
540 {
541         switch(request)
542         {
543                 case WR_IMPACTEFFECT:
544                 {
545                         vector org2;
546                         org2 = w_org + w_backoff * 6;
547                         pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
548                         if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
549                         return TRUE;
550                 }
551                 
552                 case WR_PRECACHE:
553                 {
554                         precache_sound("weapons/laserimpact.wav");
555                         return TRUE;
556                 }
557                 case WR_SUICIDEMESSAGE:
558                 {
559                         w_deathtypestring = _("%s lasered themself to hell");
560                         return TRUE;
561                 }
562                 case WR_KILLMESSAGE:
563                 {
564                         if(w_deathtype & HITTYPE_SECONDARY)
565                                 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH // TODO 
566                         else
567                                 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH
568                         return TRUE;
569                 }
570         }
571         
572         return TRUE;
573 }
574 #endif
575 #endif