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_shockwave_spread_max, 255));
23 WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_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_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_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 entity shockwave_hit[32];
107 float shockwave_hit_damage[32];
108 vector shockwave_hit_force[32];
110 float W_Laser_Shockwave_CheckHit(float queue, entity head, vector final_force, float final_damage)
112 if not(head) { return FALSE; }
117 for(i = 1; i <= queue; ++i)
119 if(shockwave_hit[i] == head)
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; }
127 shockwave_hit[queue] = head;
128 shockwave_hit_force[queue] = final_force;
129 shockwave_hit_damage[queue] = final_damage;
133 void W_Laser_Shockwave()
136 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
137 float final_damage, final_spread;
138 vector final_force, center, vel;
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;
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);
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);
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);
167 float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
169 if((head == self) && (distance_to_head <= autocvar_g_balance_laser_shockwave_jump_radius))
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)));
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));
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");
185 else if (distance_to_head <= autocvar_g_balance_laser_shockwave_splash_radius)
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)));
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));
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");
204 head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
209 if((head != self) && head.takedamage)
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);
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
219 h = vlen(center - self.origin);
220 ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
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
227 if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance)
228 && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
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)));
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));
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");
246 for(i = 1; i <= queue; ++i)
248 head = shockwave_hit[i];
249 final_force = shockwave_hit_force[i];
250 final_damage = shockwave_hit_damage[i];
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");
255 shockwave_hit[i] = world;
256 shockwave_hit_force = '0 0 0';
257 shockwave_hit_damage = 0;
259 print("queue was ", ftos(queue), ".\n\n");
262 void W_Laser_Melee_Think()
265 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
266 entity target_victim;
269 if(!self.cnt) // set start time of melee
272 W_PlayStrengthSound(self.realowner);
275 makevectors(self.realowner.v_angle); // update values for v_* vectors
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);
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)
289 // if okay, perform the traces needed for this frame
290 for(i=self.swing_prev; i < f; ++i)
292 swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1);
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));
299 WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
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');
305 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
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))
312 target_victim = trace_ent; // so it persists through other calls
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));
317 swing_damage = (autocvar_g_balance_laser_melee_nonplayerdamage * min(1, swing_factor + 1));
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"));
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);
326 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
328 if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
330 self.swing_alreadyhit = target_victim;
331 continue; // move along to next trace
341 if(time >= self.cnt + meleetime)
351 self.nextthink = time;
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);
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);
368 void W_Laser_Attack(float issecondary)
375 if(issecondary == 2) // minstanex shot
376 nodamage = g_minstagib;
380 a = autocvar_g_balance_laser_primary_shotangle;
381 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
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);
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);
392 missile.owner = missile.realowner = self;
393 missile.classname = "laserbolt";
397 missile.bot_dodge = TRUE;
398 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
401 PROJECTILE_MAKETRIGGER(missile);
402 missile.projectiledeathtype = WEP_LASER;
404 setorigin(missile, w_shotorg);
405 setsize(missile, '0 0 0', '0 0 0');
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;
413 missile.flags = FL_PROJECTILE;
414 missile.missile_flags = MIF_SPLASH;
416 missile.think = W_Laser_Think;
417 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
419 other = missile; MUTATOR_CALLHOOK(EditProjectile);
421 if(time >= missile.nextthink)
431 void spawnfunc_weapon_laser(void)
433 weapon_defaultspawnfunc(WEP_LASER);
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");
539 float W_Laser(float request)
543 case WR_IMPACTEFFECT:
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); }
554 precache_sound("weapons/laserimpact.wav");
557 case WR_SUICIDEMESSAGE:
559 w_deathtypestring = _("%s lasered themself to hell");
564 if(w_deathtype & HITTYPE_SECONDARY)
565 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH // TODO
567 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH