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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", "Laser");
3 #else
4 #ifdef SVQC
5 void(float imp) W_SwitchWeapon;
6
7 void W_Laser_Touch (void)
8 {
9         PROJECTILE_TOUCH;
10
11         self.event_damage = SUB_Null;
12         if (self.dmg)
13                 RadiusDamage (self, self.owner, 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);
14         else
15                 RadiusDamage (self, self.owner, 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);
16
17         remove (self);
18 }
19
20 void W_Laser_Think()
21 {
22         self.movetype = MOVETYPE_FLY;
23         self.think = SUB_Remove;
24         if (self.dmg)
25                 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
26         else
27                 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
28         CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
29 }
30
31 void W_Laser_Attack (float issecondary)
32 {
33         local entity missile;
34         vector s_forward;
35         float a;
36         float nodamage;
37
38         if(issecondary == 2) // minstanex shot
39                 nodamage = g_minstagib;
40         else
41                 nodamage = FALSE;
42
43         a = autocvar_g_balance_laser_primary_shotangle;
44         s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
45
46         if(nodamage)
47                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, 0);
48         else if(issecondary == 1)
49                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage);
50         else
51                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage);
52         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
53
54         missile = spawn ();
55         missile.owner = self;
56         missile.classname = "laserbolt";
57         missile.dmg = 0;
58         if(!nodamage)
59         {
60                 missile.bot_dodge = TRUE;
61                 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
62         }
63
64         PROJECTILE_MAKETRIGGER(missile);
65         missile.projectiledeathtype = WEP_LASER;
66
67         setorigin (missile, w_shotorg);
68         setsize(missile, '0 0 0', '0 0 0');
69
70         W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
71         missile.angles = vectoangles (missile.velocity);
72         //missile.glow_color = 250; // 244, 250
73         //missile.glow_size = 120;
74         missile.touch = W_Laser_Touch;
75
76         missile.flags = FL_PROJECTILE;
77
78         missile.think = W_Laser_Think;
79         missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
80
81         other = missile; MUTATOR_CALLHOOK(EditProjectile);
82
83         if(time >= missile.nextthink)
84         {
85                 entity oldself;
86                 oldself = self;
87                 self = missile;
88                 self.think();
89                 self = oldself;
90         }
91 }
92
93 .vector hook_start, hook_end;
94 float gauntletbeam_send(entity to, float sf)
95 {
96         WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
97         sf = sf & 0x7F;
98         if(sound_allowed(MSG_BROADCAST, self.owner))
99                 sf |= 0x80;
100         WriteByte(MSG_ENTITY, sf);
101         if(sf & 1)
102         {
103                 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
104         }
105         if(sf & 2)
106         {
107                 WriteCoord(MSG_ENTITY, self.hook_start_x);
108                 WriteCoord(MSG_ENTITY, self.hook_start_y);
109                 WriteCoord(MSG_ENTITY, self.hook_start_z);
110         }
111         if(sf & 4)
112         {
113                 WriteCoord(MSG_ENTITY, self.hook_end_x);
114                 WriteCoord(MSG_ENTITY, self.hook_end_y);
115                 WriteCoord(MSG_ENTITY, self.hook_end_z);
116         }
117         return TRUE;
118 }
119 .entity gauntletbeam;
120 .float prevgauntletfire;
121 void gauntletbeam_think()
122 {
123         float damage, myforce, myradius;
124         damage = autocvar_g_balance_laser_secondary_damage;
125         myforce = autocvar_g_balance_laser_secondary_force;
126         myradius = autocvar_g_balance_laser_secondary_radius;
127
128         self.owner.prevgauntletfire = time;
129         if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
130         {
131                 remove(self);
132                 return;
133         }
134
135         self.nextthink = time;
136
137         makevectors(self.owner.v_angle);
138
139         float dt;
140         dt = frametime;
141
142         W_SetupShot_Range(self.owner, TRUE, 0, "", 0, damage * dt, myradius);
143         WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
144
145         // apply the damage
146         if(trace_ent)
147         {
148                 vector force;
149                 force = w_shotdir * myforce;
150                 if(accuracy_isgooddamage(self.owner, trace_ent))
151                         accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
152                 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
153         }
154
155         // draw effect
156         if(w_shotorg != self.hook_start)
157         {
158                 self.SendFlags |= 2;
159                 self.hook_start = w_shotorg;
160         }
161         if(w_shotend != self.hook_end)
162         {
163                 self.SendFlags |= 4;
164                 self.hook_end = w_shotend;
165         }
166 }
167
168 // experimental gauntlet
169 void W_Laser_Attack2 ()
170 {
171         // only play fire sound if 0.5 sec has passed since player let go the fire button
172         if(time - self.prevgauntletfire > 0.5)
173         {
174                 sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
175         }
176
177         entity beam, oldself;
178
179         self.gauntletbeam = beam = spawn();
180         beam.solid = SOLID_NOT;
181         beam.think = gauntletbeam_think;
182         beam.owner = self;
183         beam.movetype = MOVETYPE_NONE;
184         beam.shot_spread = 0;
185         beam.bot_dodge = TRUE;
186         beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
187         Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
188
189         oldself = self;
190         self = beam;
191         self.think();
192         self = oldself;
193 }
194
195 void LaserInit()
196 {
197         weapon_action(WEP_LASER, WR_PRECACHE);
198         gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
199         gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
200         gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
201         gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
202 }
203
204 void spawnfunc_weapon_laser (void)
205 {
206         weapon_defaultspawnfunc(WEP_LASER);
207 }
208
209 float w_laser(float req)
210 {
211         local float r1;
212         local float r2;
213         if (req == WR_AIM)
214         {
215                 if(autocvar_g_balance_laser_secondary)
216                 {
217                         r1 = autocvar_g_balance_laser_primary_damage;
218                         r2 = autocvar_g_balance_laser_secondary_damage;
219                         if (random() * (r2 + r1) > r1)
220                                 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
221                         else
222                                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
223                 }
224                 else
225                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
226         }
227         else if (req == WR_THINK)
228         {
229                 if (self.BUTTON_ATCK)
230                 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
231                 {
232                         W_Laser_Attack(0);
233                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
234                 }
235                 if (self.BUTTON_ATCK2)
236                 {
237                         if(autocvar_g_balance_laser_secondary)
238                         {
239                                 if (weapon_prepareattack(0, 0))
240                                 {
241                                         W_Laser_Attack2();
242                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
243                                 }
244                         }
245                         else
246                         {
247                                 if(self.switchweapon == WEP_LASER) // don't do this if already switching
248                                         W_SwitchWeapon (self.cnt);
249                         }
250                 }
251         }
252         else if (req == WR_PRECACHE)
253         {
254                 precache_model ("models/weapons/g_laser.md3");
255                 precache_model ("models/weapons/v_laser.md3");
256                 precache_model ("models/weapons/h_laser.iqm");
257                 precache_sound ("weapons/lasergun_fire.wav");
258                 precache_sound ("weapons/gauntlet_fire.wav");
259         }
260         else if (req == WR_SETUP)
261                 weapon_setup(WEP_LASER);
262         else if (req == WR_CHECKAMMO1)
263                 return TRUE;
264         else if (req == WR_CHECKAMMO2)
265                 return TRUE;
266         return TRUE;
267 };
268 #endif
269 #ifdef CSQC
270 float w_laser(float req)
271 {
272         if(req == WR_IMPACTEFFECT)
273         {
274                 vector org2;
275                 org2 = w_org + w_backoff * 6;
276                 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
277                 if(!w_issilent)
278                         sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
279         }
280         else if(req == WR_PRECACHE)
281         {
282                 precache_sound("weapons/laserimpact.wav");
283         }
284         else if (req == WR_SUICIDEMESSAGE)
285                 w_deathtypestring = "%s lasered themself to hell";
286         else if (req == WR_KILLMESSAGE)
287         {
288                 if(w_deathtype & HITTYPE_SECONDARY)
289                         w_deathtypestring = "%s was cut in half by %s's gauntlet"; // unchecked: SPLASH
290                 else
291                         w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH
292         }
293         return TRUE;
294 }
295 #endif
296 #endif