]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_laser.qc
Blaster now uses the real color of the player firing the shot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_laser.qc
index 1e067647b86d51e359148bbd58f0db091dc4aa8f..25e240357e2a2e812ada00b18906045c29329464 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
+REGISTER_WEAPON(LASER, W_Laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Blaster"))
 #else
 #ifdef SVQC
 void(float imp) W_SwitchWeapon;
@@ -7,9 +7,10 @@ void() W_LastWeapon;
 .float swing_prev;
 .entity swing_alreadyhit;
 
-void SendCSQCShockwaveParticle(float spread, vector endpos) 
+void SendCSQCShockwaveParticle(vector endpos) 
 {
-       //WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+       //endpos = WarpZone_UnTransformOrigin(transform, endpos);
+       
        WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
        WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
        WriteCoord(MSG_BROADCAST, w_shotorg_x);
@@ -18,50 +19,55 @@ void SendCSQCShockwaveParticle(float spread, vector endpos)
        WriteCoord(MSG_BROADCAST, endpos_x);
        WriteCoord(MSG_BROADCAST, endpos_y);
        WriteCoord(MSG_BROADCAST, endpos_z);
-       WriteByte(MSG_BROADCAST, bound(0, 255 * spread, 255));
+       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_max, 255));
+       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_min, 255));
+       WriteByte(MSG_BROADCAST, num_for_edict(self));
 }
 
-void W_Laser_Touch (void)
+void W_Laser_Touch()
 {
        PROJECTILE_TOUCH;
 
        self.event_damage = SUB_Null;
-       if (self.dmg)
-               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);
+       
+       if(self.dmg)
+               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);
        else
-               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);
+               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);
 
-       remove (self);
+       remove(self);
 }
 
 void W_Laser_Think()
 {
        self.movetype = MOVETYPE_FLY;
        self.think = SUB_Remove;
-       if (self.dmg)
+       
+       if(self.dmg)
                self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
        else
                self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
+               
        CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
 }
 
 
-float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_hitpos)
+float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
 {
        float spreadlimit;
-       float distance_of_attack = vlen(sw_shotorg - attack_hitpos);
+       float distance_of_attack = vlen(sw_shotorg - attack_endpos);
        float distance_from_line = vlen(targetorg - nearest_on_line);
        
        spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
-       spreadlimit = (autocvar_g_balance_laser_primary_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_primary_spread_max * spreadlimit);
+       spreadlimit = (autocvar_g_balance_laser_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_spread_max * spreadlimit);
        
-       if(spreadlimit && (distance_from_line <= spreadlimit))
+       if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90))
                return bound(0, (distance_from_line / spreadlimit), 1);
        else
                return FALSE;
 }
 
-float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_hitpos)
+float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
 {
        vector nearest_to_attacker = head.WarpZone_findradius_nearest;
        vector center = (head.origin + (head.mins + head.maxs) * 0.5);
@@ -69,16 +75,16 @@ float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw
        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_hitpos))
+       if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
        {
-               WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_WORLDONLY, self);
+               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_hitpos))
+       if(W_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
        {
-               WarpZone_TraceLine(sw_shotorg, center, MOVE_WORLDONLY, self);
+               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
        }
 
@@ -86,9 +92,9 @@ float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw
        for(i=1; i<=8; ++i)
        {
                corner = get_corner_position(head, i);
-               if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_hitpos))
+               if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
                {
-                       WarpZone_TraceLine(sw_shotorg, corner, MOVE_WORLDONLY, self);
+                       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
                }
        }
@@ -96,59 +102,116 @@ float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw
        return FALSE;
 }
 
-void W_Laser_Shockwave (void)
+#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;
+       vector final_force, center, vel;
        entity head, next;
+
+       float i, queue;
        
        // set up the shot direction
-       vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD));
-       W_SetupShot_Dir(self, wanted_shot_direction, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
-       vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius));
-
-       // find out what we're pointing at and acquire the warpzone transform
-       WarpZone_TraceLine(w_shotorg, attack_endpos, FALSE, self);
-       entity aim_ent = trace_ent;
+       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_of_attack = vlen(w_shotorg - attack_hitpos);
-       
-       // do the jump explosion now (also handles the impact effect)
-       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);
-       
-       // also do the firing effect now
-       SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, attack_hitpos);
-       
-       // did we hit a player directly?
-       if(aim_ent.takedamage)
+       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)
        {
-               // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
-               center = (aim_ent.origin + ((aim_ent.classname == "player") ? aim_ent.view_ofs : ((aim_ent.mins + aim_ent.maxs) * 0.5)));
-               
-               multiplier_from_accuracy = 1;
-               multiplier_from_distance = (1 - (distance_of_attack ? min(1, (distance_of_attack / autocvar_g_balance_laser_primary_radius)) : 0));
-               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)));
-               
-               final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force) * multiplier);
-               final_damage = (autocvar_g_balance_laser_primary_damage * multiplier);
-               Damage(aim_ent, self, self, final_damage, WEP_LASER, aim_ent.origin, final_force);
-               
-               print("multiplier = ", ftos(multiplier), ", multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ", ");
-               print(strcat("direct hit damage = ", ftos(autocvar_g_balance_laser_primary_damage), ", force = ", vtos(final_force), ".\n"));
+               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;
        }
 
-       // now figure out if I hit anything else than what my aim directly pointed at...
-       head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_primary_radius, FALSE);
+       // cone damage trace
+       head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
        while(head)
        {
                next = head.chain;
                
-               if((head != self && head != aim_ent) && (head.takedamage))
+               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 = (head.origin + ((head.classname == "player") ? head.view_ofs : ((head.mins + head.maxs) * 0.5)));
+                       center = PLAYER_CENTER(head);
 
                        // find the closest point on the enemy to the center of the attack
                        float ang; // angle between shotdir and h
@@ -161,33 +224,45 @@ void W_Laser_Shockwave (void)
 
                        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);
+                       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_primary_radius)
+                       if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance) 
+                               && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
                        {
-                               if(W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_hitpos))
-                               {
-                                       multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_hitpos));
-                                       multiplier_from_distance = (1 - (distance_of_attack ? min(1, (distance_to_target / autocvar_g_balance_laser_primary_radius)) : 0));
-                                       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)));
-
-                                       final_force = ((normalize(center - nearest_on_line) * autocvar_g_balance_laser_primary_force) * multiplier);
-                                       final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
-                                       Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
-
-                                       print("multiplier = ", ftos(multiplier), ", multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ", ");
-                                       print(strcat("edge hit damage = ", ftos(final_damage), ", force = ", vtos(final_force), ".\n"));
-                                       
-                                       //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1);
-                                       //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_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));
+
+                               if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
+                               //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");
                        }
                }
                head = next;
        }
+
+       for(i = 1; i <= queue; ++i)
+       {
+               head = shockwave_hit[i];
+               final_force = shockwave_hit_force[i];
+               final_damage = shockwave_hit_damage[i];
+               
+               Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
+               print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
+               
+               shockwave_hit[i] = world;
+               shockwave_hit_force = '0 0 0';
+               shockwave_hit_damage = 0;
+       }
+       //print("queue was ", ftos(queue), ".\n\n");
 }
 
-void W_Laser_Melee_Think(void)
+void W_Laser_Melee_Think()
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -203,12 +278,12 @@ void W_Laser_Melee_Think(void)
        makevectors(self.realowner.v_angle); // update values for v_* vectors
        
        // calculate swing percentage based on time
-       meleetime = autocvar_g_balance_laser_secondary_melee_time * W_WeaponRateFactor();
+       meleetime = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor();
        swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
-       f = ((1 - swing) * autocvar_g_balance_laser_secondary_melee_traces);
+       f = ((1 - swing) * autocvar_g_balance_laser_melee_traces);
        
        // check to see if we can still continue, otherwise give up now
-       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_secondary_melee_no_doubleslap)
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_melee_no_doubleslap)
        {
                remove(self);
                return;
@@ -217,12 +292,12 @@ void W_Laser_Melee_Think(void)
        // if okay, perform the traces needed for this frame 
        for(i=self.swing_prev; i < f; ++i)
        {
-               swing_factor = ((1 - (i / autocvar_g_balance_laser_secondary_melee_traces)) * 2 - 1);
+               swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1);
                
                targpos = (self.realowner.origin + self.realowner.view_ofs 
-                       + (v_forward * autocvar_g_balance_laser_secondary_melee_range)
-                       + (v_up * swing_factor * autocvar_g_balance_laser_secondary_melee_swing_up)
-                       + (v_right * swing_factor * autocvar_g_balance_laser_secondary_melee_swing_side));
+                       + (v_forward * autocvar_g_balance_laser_melee_range)
+                       + (v_up * swing_factor * autocvar_g_balance_laser_melee_swing_up)
+                       + (v_right * swing_factor * autocvar_g_balance_laser_melee_swing_side));
 
                WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
                
@@ -235,25 +310,25 @@ void W_Laser_Melee_Think(void)
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self
                        && (trace_ent.takedamage == DAMAGE_AIM)  
                        && (trace_ent != self.swing_alreadyhit)
-                       && (is_player || autocvar_g_balance_laser_secondary_melee_nonplayerdamage))
+                       && (is_player || autocvar_g_balance_laser_melee_nonplayerdamage))
                {
                        target_victim = trace_ent; // so it persists through other calls
                        
                        if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
-                               swing_damage = (autocvar_g_balance_laser_secondary_damage * min(1, swing_factor + 1));
+                               swing_damage = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1));
                        else
-                               swing_damage = (autocvar_g_balance_laser_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+                               swing_damage = (autocvar_g_balance_laser_melee_nonplayerdamage * min(1, swing_factor + 1));
                        
                        //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
                        
                        Damage(target_victim, self.realowner, self.realowner, 
                                swing_damage, WEP_LASER | HITTYPE_SECONDARY, 
                                self.realowner.origin + self.realowner.view_ofs, 
-                               v_forward * autocvar_g_balance_laser_secondary_force);
+                               v_forward * autocvar_g_balance_laser_melee_force);
                                
                        if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
                        
-                       if(autocvar_g_balance_laser_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+                       if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
                        {
                                self.swing_alreadyhit = target_victim;
                                continue; // move along to next trace
@@ -280,20 +355,20 @@ void W_Laser_Melee_Think(void)
        }
 }
 
-void W_Laser_Melee(void)
+void W_Laser_Melee()
 {
        sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
-       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_melee_animtime, w_ready);
 
        entity meleetemp;
        meleetemp = spawn();
        meleetemp.owner = meleetemp.realowner = self;
        meleetemp.think = W_Laser_Melee_Think;
-       meleetemp.nextthink = time + autocvar_g_balance_laser_secondary_melee_delay * W_WeaponRateFactor();
-       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_melee_range);
+       meleetemp.nextthink = time + autocvar_g_balance_laser_melee_delay * W_WeaponRateFactor();
+       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_melee_damage, autocvar_g_balance_laser_melee_range);
 }
 
-void W_Laser_Attack (float issecondary)
+void W_Laser_Attack(float issecondary)
 {
        entity missile;
        vector s_forward;
@@ -309,14 +384,14 @@ void W_Laser_Attack (float issecondary)
        s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
 
        if(nodamage)
-               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
+               W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
        else if(issecondary == 1)
-               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
+               W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
        else
-               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
+               W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn ();
+       missile = spawn();
        missile.owner = missile.realowner = self;
        missile.classname = "laserbolt";
        missile.dmg = 0;
@@ -329,11 +404,11 @@ void W_Laser_Attack (float issecondary)
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_LASER;
 
-       setorigin (missile, w_shotorg);
+       setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
        W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
-       missile.angles = vectoangles (missile.velocity);
+       missile.angles = vectoangles(missile.velocity);
        //missile.glow_color = 250; // 244, 250
        //missile.glow_size = 120;
        missile.touch = W_Laser_Touch;
@@ -356,128 +431,147 @@ void W_Laser_Attack (float issecondary)
        }
 }
 
-void spawnfunc_weapon_laser (void)
+void spawnfunc_weapon_laser(void)
 {
        weapon_defaultspawnfunc(WEP_LASER);
 }
 
-float w_laser(float req)
+float W_Laser(float request)
 {
-       if (req == WR_AIM)
-       {
-               if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_secondary_melee_range))
-                       self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
-               else
-                       self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
-       }
-       else if (req == WR_THINK)
+       switch(request)
        {
-               if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
-                       weapon_action(self.weapon, WR_RELOAD);
-               else if (self.BUTTON_ATCK)
+               case WR_AIM:
                {
-                       if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
-                       {
-                               W_DecreaseAmmo(ammo_none, 1, TRUE);
-
-
-                               if not(autocvar_g_balance_laser_oldprimary)
-                                       W_Laser_Shockwave();
-                               else
-                                       W_Laser_Attack(FALSE);
-
-                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
-                       }
+                       if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_melee_range))
+                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+                       else
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
+                       return TRUE;
                }
-               else if (self.BUTTON_ATCK2)
+               
+               case WR_THINK:
                {
-                       switch(autocvar_g_balance_laser_secondary)
+                       if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
+                               weapon_action(self.weapon, WR_RELOAD);
+                       else if(self.BUTTON_ATCK)
                        {
-                               case 0: // switch to last used weapon
+                               if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
                                {
-                                       if(self.switchweapon == WEP_LASER) // don't do this if already switching
-                                               W_LastWeapon();
+                                       W_DecreaseAmmo(ammo_none, 1, TRUE);
 
-                                       break;
-                               }
+                                       if not(autocvar_g_balance_laser_primary)
+                                               W_Laser_Shockwave();
+                                       else
+                                               W_Laser_Attack(FALSE);
 
-                               case 1: // normal projectile secondary
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
+                               }
+                       }
+                       else if(self.BUTTON_ATCK2)
+                       {
+                               switch(autocvar_g_balance_laser_secondary)
                                {
-                                       if(weapon_prepareattack(0, autocvar_g_balance_laser_secondary_refire))
+                                       case 0: // switch to last used weapon
                                        {
-                                               W_DecreaseAmmo(ammo_none, 1, TRUE);
-                                               W_Laser_Attack(TRUE);
-                                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+                                               if(self.switchweapon == WEP_LASER) // don't do this if already switching
+                                                       W_LastWeapon();
+
+                                               break;
                                        }
 
-                                       break;
-                               }
+                                       case 1: // normal projectile secondary
+                                       {
+                                               if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
+                                               {
+                                                       W_DecreaseAmmo(ammo_none, 1, TRUE);
+                                                       W_Laser_Attack(TRUE);
+                                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+                                               }
+
+                                               break;
+                                       }
 
-                               case 2: // melee attack secondary
-                               {
-                                       if (self.clip_load >= 0) // we are not currently reloading
-                                       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
-                                       if (weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
+                                       case 2: // melee attack secondary
                                        {
-                                               // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                                               weapon_thinkf(WFRAME_FIRE1, 0, W_Laser_Melee);
+                                               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
+                                               if(weapon_prepareattack(1, autocvar_g_balance_laser_melee_refire))
+                                               {
+                                                       // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+                                                       W_Laser_Melee();
+                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready);
+                                               }
                                        }
                                }
                        }
+                       return TRUE;
+               }
+               
+               case WR_PRECACHE: 
+               {
+                       precache_model("models/weapons/g_laser.md3");
+                       precache_model("models/weapons/v_laser.md3");
+                       precache_model("models/weapons/h_laser.iqm");
+                       precache_sound("weapons/lasergun_fire.wav");
+                       return TRUE;
+               }
+               
+               case WR_SETUP:
+               {
+                       weapon_setup(WEP_LASER);
+                       self.current_ammo = ammo_none;
+                       return TRUE;
+               }
+               
+               case WR_CHECKAMMO1:
+               case WR_CHECKAMMO2:
+               {
+                       return TRUE; // laser has infinite ammo
+               }
+               
+               case WR_RELOAD:
+               {
+                       W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
+                       return TRUE;
                }
        }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/weapons/g_laser.md3");
-               precache_model ("models/weapons/v_laser.md3");
-               precache_model ("models/weapons/h_laser.iqm");
-               precache_sound ("weapons/lasergun_fire.wav");
-               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
-       }
-       else if (req == WR_SETUP)
-       {
-               weapon_setup(WEP_LASER);
-               self.current_ammo = ammo_none;
-       }
-       else if (req == WR_CHECKAMMO1)
-       {
-               return TRUE;
-       }
-       else if (req == WR_CHECKAMMO2)
-       {
-               return TRUE;
-       }
-       else if (req == WR_RELOAD)
-       {
-               W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
-       }
+       
        return TRUE;
 }
 #endif
 #ifdef CSQC
-float w_laser(float req)
+float W_Laser(float request)
 {
-       if(req == WR_IMPACTEFFECT)
+       switch(request)
        {
-               vector org2;
-               org2 = w_org + w_backoff * 6;
-               pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
-               if(!w_issilent)
-                       sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
-       }
-       else if(req == WR_PRECACHE)
-       {
-               precache_sound("weapons/laserimpact.wav");
-       }
-       else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = _("%s lasered themself to hell");
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH // TODO 
-               else
-                       w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH
+               case WR_IMPACTEFFECT:
+               {
+                       vector org2;
+                       org2 = w_org + w_backoff * 6;
+                       pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
+                       if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
+                       return TRUE;
+               }
+               
+               case WR_PRECACHE:
+               {
+                       precache_sound("weapons/laserimpact.wav");
+                       return TRUE;
+               }
+               case WR_SUICIDEMESSAGE:
+               {
+                       w_deathtypestring = _("%s lasered themself to hell");
+                       return TRUE;
+               }
+               case WR_KILLMESSAGE:
+               {
+                       if(w_deathtype & HITTYPE_SECONDARY)
+                               w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH // TODO 
+                       else
+                               w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH
+                       return TRUE;
+               }
        }
+       
        return TRUE;
 }
 #endif