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, vector endpos)
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, endpos_x);
17 WriteCoord(MSG_BROADCAST, endpos_y);
18 WriteCoord(MSG_BROADCAST, endpos_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);
46 // TODO: change this into a macro to run faster (less function calls is better)
47 float W_Laser_Shockwave_CheckSpreadAngle(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector sw_shotdir)
49 vector angle_to_head = normalize(targetorg - sw_shotorg);
50 vector angle_to_attack = sw_shotdir;
52 te_lightning2(world, targetorg, nearest_on_line);
54 if(vlen(targetorg - nearest_on_line) <= autocvar_g_balance_laser_primary_spread)
60 float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector sw_shotdir)
62 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
63 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
67 // STEP ONE: Check if the nearest point is clear
68 if(W_Laser_Shockwave_CheckSpreadAngle(nearest_to_attacker, nearest_on_line, sw_shotorg, sw_shotdir))
70 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_WORLDONLY, self);
71 if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
74 // STEP TWO: Check if shotorg to center point is clear
75 if(W_Laser_Shockwave_CheckSpreadAngle(center, nearest_on_line, sw_shotorg, sw_shotdir))
77 WarpZone_TraceLine(sw_shotorg, center, MOVE_WORLDONLY, self);
78 if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
81 // STEP THREE: Check each corner to see if they are clear
84 corner = get_corner_position(head, i);
85 if(W_Laser_Shockwave_CheckSpreadAngle(corner, nearest_on_line, sw_shotorg, sw_shotdir))
87 WarpZone_TraceLine(sw_shotorg, corner, MOVE_WORLDONLY, self);
88 if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
95 void W_Laser_Shockwave (void)
98 float final_damage, final_spread;
99 entity head, next, aim_ent;
100 vector nearest_to_attacker, nearest_on_line, attack_hitpos, final_force, center;
102 // set up the shot direction
103 vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD));
104 W_SetupShot_Dir(self, wanted_shot_direction, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
105 vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius));
107 // find out what we're pointing at
108 WarpZone_TraceLine(w_shotorg, attack_endpos, FALSE, self);
110 attack_hitpos = trace_endpos;
112 // do the jump explosion now (also handles the impact effect)
113 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);
115 // also do the firing effect now
116 SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, attack_hitpos);
118 // did we hit a player directly?
119 if(aim_ent.takedamage)
121 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
122 if (aim_ent.classname == "player")
123 center = aim_ent.origin + aim_ent.view_ofs;
125 center = aim_ent.origin + (aim_ent.mins + aim_ent.maxs) * 0.5;
127 final_force = (normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force);
128 Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, aim_ent.origin, final_force);
129 print("Player hit directly via aim!\n");
132 // now figure out if I hit anything else than what my aim directly pointed at...
133 head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_primary_radius, FALSE);
138 if((head != self && head != aim_ent) && (head.takedamage))
140 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
141 if (head.classname == "player")
142 center = head.origin + head.view_ofs;
144 center = head.origin + (head.mins + head.maxs) * 0.5;
146 // find the closest point on the enemy to the center of the attack
147 float h = vlen(center - self.origin);
148 float ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
149 float a = h * cos(ang);
151 nearest_on_line = (w_shotorg + a * w_shotdir);
153 // ang = angle between shotdir and h
154 // h = hypotenuse, which is the distance between attacker to head
155 // a = adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
157 nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
159 if(vlen(w_shotorg - nearest_to_attacker) <= autocvar_g_balance_laser_primary_radius)
161 if(W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, w_shotdir))
163 if(autocvar_g_balance_laser_primary_spread)
164 final_damage = (final_spread / autocvar_g_balance_laser_primary_spread);
168 //final_force = (normalize(nearest - w_shotorg) * autocvar_g_balance_laser_primary_force); // we dont want to use nearest here, because that would result in some rather weird force dirs for the attacker...
169 print(strcat("head.origin: ", vtos(head.origin), ", (w_shotorg + a * w_shotdir): ", vtos(w_shotorg + a * w_shotdir), ".\n"));
170 print("a = ", ftos(a), " h = ", ftos(h), " ang = ", ftos(ang), "\n");
171 final_force = (normalize(center - (w_shotorg + a * w_shotdir)) * autocvar_g_balance_laser_primary_force);
172 final_damage = (autocvar_g_balance_laser_primary_damage * final_damage + autocvar_g_balance_laser_primary_edgedamage * (1 - final_damage));
174 print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n"));
176 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
177 //te_lightning2(world, nearest, w_shotorg);
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 .vector hook_start, hook_end;
252 float gauntletbeam_send(entity to, float sf)
254 WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
256 if(sound_allowed(MSG_BROADCAST, self.realowner))
258 WriteByte(MSG_ENTITY, sf);
261 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
265 WriteCoord(MSG_ENTITY, self.hook_start_x);
266 WriteCoord(MSG_ENTITY, self.hook_start_y);
267 WriteCoord(MSG_ENTITY, self.hook_start_z);
271 WriteCoord(MSG_ENTITY, self.hook_end_x);
272 WriteCoord(MSG_ENTITY, self.hook_end_y);
273 WriteCoord(MSG_ENTITY, self.hook_end_z);
277 .entity gauntletbeam;
278 .float prevgauntletfire;
279 entity lgbeam_owner_ent;
280 void gauntletbeam_think()
282 float damage, myforce, myradius;
283 damage = autocvar_g_balance_laser_secondary_damage;
284 myforce = autocvar_g_balance_laser_secondary_force;
285 myradius = autocvar_g_balance_laser_secondary_radius;
287 self.realowner.prevgauntletfire = time;
288 if (self.realowner.weaponentity.state != WS_INUSE || self != self.realowner.gauntletbeam || self.realowner.deadflag != DEAD_NO || !self.realowner.BUTTON_ATCK2)
294 self.nextthink = time;
296 makevectors(self.realowner.v_angle);
301 W_SetupShot_Range(self.realowner, TRUE, 0, "", 0, damage * dt, myradius);
302 if(!lgbeam_owner_ent)
304 lgbeam_owner_ent = spawn();
305 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
307 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(self.owner));
313 force = w_shotdir * myforce;
314 if(accuracy_isgooddamage(self.owner, trace_ent))
315 accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
316 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
320 if(w_shotorg != self.hook_start)
323 self.hook_start = w_shotorg;
325 if(w_shotend != self.hook_end)
328 self.hook_end = w_shotend;
332 // experimental gauntlet
333 void W_Laser_Attack2 ()
335 // only play fire sound if 0.5 sec has passed since player let go the fire button
336 if(time - self.prevgauntletfire > 0.5)
338 sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
341 entity beam, oldself;
343 self.gauntletbeam = beam = spawn();
344 beam.solid = SOLID_NOT;
345 beam.think = gauntletbeam_think;
347 beam.movetype = MOVETYPE_NONE;
348 beam.shot_spread = 0;
349 beam.bot_dodge = TRUE;
350 beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
351 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
361 weapon_action(WEP_LASER, WR_PRECACHE);
362 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
363 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
364 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
365 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
368 void spawnfunc_weapon_laser (void)
370 weapon_defaultspawnfunc(WEP_LASER);
373 float w_laser(float req)
379 if(autocvar_g_balance_laser_secondary)
381 r1 = autocvar_g_balance_laser_primary_damage;
382 r2 = autocvar_g_balance_laser_secondary_damage;
383 if (random() * (r2 + r1) > r1)
384 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
386 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
389 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
391 else if (req == WR_THINK)
393 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
394 weapon_action(self.weapon, WR_RELOAD);
395 else if (self.BUTTON_ATCK)
397 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
399 W_DecreaseAmmo(ammo_none, 1, TRUE);
402 if not(autocvar_g_balance_laser_oldprimary)
405 W_Laser_Attack(FALSE);
407 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
410 else if (self.BUTTON_ATCK2)
412 switch(autocvar_g_balance_laser_secondary)
414 case 0: // switch to last used weapon
416 if(self.switchweapon == WEP_LASER) // don't do this if already switching
422 case 1: // normal projectile secondary
424 if(weapon_prepareattack(0, autocvar_g_balance_laser_secondary_refire))
426 W_DecreaseAmmo(ammo_none, 1, TRUE);
427 W_Laser_Attack(TRUE);
428 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
434 case 2: // gauntlet secondary
436 W_DecreaseAmmo(ammo_none, 1, TRUE);
438 if (weapon_prepareattack(0, 0))
441 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
449 else if (req == WR_PRECACHE)
451 precache_model ("models/weapons/g_laser.md3");
452 precache_model ("models/weapons/v_laser.md3");
453 precache_model ("models/weapons/h_laser.iqm");
454 precache_sound ("weapons/lasergun_fire.wav");
455 precache_sound ("weapons/gauntlet_fire.wav");
456 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
458 else if (req == WR_SETUP)
460 weapon_setup(WEP_LASER);
461 self.current_ammo = ammo_none;
463 else if (req == WR_CHECKAMMO1)
467 else if (req == WR_CHECKAMMO2)
471 else if (req == WR_RELOAD)
473 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
479 float w_laser(float req)
481 if(req == WR_IMPACTEFFECT)
484 org2 = w_org + w_backoff * 6;
485 pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
487 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
489 else if(req == WR_PRECACHE)
491 precache_sound("weapons/laserimpact.wav");
493 else if (req == WR_SUICIDEMESSAGE)
494 w_deathtypestring = _("%s lasered themself to hell");
495 else if (req == WR_KILLMESSAGE)
497 if(w_deathtype & HITTYPE_SECONDARY)
498 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH
500 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH