2 REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
5 void(float imp) W_SwitchWeapon;
8 void SendCSQCShockwaveParticle(float spread, vector endpos)
10 //WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
11 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
12 WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
13 WriteCoord(MSG_BROADCAST, w_shotorg_x);
14 WriteCoord(MSG_BROADCAST, w_shotorg_y);
15 WriteCoord(MSG_BROADCAST, w_shotorg_z);
16 WriteCoord(MSG_BROADCAST, endpos_x);
17 WriteCoord(MSG_BROADCAST, endpos_y);
18 WriteCoord(MSG_BROADCAST, endpos_z);
19 WriteByte(MSG_BROADCAST, bound(0, 255 * spread, 255));
22 void W_Laser_Touch (void)
26 self.event_damage = SUB_Null;
28 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);
30 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);
37 self.movetype = MOVETYPE_FLY;
38 self.think = SUB_Remove;
40 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
42 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
43 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
47 float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_hitpos)
50 float distance_of_attack = vlen(sw_shotorg - attack_hitpos);
51 float distance_from_line = vlen(targetorg - nearest_on_line);
53 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
54 spreadlimit = (autocvar_g_balance_laser_primary_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_primary_spread_max * spreadlimit);
56 if(spreadlimit && (distance_from_line <= spreadlimit))
58 //te_lightning2(world, targetorg, nearest_on_line);
59 //te_lightning2(world, targetorg, sw_shotorg);
60 //print("just in case: ", ftos(distance_from_line), ", ", ftos(spreadlimit), ".\n");
62 return bound(0, (distance_from_line / spreadlimit), 1);
68 float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_hitpos)
70 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
71 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
75 // STEP ONE: Check if the nearest point is clear
76 if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_hitpos))
78 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_WORLDONLY, self);
79 if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
82 // STEP TWO: Check if shotorg to center point is clear
83 if(W_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_hitpos))
85 WarpZone_TraceLine(sw_shotorg, center, MOVE_WORLDONLY, self);
86 if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
89 // STEP THREE: Check each corner to see if they are clear
92 corner = get_corner_position(head, i);
93 if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_hitpos))
95 WarpZone_TraceLine(sw_shotorg, corner, MOVE_WORLDONLY, self);
96 if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
103 void W_Laser_Shockwave (void)
106 float final_damage, final_spread;
107 entity head, next, aim_ent;
108 vector attack_hitpos, final_force, center;
110 // set up the shot direction
111 vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD));
112 W_SetupShot_Dir(self, wanted_shot_direction, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
113 vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius));
115 // find out what we're pointing at and acquire the warpzone transform
116 WarpZone_TraceLine(w_shotorg, attack_endpos, FALSE, self);
118 attack_hitpos = trace_endpos;
120 // do the jump explosion now (also handles the impact effect)
121 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);
123 // also do the firing effect now
124 SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, attack_hitpos);
126 // did we hit a player directly?
127 if(aim_ent.takedamage)
129 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) // todo
130 if (aim_ent.classname == "player")
131 center = aim_ent.origin + aim_ent.view_ofs;
133 center = aim_ent.origin + (aim_ent.mins + aim_ent.maxs) * 0.5;
135 final_force = (normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force);
136 Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, aim_ent.origin, final_force);
139 // now figure out if I hit anything else than what my aim directly pointed at...
140 head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_primary_radius, FALSE);
145 if((head != self && head != aim_ent) && (head.takedamage))
147 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) // todo
148 if (head.classname == "player")
149 center = head.origin + head.view_ofs;
151 center = head.origin + (head.mins + head.maxs) * 0.5;
153 // find the closest point on the enemy to the center of the attack
154 float h = vlen(center - self.origin);
155 float ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
156 float a = h * cos(ang);
158 // ang = angle between shotdir and h
159 // h = hypotenuse, which is the distance between attacker to head
160 // a = adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
162 vector nearest_on_line = (w_shotorg + a * w_shotdir);
163 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
164 float distance_to_target = vlen(w_shotorg - nearest_to_attacker);
165 float distance_of_attack = vlen(w_shotorg - attack_hitpos);
167 if(distance_to_target <= autocvar_g_balance_laser_primary_radius)
169 if(W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_hitpos))
171 float multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_hitpos));
172 float multiplier_from_distance = (1 - (distance_of_attack ? min(1, (distance_to_target / autocvar_g_balance_laser_primary_radius)) : 1));
174 float 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)));
175 print("multiplier = ", ftos(multiplier), ", multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), "\n");
177 //print(strcat("head.origin: ", vtos(head.origin), ", nearest_on_line: ", vtos(nearest_on_line), ".\n"));
178 final_force = ((normalize(center - nearest_on_line) * autocvar_g_balance_laser_primary_force) * multiplier);
179 final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
181 print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n"));
183 Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
185 //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1);
186 //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos);
194 void W_Laser_Attack (float issecondary)
201 if(issecondary == 2) // minstanex shot
202 nodamage = g_minstagib;
206 a = autocvar_g_balance_laser_primary_shotangle;
207 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
210 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
211 else if(issecondary == 1)
212 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
214 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
215 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
218 missile.owner = missile.realowner = self;
219 missile.classname = "laserbolt";
223 missile.bot_dodge = TRUE;
224 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
227 PROJECTILE_MAKETRIGGER(missile);
228 missile.projectiledeathtype = WEP_LASER;
230 setorigin (missile, w_shotorg);
231 setsize(missile, '0 0 0', '0 0 0');
233 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
234 missile.angles = vectoangles (missile.velocity);
235 //missile.glow_color = 250; // 244, 250
236 //missile.glow_size = 120;
237 missile.touch = W_Laser_Touch;
239 missile.flags = FL_PROJECTILE;
240 missile.missile_flags = MIF_SPLASH;
242 missile.think = W_Laser_Think;
243 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
245 other = missile; MUTATOR_CALLHOOK(EditProjectile);
247 if(time >= missile.nextthink)
257 .vector hook_start, hook_end;
258 float gauntletbeam_send(entity to, float sf)
260 WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
262 if(sound_allowed(MSG_BROADCAST, self.realowner))
264 WriteByte(MSG_ENTITY, sf);
267 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
271 WriteCoord(MSG_ENTITY, self.hook_start_x);
272 WriteCoord(MSG_ENTITY, self.hook_start_y);
273 WriteCoord(MSG_ENTITY, self.hook_start_z);
277 WriteCoord(MSG_ENTITY, self.hook_end_x);
278 WriteCoord(MSG_ENTITY, self.hook_end_y);
279 WriteCoord(MSG_ENTITY, self.hook_end_z);
283 .entity gauntletbeam;
284 .float prevgauntletfire;
285 entity lgbeam_owner_ent;
286 void gauntletbeam_think()
288 float damage, myforce, myradius;
289 damage = autocvar_g_balance_laser_secondary_damage;
290 myforce = autocvar_g_balance_laser_secondary_force;
291 myradius = autocvar_g_balance_laser_secondary_radius;
293 self.realowner.prevgauntletfire = time;
294 if (self.realowner.weaponentity.state != WS_INUSE || self != self.realowner.gauntletbeam || self.realowner.deadflag != DEAD_NO || !self.realowner.BUTTON_ATCK2)
300 self.nextthink = time;
302 makevectors(self.realowner.v_angle);
307 W_SetupShot_Range(self.realowner, TRUE, 0, "", 0, damage * dt, myradius);
308 if(!lgbeam_owner_ent)
310 lgbeam_owner_ent = spawn();
311 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
313 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(self.owner));
319 force = w_shotdir * myforce;
320 if(accuracy_isgooddamage(self.owner, trace_ent))
321 accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
322 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
326 if(w_shotorg != self.hook_start)
329 self.hook_start = w_shotorg;
331 if(w_shotend != self.hook_end)
334 self.hook_end = w_shotend;
338 // experimental gauntlet
339 void W_Laser_Attack2 ()
341 // only play fire sound if 0.5 sec has passed since player let go the fire button
342 if(time - self.prevgauntletfire > 0.5)
344 sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
347 entity beam, oldself;
349 self.gauntletbeam = beam = spawn();
350 beam.solid = SOLID_NOT;
351 beam.think = gauntletbeam_think;
353 beam.movetype = MOVETYPE_NONE;
354 beam.shot_spread = 0;
355 beam.bot_dodge = TRUE;
356 beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
357 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
367 weapon_action(WEP_LASER, WR_PRECACHE);
368 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
369 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
370 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
371 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
374 void spawnfunc_weapon_laser (void)
376 weapon_defaultspawnfunc(WEP_LASER);
379 float w_laser(float req)
385 if(autocvar_g_balance_laser_secondary)
387 r1 = autocvar_g_balance_laser_primary_damage;
388 r2 = autocvar_g_balance_laser_secondary_damage;
389 if (random() * (r2 + r1) > r1)
390 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
392 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
395 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
397 else if (req == WR_THINK)
399 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
400 weapon_action(self.weapon, WR_RELOAD);
401 else if (self.BUTTON_ATCK)
403 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
405 W_DecreaseAmmo(ammo_none, 1, TRUE);
408 if not(autocvar_g_balance_laser_oldprimary)
411 W_Laser_Attack(FALSE);
413 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
416 else if (self.BUTTON_ATCK2)
418 switch(autocvar_g_balance_laser_secondary)
420 case 0: // switch to last used weapon
422 if(self.switchweapon == WEP_LASER) // don't do this if already switching
428 case 1: // normal projectile secondary
430 if(weapon_prepareattack(0, autocvar_g_balance_laser_secondary_refire))
432 W_DecreaseAmmo(ammo_none, 1, TRUE);
433 W_Laser_Attack(TRUE);
434 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
440 case 2: // gauntlet secondary
442 W_DecreaseAmmo(ammo_none, 1, TRUE);
444 if (weapon_prepareattack(0, 0))
447 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
455 else if (req == WR_PRECACHE)
457 precache_model ("models/weapons/g_laser.md3");
458 precache_model ("models/weapons/v_laser.md3");
459 precache_model ("models/weapons/h_laser.iqm");
460 precache_sound ("weapons/lasergun_fire.wav");
461 precache_sound ("weapons/gauntlet_fire.wav");
462 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
464 else if (req == WR_SETUP)
466 weapon_setup(WEP_LASER);
467 self.current_ammo = ammo_none;
469 else if (req == WR_CHECKAMMO1)
473 else if (req == WR_CHECKAMMO2)
477 else if (req == WR_RELOAD)
479 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
485 float w_laser(float req)
487 if(req == WR_IMPACTEFFECT)
490 org2 = w_org + w_backoff * 6;
491 pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
493 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
495 else if(req == WR_PRECACHE)
497 precache_sound("weapons/laserimpact.wav");
499 else if (req == WR_SUICIDEMESSAGE)
500 w_deathtypestring = _("%s lasered themself to hell");
501 else if (req == WR_KILLMESSAGE)
503 if(w_deathtype & HITTYPE_SECONDARY)
504 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH
506 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH