- vector nearest_to_attacker = head.WarpZone_findradius_nearest;
- vector center = (head.origin + (head.mins + head.maxs) * 0.5);
- vector corner;
- float i;
-
- // STEP ONE: Check if the nearest point is clear
- if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
- {
- WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
- }
-
- // STEP TWO: Check if shotorg to center point is clear
- if(W_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
- {
- WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
- }
-
- // STEP THREE: Check each corner to see if they are clear
- for(i=1; i<=8; ++i)
- {
- corner = get_corner_position(head, i);
- if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
- {
- WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
- }
- }
-
- return FALSE;
-}
-
-#define PLAYER_CENTER(ent) (ent.origin + ((ent.classname == "player") ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
-
-entity shockwave_hit[32];
-float shockwave_hit_damage[32];
-vector shockwave_hit_force[32];
-
-float W_Laser_Shockwave_CheckHit(float queue, entity head, vector final_force, float final_damage)
-{
- if not(head) { return FALSE; }
- float i;
-
- ++queue;
-
- for(i = 1; i <= queue; ++i)
- {
- if(shockwave_hit[i] == head)
- {
- if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
- if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
- return FALSE;
- }
- }
-
- shockwave_hit[queue] = head;
- shockwave_hit_force[queue] = final_force;
- shockwave_hit_damage[queue] = final_damage;
- return TRUE;
-}
-
-void W_Laser_Shockwave()
-{
- // declarations
- float multiplier, multiplier_from_accuracy, multiplier_from_distance;
- float final_damage; //, final_spread;
- vector final_force, center, vel;
- entity head, next;
-
- float i, queue = 0;
-
- // set up the shot direction
- W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_shockwave_damage);
- vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_shockwave_distance));
- WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
- vector attack_hitpos = trace_endpos;
- float distance_to_end = vlen(w_shotorg - attack_endpos);
- float distance_to_hit = vlen(w_shotorg - attack_hitpos);
- //entity transform = WarpZone_trace_transform;
-
- // do the firing effect now
- SendCSQCShockwaveParticle(attack_endpos);
- 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);
-
- // splash damage/jumping trace
- head = WarpZone_FindRadius(attack_hitpos, max(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE);
- while(head)
- {
- next = head.chain;
-
- if(head.takedamage)
- {
- // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
- center = PLAYER_CENTER(head);
-
- float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
-
- if((head == self) && (distance_to_head <= autocvar_g_balance_laser_shockwave_jump_radius))
- {
- multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_jump_radius)) : 0));
- multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
- 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)));
-
- final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier);
- vel = head.velocity; vel_z = 0;
- vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
- final_force = (vlen(final_force) * normalize(normalize(final_force) + vel));
- final_force_z *= autocvar_g_balance_laser_shockwave_jump_force_zscale;
- final_damage = (autocvar_g_balance_laser_shockwave_jump_damage * multiplier + autocvar_g_balance_laser_shockwave_jump_edgedamage * (1 - multiplier));
-
- Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
- //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");
- }
- else if (distance_to_head <= autocvar_g_balance_laser_shockwave_splash_radius)
- {
- multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_splash_radius)) : 0));
- multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
- 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)));
-
- final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_splash_force_forwardbias)));
- //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
- final_force = ((final_force * autocvar_g_balance_laser_shockwave_splash_force) * multiplier);
- final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
- final_damage = (autocvar_g_balance_laser_shockwave_splash_damage * multiplier + autocvar_g_balance_laser_shockwave_splash_edgedamage * (1 - multiplier));
-
- if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
- //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");
- }
- }
- head = next;
- }
-
- // cone damage trace
- head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
- while(head)
- {
- next = head.chain;
-
- if((head != self) && head.takedamage)
- {
- // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
- center = PLAYER_CENTER(head);
-
- // find the closest point on the enemy to the center of the attack
- float ang; // angle between shotdir and h
- float h; // hypotenuse, which is the distance between attacker to head
- float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
-
- h = vlen(center - self.origin);
- ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
- a = h * cos(ang);
-
- vector nearest_on_line = (w_shotorg + a * w_shotdir);
- vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
- float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
-
- if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance)
- && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
- {
- multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
- multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
- 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)));
-
- final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias)));
- //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
- final_force = ((final_force * autocvar_g_balance_laser_shockwave_force) * multiplier);
- final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
- final_damage = (autocvar_g_balance_laser_shockwave_damage * multiplier + autocvar_g_balance_laser_shockwave_edgedamage * (1 - multiplier));