#else
#ifdef SVQC
void(float imp) W_SwitchWeapon;
+void() W_LastWeapon;
+
+void SendCSQCShockwaveParticle(float spread, vector endpos)
+{
+ //WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_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, 255 * spread, 255));
+}
void W_Laser_Touch (void)
{
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, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
+ 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);
}
CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
}
+
+float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_hitpos)
+{
+ float spreadlimit;
+ float distance_of_attack = vlen(sw_shotorg - attack_hitpos);
+ 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);
+
+ if(spreadlimit && (distance_from_line <= spreadlimit))
+ {
+ //te_lightning2(world, targetorg, nearest_on_line);
+ //te_lightning2(world, targetorg, sw_shotorg);
+ //print("just in case: ", ftos(distance_from_line), ", ", ftos(spreadlimit), ".\n");
+
+ 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)
+{
+ 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_hitpos))
+ {
+ WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_WORLDONLY, 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))
+ {
+ WarpZone_TraceLine(sw_shotorg, center, MOVE_WORLDONLY, 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_hitpos))
+ {
+ WarpZone_TraceLine(sw_shotorg, corner, MOVE_WORLDONLY, self);
+ if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
+ }
+ }
+
+ return FALSE;
+}
+
+void W_Laser_Shockwave (void)
+{
+ // declarations
+ float final_damage, final_spread;
+ entity head, next, aim_ent;
+ vector attack_hitpos, final_force, center;
+
+ // 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);
+ aim_ent = trace_ent;
+ attack_hitpos = trace_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(autocvar_g_balance_laser_primary_spread, attack_hitpos);
+
+ // did we hit a player directly?
+ if(aim_ent.takedamage)
+ {
+ // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) // todo
+ if (aim_ent.classname == "player")
+ center = aim_ent.origin + aim_ent.view_ofs;
+ else
+ center = aim_ent.origin + (aim_ent.mins + aim_ent.maxs) * 0.5;
+
+ final_force = (normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force);
+ Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, aim_ent.origin, final_force);
+ }
+
+ // 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);
+ while(head)
+ {
+ next = head.chain;
+
+ if((head != self && head != aim_ent) && (head.takedamage))
+ {
+ // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) // todo
+ if (head.classname == "player")
+ center = head.origin + head.view_ofs;
+ else
+ center = head.origin + (head.mins + head.maxs) * 0.5;
+
+ // find the closest point on the enemy to the center of the attack
+ float h = vlen(center - self.origin);
+ float ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
+ float a = h * cos(ang);
+
+ // ang = angle between shotdir and h
+ // h = hypotenuse, which is the distance between attacker to head
+ // a = adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
+
+ 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_of_attack = vlen(w_shotorg - attack_hitpos);
+
+ if(distance_to_target <= autocvar_g_balance_laser_primary_radius)
+ {
+ if(W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_hitpos))
+ {
+ float multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_hitpos));
+ float multiplier_from_distance = (1 - (distance_of_attack ? min(1, (distance_to_target / autocvar_g_balance_laser_primary_radius)) : 1));
+
+ 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)));
+ print("multiplier = ", ftos(multiplier), ", multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), "\n");
+
+ //print(strcat("head.origin: ", vtos(head.origin), ", nearest_on_line: ", vtos(nearest_on_line), ".\n"));
+ 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));
+
+ print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n"));
+
+ Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
+
+ //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1);
+ //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos);
+ }
+ }
+ }
+ head = next;
+ }
+}
+
void W_Laser_Attack (float issecondary)
{
- local entity missile;
+ entity missile;
vector s_forward;
float a;
float nodamage;
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", CHAN_WEAPON2, 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", CHAN_WEAPON2, 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", CHAN_WEAPON2, 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.touch = W_Laser_Touch;
missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
missile.think = W_Laser_Think;
missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
// 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);
+ sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
}
entity beam, oldself;
float w_laser(float req)
{
- local float r1;
- local float r2;
+ float r1;
+ float r2;
if (req == WR_AIM)
{
if(autocvar_g_balance_laser_secondary)
{
W_DecreaseAmmo(ammo_none, 1, TRUE);
- W_Laser_Attack(0);
+
+ 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);
}
}
else if (self.BUTTON_ATCK2)
{
- if(autocvar_g_balance_laser_secondary)
+ switch(autocvar_g_balance_laser_secondary)
{
- W_DecreaseAmmo(ammo_none, 1, TRUE);
+ case 0: // switch to last used weapon
+ {
+ if(self.switchweapon == WEP_LASER) // don't do this if already switching
+ W_LastWeapon();
- if (weapon_prepareattack(0, 0))
+ break;
+ }
+
+ case 1: // normal projectile secondary
{
- W_Laser_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+ if(weapon_prepareattack(0, 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: // gauntlet secondary
+ {
+ W_DecreaseAmmo(ammo_none, 1, TRUE);
+
+ if (weapon_prepareattack(0, 0))
+ {
+ W_Laser_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+ }
+
+ break;
}
- }
- else
- {
- if(self.switchweapon == WEP_LASER) // don't do this if already switching
- W_SwitchWeapon (self.cnt);
}
}
}
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)
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
+ pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{