.float swing_prev;
.entity swing_alreadyhit;
-void SendCSQCShockwaveParticle(vector endpos, entity transform)
+void SendCSQCShockwaveParticle(vector endpos)
{
- endpos = WarpZone_UnTransformOrigin(transform, endpos);
+ //endpos = WarpZone_UnTransformOrigin(transform, endpos);
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
WriteCoord(MSG_BROADCAST, endpos_x);
WriteCoord(MSG_BROADCAST, endpos_y);
WriteCoord(MSG_BROADCAST, endpos_z);
- WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_primary_spread_max, 255));
- WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_primary_spread_min, 255));
-
- //makevectors(w_shotdir);
- //WriteByte(MSG_BROADCAST, bound(0, 255 * vlen(normalize((endpos + (v_up * autocvar_g_balance_laser_primary_spread_max)) - w_shotorg) - w_shotdir), 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()
float spreadlimit;
float distance_of_attack = vlen(sw_shotorg - attack_endpos);
float distance_from_line = vlen(targetorg - nearest_on_line);
-
- float total_angle = (vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG);
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) && (total_angle <= 90))
+ 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;
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;
+ vector final_force, center, vel;
entity head, next;
-
- // 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;
- entity transform = WarpZone_trace_transform;
+ float i, queue;
+ // 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_hit = vlen(w_shotorg - attack_hitpos);
float distance_to_end = vlen(w_shotorg - attack_endpos);
-
- // 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(attack_endpos, transform);
-
- // did we hit a player directly?
- if(aim_ent.takedamage)
+ 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_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 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 + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
- Damage(aim_ent, self, self, final_damage, WEP_LASER, aim_ent.origin, final_force);
-
- 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");
+ 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
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)))
{
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_primary_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_primary_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_primary_multiplier_distance)));
+ 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) * 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);
+ 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));
- 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");
+ 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()
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;
// 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));
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
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)
{
case WR_AIM:
{
- if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_secondary_melee_range))
+ 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);
{
W_DecreaseAmmo(ammo_none, 1, TRUE);
-
- if not(autocvar_g_balance_laser_oldprimary)
+ if not(autocvar_g_balance_laser_primary)
W_Laser_Shockwave();
else
W_Laser_Attack(FALSE);
case 2: // melee attack secondary
{
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))
+ 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_secondary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready);
}
}
}