- // is it within the limit of the spread?
- nearest = head.WarpZone_findradius_nearest;
- angle_to_head = normalize(nearest - w_shotorg);
- angle_to_attack = w_shotdir;
- final_spread = vlen(angle_to_head - angle_to_attack);
- if(final_spread <= autocvar_g_balance_laser_primary_spread)
- {
- // TODO! we MUST check this, otherwise you can shoot through walls!
- // just how to make sure that if a small part of the player is visible, we'll hit him?
- // we can just do it the cheap way of tracing from shotorg to nearest, but what if there's an obstruction between those points, but the player still sees the enemy...?
-
- // is it visible to the weapon?
- //WarpZone_TraceLine(w_shotorg, nearest, MOVE_WORLDONLY, self);
- //if(trace_fraction == 1)
- //{
- // finally lets do some damage bitches!
- if(autocvar_g_balance_laser_primary_spread)
- final_damage = (final_spread / autocvar_g_balance_laser_primary_spread);
- else
- final_damage = 1;
-
- //final_force = (normalize(nearest - w_shotorg) * autocvar_g_balance_laser_primary_force); // we dont want to use nearest here, because that would result in some rather weird force dirs for the attacker...
- print(strcat("head.origin: ", vtos(head.origin), ", (w_shotorg + a * w_shotdir): ", vtos(w_shotorg + a * w_shotdir), ".\n"));
- print("a = ", ftos(a), " h = ", ftos(h), " ang = ", ftos(ang), "\n");
- final_force = (normalize(center - (w_shotorg + a * w_shotdir)) * autocvar_g_balance_laser_primary_force);
- final_damage = (autocvar_g_balance_laser_primary_damage * final_damage + autocvar_g_balance_laser_primary_edgedamage * (1 - final_damage));
-
- print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n"));
-
- Damage(head, self, self, final_damage, WEP_LASER, w_shotorg, final_force);
-
- print(strcat(vtos(angle_to_head), " - ", vtos(angle_to_attack), ": ", ftos(vlen(angle_to_head - angle_to_attack)), ".\n"));
- //te_lightning2(world, nearest, w_shotorg);
-
- //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1);
- //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos);
- //}
- }
+ // TODO! we MUST check this, otherwise you can shoot through walls!
+ // just how to make sure that if a small part of the player is visible, we'll hit him?
+ // we can just do it the cheap way of tracing from shotorg to nearest, but what if there's an obstruction between those points, but the player still sees the enemy...?
+
+ // is it visible to the weapon?
+ //WarpZone_TraceLine(w_shotorg, nearest, MOVE_WORLDONLY, self);
+ //if(trace_fraction == 1)
+ //{
+ // finally lets do some damage bitches!
+ if(autocvar_g_balance_laser_primary_spread)
+ final_damage = (final_spread / autocvar_g_balance_laser_primary_spread);
+ else
+ final_damage = 1;
+
+ //final_force = (normalize(nearest - w_shotorg) * autocvar_g_balance_laser_primary_force); // we dont want to use nearest here, because that would result in some rather weird force dirs for the attacker...
+ print(strcat("head.origin: ", vtos(head.origin), ", (w_shotorg + a * w_shotdir): ", vtos(w_shotorg + a * w_shotdir), ".\n"));
+ print("a = ", ftos(a), " h = ", ftos(h), " ang = ", ftos(ang), "\n");
+ final_force = (normalize(center - (w_shotorg + a * w_shotdir)) * autocvar_g_balance_laser_primary_force);
+ final_damage = (autocvar_g_balance_laser_primary_damage * final_damage + autocvar_g_balance_laser_primary_edgedamage * (1 - final_damage));
+
+ print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n"));
+
+ Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
+
+ print(strcat(vtos(angle_to_head), " - ", vtos(angle_to_attack), ": ", ftos(vlen(angle_to_head - angle_to_attack)), ".\n"));
+ //te_lightning2(world, nearest, w_shotorg);
+
+ //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1);
+ //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos);
+ //}