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, entity transform)
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));
25 //makevectors(w_shotdir);
26 //WriteByte(MSG_BROADCAST, bound(0, 255 * vlen(normalize((endpos + (v_up * autocvar_g_balance_laser_primary_spread_max)) - w_shotorg) - w_shotdir), 255));
33 self.event_damage = SUB_Null;
36 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);
38 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);
45 self.movetype = MOVETYPE_FLY;
46 self.think = SUB_Remove;
49 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
51 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
53 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
57 float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
60 float distance_of_attack = vlen(sw_shotorg - attack_endpos);
61 float distance_from_line = vlen(targetorg - nearest_on_line);
63 float total_angle = (vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG);
65 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
66 spreadlimit = (autocvar_g_balance_laser_primary_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_primary_spread_max * spreadlimit);
68 if(spreadlimit && (distance_from_line <= spreadlimit) && (total_angle <= 90))
69 return bound(0, (distance_from_line / spreadlimit), 1);
74 float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
76 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
77 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
81 // STEP ONE: Check if the nearest point is clear
82 if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
84 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
85 if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
88 // STEP TWO: Check if shotorg to center point is clear
89 if(W_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
91 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
92 if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
95 // STEP THREE: Check each corner to see if they are clear
98 corner = get_corner_position(head, i);
99 if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
101 WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
102 if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
109 void W_Laser_Shockwave()
112 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
113 float final_damage, final_spread;
114 vector final_force, center;
117 // set up the shot direction
118 vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD));
119 W_SetupShot_Dir(self, wanted_shot_direction, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
120 vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius));
122 // find out what we're pointing at and acquire the warpzone transform
123 WarpZone_TraceLine(w_shotorg, attack_endpos, FALSE, self);
124 entity aim_ent = trace_ent;
125 entity transform = WarpZone_trace_transform;
127 vector attack_hitpos = trace_endpos;
128 float distance_to_hit = vlen(w_shotorg - attack_hitpos);
129 float distance_to_end = vlen(w_shotorg - attack_endpos);
131 // do the jump explosion now (also handles the impact effect)
132 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);
134 // also do the firing effect now
135 SendCSQCShockwaveParticle(attack_endpos, transform);
137 // did we hit a player directly?
138 if(aim_ent.takedamage)
140 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
141 center = (aim_ent.origin + ((aim_ent.classname == "player") ? aim_ent.view_ofs : ((aim_ent.mins + aim_ent.maxs) * 0.5)));
143 multiplier_from_accuracy = 1;
144 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
145 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)));
147 final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force) * multiplier);
148 final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
149 Damage(aim_ent, self, self, final_damage, WEP_LASER, aim_ent.origin, final_force);
151 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");
154 // now figure out if I hit anything else than what my aim directly pointed at...
155 head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_primary_radius, FALSE);
160 if((head != self && head != aim_ent) && (head.takedamage))
162 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
163 center = (head.origin + ((head.classname == "player") ? head.view_ofs : ((head.mins + head.maxs) * 0.5)));
165 // find the closest point on the enemy to the center of the attack
166 float ang; // angle between shotdir and h
167 float h; // hypotenuse, which is the distance between attacker to head
168 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
170 h = vlen(center - self.origin);
171 ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
174 vector nearest_on_line = (w_shotorg + a * w_shotdir);
175 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
176 float distance_to_target = vlen(w_shotorg - nearest_to_attacker);
178 if((distance_to_target <= autocvar_g_balance_laser_primary_radius)
179 && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
181 multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
182 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
183 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)));
185 final_force = ((normalize(center - nearest_on_line) * autocvar_g_balance_laser_primary_force) * multiplier);
186 final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
187 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
189 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");
196 void W_Laser_Melee_Think()
199 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
200 entity target_victim;
203 if(!self.cnt) // set start time of melee
206 W_PlayStrengthSound(self.realowner);
209 makevectors(self.realowner.v_angle); // update values for v_* vectors
211 // calculate swing percentage based on time
212 meleetime = autocvar_g_balance_laser_secondary_melee_time * W_WeaponRateFactor();
213 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
214 f = ((1 - swing) * autocvar_g_balance_laser_secondary_melee_traces);
216 // check to see if we can still continue, otherwise give up now
217 if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_secondary_melee_no_doubleslap)
223 // if okay, perform the traces needed for this frame
224 for(i=self.swing_prev; i < f; ++i)
226 swing_factor = ((1 - (i / autocvar_g_balance_laser_secondary_melee_traces)) * 2 - 1);
228 targpos = (self.realowner.origin + self.realowner.view_ofs
229 + (v_forward * autocvar_g_balance_laser_secondary_melee_range)
230 + (v_up * swing_factor * autocvar_g_balance_laser_secondary_melee_swing_up)
231 + (v_right * swing_factor * autocvar_g_balance_laser_secondary_melee_swing_side));
233 WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
235 // draw lightning beams for debugging
236 te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
237 te_customflash(targpos, 40, 2, '1 1 1');
239 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
241 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
242 && (trace_ent.takedamage == DAMAGE_AIM)
243 && (trace_ent != self.swing_alreadyhit)
244 && (is_player || autocvar_g_balance_laser_secondary_melee_nonplayerdamage))
246 target_victim = trace_ent; // so it persists through other calls
248 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
249 swing_damage = (autocvar_g_balance_laser_secondary_damage * min(1, swing_factor + 1));
251 swing_damage = (autocvar_g_balance_laser_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
253 //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
255 Damage(target_victim, self.realowner, self.realowner,
256 swing_damage, WEP_LASER | HITTYPE_SECONDARY,
257 self.realowner.origin + self.realowner.view_ofs,
258 v_forward * autocvar_g_balance_laser_secondary_force);
260 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
262 if(autocvar_g_balance_laser_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
264 self.swing_alreadyhit = target_victim;
265 continue; // move along to next trace
275 if(time >= self.cnt + meleetime)
285 self.nextthink = time;
291 sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
292 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
296 meleetemp.owner = meleetemp.realowner = self;
297 meleetemp.think = W_Laser_Melee_Think;
298 meleetemp.nextthink = time + autocvar_g_balance_laser_secondary_melee_delay * W_WeaponRateFactor();
299 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_melee_range);
302 void W_Laser_Attack(float issecondary)
309 if(issecondary == 2) // minstanex shot
310 nodamage = g_minstagib;
314 a = autocvar_g_balance_laser_primary_shotangle;
315 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
318 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
319 else if(issecondary == 1)
320 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
322 W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
323 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
326 missile.owner = missile.realowner = self;
327 missile.classname = "laserbolt";
331 missile.bot_dodge = TRUE;
332 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
335 PROJECTILE_MAKETRIGGER(missile);
336 missile.projectiledeathtype = WEP_LASER;
338 setorigin(missile, w_shotorg);
339 setsize(missile, '0 0 0', '0 0 0');
341 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
342 missile.angles = vectoangles(missile.velocity);
343 //missile.glow_color = 250; // 244, 250
344 //missile.glow_size = 120;
345 missile.touch = W_Laser_Touch;
347 missile.flags = FL_PROJECTILE;
348 missile.missile_flags = MIF_SPLASH;
350 missile.think = W_Laser_Think;
351 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
353 other = missile; MUTATOR_CALLHOOK(EditProjectile);
355 if(time >= missile.nextthink)
365 void spawnfunc_weapon_laser(void)
367 weapon_defaultspawnfunc(WEP_LASER);
370 float W_Laser(float request)
376 if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_secondary_melee_range))
377 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
379 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
385 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
386 weapon_action(self.weapon, WR_RELOAD);
387 else if(self.BUTTON_ATCK)
389 if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
391 W_DecreaseAmmo(ammo_none, 1, TRUE);
394 if not(autocvar_g_balance_laser_oldprimary)
397 W_Laser_Attack(FALSE);
399 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
402 else if(self.BUTTON_ATCK2)
404 switch(autocvar_g_balance_laser_secondary)
406 case 0: // switch to last used weapon
408 if(self.switchweapon == WEP_LASER) // don't do this if already switching
414 case 1: // normal projectile secondary
416 if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
418 W_DecreaseAmmo(ammo_none, 1, TRUE);
419 W_Laser_Attack(TRUE);
420 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
426 case 2: // melee attack secondary
428 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
429 if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
431 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
433 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_secondary_animtime, w_ready);
443 precache_model("models/weapons/g_laser.md3");
444 precache_model("models/weapons/v_laser.md3");
445 precache_model("models/weapons/h_laser.iqm");
446 precache_sound("weapons/lasergun_fire.wav");
452 weapon_setup(WEP_LASER);
453 self.current_ammo = ammo_none;
460 return TRUE; // laser has infinite ammo
465 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
474 float W_Laser(float request)
478 case WR_IMPACTEFFECT:
481 org2 = w_org + w_backoff * 6;
482 pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
483 if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
489 precache_sound("weapons/laserimpact.wav");
492 case WR_SUICIDEMESSAGE:
494 w_deathtypestring = _("%s lasered themself to hell");
499 if(w_deathtype & HITTYPE_SECONDARY)
500 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH // TODO
502 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH