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 void W_Laser_Shockwave (void)
49 float final_damage, final_spread;
50 entity head, next, aim_ent;
51 vector nearest, attack_hitpos, angle_to_head, angle_to_attack, final_force, center;
53 // set up the shot direction
54 vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD));
55 W_SetupShot_Dir(self, wanted_shot_direction, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
56 vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius));
58 // find out what we're pointing at
59 WarpZone_TraceLine(w_shotorg, attack_endpos, FALSE, self);
61 attack_hitpos = trace_endpos;
63 // do the jump explosion now (also handles the impact effect)
64 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);
66 // also do the firing effect now
67 SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, attack_hitpos);
69 // did we hit a player directly?
70 if(aim_ent.takedamage)
72 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
73 if (aim_ent.classname == "player")
74 center = aim_ent.origin + aim_ent.view_ofs;
76 center = aim_ent.origin + (aim_ent.mins + aim_ent.maxs) * 0.5;
78 final_force = (normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force);
79 Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, w_shotorg, final_force);
80 print("Player hit directly via aim!\n");
83 // now figure out if I hit anything else than what my aim directly pointed at...
84 head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_primary_radius, FALSE);
89 if((head != self && head != aim_ent) && (head.takedamage))
91 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
92 if (head.classname == "player")
93 center = head.origin + head.view_ofs;
95 center = head.origin + (head.mins + head.maxs) * 0.5;
97 // find the closest point on the enemy to the center of the attack
98 float h = vlen(center - self.origin);
99 float ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
100 float a = h * cos(ang);
102 // ang = angle between shotdir and h
103 // h = hypotenuse, which is the distance between attacker to head
104 // a = adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
106 nearest = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, w_shotorg + a * w_shotdir);
108 if(vlen(w_shotorg - nearest) <= autocvar_g_balance_laser_primary_radius)
110 // is it within the limit of the spread?
111 nearest = head.WarpZone_findradius_nearest;
112 angle_to_head = normalize(nearest - w_shotorg);
113 angle_to_attack = w_shotdir;
114 final_spread = vlen(angle_to_head - angle_to_attack);
115 if(final_spread <= autocvar_g_balance_laser_primary_spread)
117 // TODO! we MUST check this, otherwise you can shoot through walls!
118 // just how to make sure that if a small part of the player is visible, we'll hit him?
119 // we can just do it the cheap way of tracing from shotorg to nearest, but what if there's an obstruction between those points, but the player still sees the enemy...?
121 // is it visible to the weapon?
122 //WarpZone_TraceLine(w_shotorg, nearest, MOVE_WORLDONLY, self);
123 //if(trace_fraction == 1)
125 // finally lets do some damage bitches!
126 if(autocvar_g_balance_laser_primary_spread)
127 final_damage = (final_spread / autocvar_g_balance_laser_primary_spread);
131 //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...
132 print(strcat("head.origin: ", vtos(head.origin), ", (w_shotorg + a * w_shotdir): ", vtos(w_shotorg + a * w_shotdir), ".\n"));
133 print("a = ", ftos(a), " h = ", ftos(h), " ang = ", ftos(ang), "\n");
134 final_force = (normalize(center - (w_shotorg + a * w_shotdir)) * autocvar_g_balance_laser_primary_force);
135 final_damage = (autocvar_g_balance_laser_primary_damage * final_damage + autocvar_g_balance_laser_primary_edgedamage * (1 - final_damage));
137 print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n"));
139 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
141 print(strcat(vtos(angle_to_head), " - ", vtos(angle_to_attack), ": ", ftos(vlen(angle_to_head - angle_to_attack)), ".\n"));
142 //te_lightning2(world, nearest, w_shotorg);
144 //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1);
145 //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos);
154 void W_Laser_Attack (float issecondary)
161 if(issecondary == 2) // minstanex shot
162 nodamage = g_minstagib;
166 a = autocvar_g_balance_laser_primary_shotangle;
167 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
170 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
171 else if(issecondary == 1)
172 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
174 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
175 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
178 missile.owner = missile.realowner = self;
179 missile.classname = "laserbolt";
183 missile.bot_dodge = TRUE;
184 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
187 PROJECTILE_MAKETRIGGER(missile);
188 missile.projectiledeathtype = WEP_LASER;
190 setorigin (missile, w_shotorg);
191 setsize(missile, '0 0 0', '0 0 0');
193 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
194 missile.angles = vectoangles (missile.velocity);
195 //missile.glow_color = 250; // 244, 250
196 //missile.glow_size = 120;
197 missile.touch = W_Laser_Touch;
199 missile.flags = FL_PROJECTILE;
201 missile.think = W_Laser_Think;
202 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
204 other = missile; MUTATOR_CALLHOOK(EditProjectile);
206 if(time >= missile.nextthink)
216 .vector hook_start, hook_end;
217 float gauntletbeam_send(entity to, float sf)
219 WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
221 if(sound_allowed(MSG_BROADCAST, self.realowner))
223 WriteByte(MSG_ENTITY, sf);
226 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
230 WriteCoord(MSG_ENTITY, self.hook_start_x);
231 WriteCoord(MSG_ENTITY, self.hook_start_y);
232 WriteCoord(MSG_ENTITY, self.hook_start_z);
236 WriteCoord(MSG_ENTITY, self.hook_end_x);
237 WriteCoord(MSG_ENTITY, self.hook_end_y);
238 WriteCoord(MSG_ENTITY, self.hook_end_z);
242 .entity gauntletbeam;
243 .float prevgauntletfire;
244 entity lgbeam_owner_ent;
245 void gauntletbeam_think()
247 float damage, myforce, myradius;
248 damage = autocvar_g_balance_laser_secondary_damage;
249 myforce = autocvar_g_balance_laser_secondary_force;
250 myradius = autocvar_g_balance_laser_secondary_radius;
252 self.realowner.prevgauntletfire = time;
253 if (self.realowner.weaponentity.state != WS_INUSE || self != self.realowner.gauntletbeam || self.realowner.deadflag != DEAD_NO || !self.realowner.BUTTON_ATCK2)
259 self.nextthink = time;
261 makevectors(self.realowner.v_angle);
266 W_SetupShot_Range(self.realowner, TRUE, 0, "", 0, damage * dt, myradius);
267 if(!lgbeam_owner_ent)
269 lgbeam_owner_ent = spawn();
270 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
272 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(self.owner));
278 force = w_shotdir * myforce;
279 if(accuracy_isgooddamage(self.owner, trace_ent))
280 accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
281 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
285 if(w_shotorg != self.hook_start)
288 self.hook_start = w_shotorg;
290 if(w_shotend != self.hook_end)
293 self.hook_end = w_shotend;
297 // experimental gauntlet
298 void W_Laser_Attack2 ()
300 // only play fire sound if 0.5 sec has passed since player let go the fire button
301 if(time - self.prevgauntletfire > 0.5)
303 sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
306 entity beam, oldself;
308 self.gauntletbeam = beam = spawn();
309 beam.solid = SOLID_NOT;
310 beam.think = gauntletbeam_think;
312 beam.movetype = MOVETYPE_NONE;
313 beam.shot_spread = 0;
314 beam.bot_dodge = TRUE;
315 beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
316 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
326 weapon_action(WEP_LASER, WR_PRECACHE);
327 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
328 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
329 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
330 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
333 void spawnfunc_weapon_laser (void)
335 weapon_defaultspawnfunc(WEP_LASER);
338 float w_laser(float req)
344 if(autocvar_g_balance_laser_secondary)
346 r1 = autocvar_g_balance_laser_primary_damage;
347 r2 = autocvar_g_balance_laser_secondary_damage;
348 if (random() * (r2 + r1) > r1)
349 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
351 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
354 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
356 else if (req == WR_THINK)
358 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
359 weapon_action(self.weapon, WR_RELOAD);
360 else if (self.BUTTON_ATCK)
362 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
364 W_DecreaseAmmo(ammo_none, 1, TRUE);
367 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
370 else if (self.BUTTON_ATCK2)
372 if(autocvar_g_balance_laser_secondary)
374 W_DecreaseAmmo(ammo_none, 1, TRUE);
376 if (weapon_prepareattack(0, 0))
379 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
384 if(self.switchweapon == WEP_LASER) // don't do this if already switching
389 else if (req == WR_PRECACHE)
391 precache_model ("models/weapons/g_laser.md3");
392 precache_model ("models/weapons/v_laser.md3");
393 precache_model ("models/weapons/h_laser.iqm");
394 precache_sound ("weapons/lasergun_fire.wav");
395 precache_sound ("weapons/gauntlet_fire.wav");
396 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
398 else if (req == WR_SETUP)
400 weapon_setup(WEP_LASER);
401 self.current_ammo = ammo_none;
403 else if (req == WR_CHECKAMMO1)
407 else if (req == WR_CHECKAMMO2)
411 else if (req == WR_RELOAD)
413 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
419 float w_laser(float req)
421 if(req == WR_IMPACTEFFECT)
424 org2 = w_org + w_backoff * 6;
425 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
427 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
429 else if(req == WR_PRECACHE)
431 precache_sound("weapons/laserimpact.wav");
433 else if (req == WR_SUICIDEMESSAGE)
434 w_deathtypestring = _("%s lasered themself to hell");
435 else if (req == WR_KILLMESSAGE)
437 if(w_deathtype & HITTYPE_SECONDARY)
438 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH
440 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH