/* rating */ 0,
/* model */ "laser",
/* shortname */ "laser",
-/* fullname */ _("Laser")
+/* fullname */ _("Blaster")
);
#else
#ifdef SVQC
void(float imp) W_SwitchWeapon;
void() W_LastWeapon;
+.float swing_prev;
+.entity swing_alreadyhit;
-void W_Laser_Touch (void)
+void SendCSQCShockwaveParticle(vector endpos)
+{
+ //endpos = WarpZone_UnTransformOrigin(transform, endpos);
+
+ WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+ WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
+ WriteCoord(MSG_BROADCAST, w_shotorg_x);
+ WriteCoord(MSG_BROADCAST, w_shotorg_y);
+ WriteCoord(MSG_BROADCAST, w_shotorg_z);
+ WriteCoord(MSG_BROADCAST, endpos_x);
+ WriteCoord(MSG_BROADCAST, endpos_y);
+ WriteCoord(MSG_BROADCAST, endpos_z);
+ 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()
{
PROJECTILE_TOUCH;
self.event_damage = func_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, 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, 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);
}
-void W_Laser_Attack (float issecondary)
+
+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_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_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_spread_max * 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_endpos)
+{
+ 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));
+
+ 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[i] = '0 0 0';
+ shockwave_hit_damage[i] = 0;
+ }
+ //print("queue was ", ftos(queue), ".\n\n");
+}
+
+void W_Laser_Melee_Think()
+{
+ // declarations
+ float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+ entity target_victim;
+ vector targpos;
+
+ if(!self.cnt) // set start time of melee
+ {
+ self.cnt = time;
+ W_PlayStrengthSound(self.realowner);
+ }
+
+ makevectors(self.realowner.v_angle); // update values for v_* vectors
+
+ // calculate swing percentage based on time
+ 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_melee_traces);
+
+ // check to see if we can still continue, otherwise give up now
+ 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_melee_traces)) * 2 - 1);
+
+ targpos = (self.realowner.origin + self.realowner.view_ofs
+ + (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));
+
+ // draw lightning beams for debugging
+ te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ te_customflash(targpos, 40, 2, '1 1 1');
+
+ is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
+
+ 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_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_melee_damage * min(1, swing_factor + 1));
+ else
+ 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_melee_force);
+
+ if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
+
+ 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
+ }
+ else
+ {
+ remove(self);
+ return;
+ }
+ }
+ }
+
+ if(time >= self.cnt + meleetime)
+ {
+ // melee is finished
+ remove(self);
+ return;
+ }
+ else
+ {
+ // set up next frame
+ self.swing_prev = i;
+ self.nextthink = time;
+ }
+}
+
+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_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_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)
{
entity missile;
vector s_forward;
a = autocvar_g_balance_laser_primary_shotangle;
s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
- if(issecondary == 1)
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
+ //if(nodamage)
+ // 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);
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;
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;
}
}
-.vector hook_start, hook_end;
-float gauntletbeam_send(entity to, float sf)
-{
- WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
- sf = sf & 0x7F;
- if(sound_allowed(MSG_BROADCAST, self.realowner))
- sf |= 0x80;
- WriteByte(MSG_ENTITY, sf);
- if(sf & 1)
- {
- WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
- }
- if(sf & 2)
- {
- WriteCoord(MSG_ENTITY, self.hook_start_x);
- WriteCoord(MSG_ENTITY, self.hook_start_y);
- WriteCoord(MSG_ENTITY, self.hook_start_z);
- }
- if(sf & 4)
- {
- WriteCoord(MSG_ENTITY, self.hook_end_x);
- WriteCoord(MSG_ENTITY, self.hook_end_y);
- WriteCoord(MSG_ENTITY, self.hook_end_z);
- }
- return TRUE;
-}
-.entity gauntletbeam;
-.float prevgauntletfire;
-entity lgbeam_owner_ent;
-void gauntletbeam_think()
-{
- float damage, myforce, myradius;
- damage = autocvar_g_balance_laser_secondary_damage;
- myforce = autocvar_g_balance_laser_secondary_force;
- myradius = autocvar_g_balance_laser_secondary_radius;
-
- self.realowner.prevgauntletfire = time;
- if (self.realowner.weaponentity.state != WS_INUSE || self != self.realowner.gauntletbeam || self.realowner.deadflag != DEAD_NO || !self.realowner.BUTTON_ATCK2)
- {
- remove(self);
- return;
- }
-
- self.nextthink = time;
-
- makevectors(self.realowner.v_angle);
-
- float dt;
- dt = frametime;
-
- W_SetupShot_Range(self.realowner, TRUE, 0, "", 0, damage * dt, myradius);
- if(!lgbeam_owner_ent)
- {
- lgbeam_owner_ent = spawn();
- lgbeam_owner_ent.classname = "lgbeam_owner_ent";
- }
- WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(self.owner));
-
- // apply the damage
- if(trace_ent)
- {
- vector force;
- force = w_shotdir * myforce;
- if(accuracy_isgooddamage(self.owner, trace_ent))
- accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
- Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
- }
-
- // draw effect
- if(w_shotorg != self.hook_start)
- {
- self.SendFlags |= 2;
- self.hook_start = w_shotorg;
- }
- if(w_shotend != self.hook_end)
- {
- self.SendFlags |= 4;
- self.hook_end = w_shotend;
- }
-}
-
-// experimental gauntlet
-void W_Laser_Attack2 ()
-{
- // only play fire sound if 0.5 sec has passed since player let go the fire button
- if(time - self.prevgauntletfire > 0.5)
- {
- sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
- }
-
- entity beam, oldself;
-
- self.gauntletbeam = beam = spawn();
- beam.solid = SOLID_NOT;
- beam.think = gauntletbeam_think;
- beam.owner = self;
- beam.movetype = MOVETYPE_NONE;
- beam.shot_spread = 0;
- beam.bot_dodge = TRUE;
- beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
- Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
-
- oldself = self;
- self = beam;
- self.think();
- self = oldself;
-}
-
-void LaserInit()
-{
- weapon_action(WEP_LASER, WR_PRECACHE);
- gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
- gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
- gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
- gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
-}
-
-void spawnfunc_weapon_laser (void)
+void spawnfunc_weapon_laser(void)
{
weapon_defaultspawnfunc(WEP_LASER);
}
-float w_laser(float req)
+float W_Laser(float request)
{
- float r1;
- float r2;
- if (req == WR_AIM)
+ switch(request)
{
- if(autocvar_g_balance_laser_secondary)
+ case WR_AIM:
{
- r1 = autocvar_g_balance_laser_primary_damage;
- r2 = autocvar_g_balance_laser_secondary_damage;
- if (random() * (r2 + r1) > r1)
- self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
+ 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(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
+ self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
+ return TRUE;
}
- else
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
- }
- else if (req == WR_THINK)
- {
- 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_THINK:
{
- if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+ if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
+ weapon_action(self.weapon, WR_RELOAD);
+ else if(self.BUTTON_ATCK)
{
- W_DecreaseAmmo(ammo_none, 1, TRUE);
+ if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+ {
+ W_DecreaseAmmo(ammo_none, 1, TRUE);
- W_Laser_Attack(0);
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
- }
- }
- else if (self.BUTTON_ATCK2)
- {
- if(autocvar_g_balance_laser_secondary)
- {
- W_DecreaseAmmo(ammo_none, 1, TRUE);
+ if not(autocvar_g_balance_laser_primary)
+ W_Laser_Shockwave();
+ else
+ W_Laser_Attack(FALSE);
- if (weapon_prepareattack(0, 0))
- {
- W_Laser_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
}
}
- else
+ else if(self.BUTTON_ATCK2)
{
- if(self.switchweapon == WEP_LASER) // don't do this if already switching
- W_LastWeapon();
+ switch(autocvar_g_balance_laser_secondary)
+ {
+ case 0: // switch to last used weapon
+ {
+ if(self.switchweapon == WEP_LASER) // don't do this if already switching
+ W_LastWeapon();
+
+ 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.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;
+ }
+
+ case WR_SUICIDEMESSAGE:
+ {
+ return WEAPON_LASER_SUICIDE;
+ }
+
+ case WR_KILLMESSAGE:
+ {
+ return WEAPON_LASER_MURDER;
}
}
- 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/gauntlet_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");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_LASER_SUICIDE;
- }
- else if (req == WR_KILLMESSAGE)
- {
- return WEAPON_LASER_MURDER;
- }
+
return TRUE;
}
#endif
#ifdef CSQC
-float w_laser(float req)
+float W_Laser(float request)
{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("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)
+ switch(request)
{
- precache_sound("weapons/laserimpact.wav");
+ 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;
+ }
}
+
return TRUE;
}
#endif