]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_laser.qc
laser secondary gauntlet, lots of improvements to code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_laser.qc
index c716ae1e6df6e72afe48d45eb02bd139d3273d3e..8633297a12d2c31bbbfe16d77b3b5d79a571322d 100644 (file)
@@ -101,32 +101,105 @@ void W_Laser_Attack (float issecondary)
        }
 }
 
-void W_Laser_Attack2 (float issecondary) // gauntlet
+.entity gauntletbeam;
+.float prevgauntletfire;
+void gauntletbeam_think()
 {
-       float damage, force, myradius;
-       if(issecondary)
+       float damage, myforce, myradius;
+       if(self.cnt)
        {
                damage = cvar("g_balance_laser_secondary_damage");
-               force = cvar("g_balance_laser_secondary_force");
+               myforce = cvar("g_balance_laser_secondary_force");
                myradius = cvar("g_balance_laser_secondary_radius");
        }
        else
        {
                damage = cvar("g_balance_laser_primary_damage");
-               force = cvar("g_balance_laser_primary_force");
+               myforce = cvar("g_balance_laser_primary_force");
                myradius = cvar("g_balance_laser_primary_radius");
        }
 
-       W_SetupShot (self, TRUE, 0, "weapons/gauntlet_fire.wav", damage);
+       self.owner.prevgauntletfire = time;
+       if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || (!self.owner.BUTTON_ATCK2 && self.cnt) || (!self.owner.BUTTON_ATCK && !self.cnt))
+       {
+               remove(self);
+               return;
+       }
+
+       self.nextthink = time;
+
+       makevectors(self.owner.v_angle);
+       vector angle;
+       angle = v_forward;
+
+       WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * myradius, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+
+       // apply the damage
+       if(trace_fraction < 1)
+       {
+               vector force;
+               force = angle * myforce;
+               Damage (trace_ent, self.owner, self.owner, damage * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
+       }
+
+       // draw effect
+       vector vecs, org;
+       if(self.owner.weaponentity.movedir_x > 0)
+       {
+               vecs = self.owner.weaponentity.movedir;
+               vecs_y = -vecs_y;
+       }
+       else
+               vecs = '0 0 0';
+       org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z;
+       
+       // TODO turn into a csqc entity
+       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+       WriteByte(MSG_BROADCAST, TE_CSQC_BEAM);
+       WriteByte(MSG_BROADCAST, num_for_edict(self.owner));
+       WriteByte(MSG_BROADCAST, 3);
+       WriteCoord(MSG_BROADCAST, trace_endpos_x);
+       WriteCoord(MSG_BROADCAST, trace_endpos_y);
+       WriteCoord(MSG_BROADCAST, trace_endpos_z);
+       WriteCoord(MSG_BROADCAST, org_x);
+       WriteCoord(MSG_BROADCAST, org_y);
+       WriteCoord(MSG_BROADCAST, org_z);
+}
+
+// experimental gauntlet
+void W_Laser_Attack2 (float issecondary)
+{
+       // 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, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
+       }
 
-       WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * (myradius + vlen(eX * self.velocity_x + eY * self.velocity_y)/5), FALSE, self, ANTILAG_LATENCY(self));
+       entity beam, oldself;
 
-       pointparticles(particleeffectnum("laser_gauntletmuzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-       pointparticles(particleeffectnum("laser_gauntlet"), w_shotorg + w_shotdir * (myradius + vlen(eX * self.velocity_x + eY * self.velocity_y)/5), w_shotdir * 1000, 1);
-       pointparticles(particleeffectnum("laser_gauntlet"), w_shotorg + w_shotdir * (myradius + vlen(eX * self.velocity_x + eY * self.velocity_y)/5) * 0.5, w_shotdir * 1000, 1);
+       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 = cvar("g_balance_laser_primary_damage");
+       beam.cnt = issecondary;
 
-       if (trace_fraction < 1)
-               Damage(trace_ent, self, self, damage, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_laser_primary_force") * w_shotdir);
+       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)