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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, cvar("g_balance_laser_secondary_damage"), cvar("g_balance_laser_secondary_edgedamage"), cvar("g_balance_laser_secondary_radius"), world, cvar("g_balance_laser_secondary_force"), self.projectiledeathtype, other);
14         else
15                 RadiusDamage (self, self.owner, cvar("g_balance_laser_primary_damage"), cvar("g_balance_laser_primary_edgedamage"), cvar("g_balance_laser_primary_radius"), world, cvar("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 + cvar("g_balance_laser_secondary_lifetime");
26         else
27                 self.nextthink = time + cvar("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         if (issecondary == 1)
44                 a = cvar("g_balance_laser_secondary_shotangle");
45         else
46                 a = cvar("g_balance_laser_primary_shotangle");
47         s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
48
49         if(nodamage)
50                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", 0);
51         else if(issecondary == 1)
52                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_secondary_damage"));
53         else
54                 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", cvar("g_balance_laser_primary_damage"));
55         pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
56
57         missile = spawn ();
58         missile.owner = self;
59         missile.classname = "laserbolt";
60         missile.dmg = (issecondary == 1);
61         if(!nodamage)
62         {
63                 missile.bot_dodge = TRUE;
64                 if (issecondary == 1)
65                         missile.bot_dodgerating = cvar("g_balance_laser_secondary_damage");
66                 else
67                         missile.bot_dodgerating = cvar("g_balance_laser_primary_damage");
68         }
69
70         PROJECTILE_MAKETRIGGER(missile);
71         missile.projectiledeathtype = WEP_LASER;
72         if(issecondary == 1)
73                 missile.projectiledeathtype |= HITTYPE_SECONDARY;
74
75         setorigin (missile, w_shotorg);
76         setsize(missile, '0 0 0', '0 0 0');
77
78         if (issecondary == 1)
79                 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_secondary);
80         else
81                 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
82         missile.angles = vectoangles (missile.velocity);
83         //missile.glow_color = 250; // 244, 250
84         //missile.glow_size = 120;
85         missile.touch = W_Laser_Touch;
86
87         missile.flags = FL_PROJECTILE;
88
89         missile.think = W_Laser_Think;
90         if (issecondary == 1)
91                 missile.nextthink = time + cvar("g_balance_laser_secondary_delay");
92         else
93                 missile.nextthink = time + cvar("g_balance_laser_primary_delay");
94         if(time >= missile.nextthink)
95         {
96                 entity oldself;
97                 oldself = self;
98                 self = missile;
99                 self.think();
100                 self = oldself;
101         }
102 }
103
104 .vector hook_start, hook_end;
105 float gauntletbeam_send(entity to, float sf)
106 {
107         WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
108         sf = sf & 0x7F;
109         if(sound_allowed(MSG_BROADCAST, self.owner))
110                 sf |= 0x80;
111         WriteByte(MSG_ENTITY, sf);
112         if(sf & 1)
113         {
114                 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
115         }
116         if(sf & 2)
117         {
118                 WriteCoord(MSG_ENTITY, self.hook_start_x);
119                 WriteCoord(MSG_ENTITY, self.hook_start_y);
120                 WriteCoord(MSG_ENTITY, self.hook_start_z);
121         }
122         if(sf & 4)
123         {
124                 WriteCoord(MSG_ENTITY, self.hook_end_x);
125                 WriteCoord(MSG_ENTITY, self.hook_end_y);
126                 WriteCoord(MSG_ENTITY, self.hook_end_z);
127         }
128         return TRUE;
129 }
130 .entity gauntletbeam;
131 .float prevgauntletfire;
132 void gauntletbeam_think()
133 {
134         float damage, myforce, myradius;
135         if(self.cnt)
136         {
137                 damage = cvar("g_balance_laser_secondary_damage");
138                 myforce = cvar("g_balance_laser_secondary_force");
139                 myradius = cvar("g_balance_laser_secondary_radius");
140         }
141         else
142         {
143                 damage = cvar("g_balance_laser_primary_damage");
144                 myforce = cvar("g_balance_laser_primary_force");
145                 myradius = cvar("g_balance_laser_primary_radius");
146         }
147
148         self.owner.prevgauntletfire = time;
149         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))
150         {
151                 remove(self);
152                 return;
153         }
154
155         self.nextthink = time;
156
157         makevectors(self.owner.v_angle);
158
159         float dt;
160         dt = frametime;
161
162         W_SetupShot_Range(self.owner, TRUE, 0, "", damage * dt, myradius);
163         WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
164
165         // apply the damage
166         if(trace_ent)
167         {
168                 vector force;
169                 force = w_shotdir * myforce;
170                 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_ELECTRO, trace_endpos, force * dt);
171         }
172
173         // draw effect
174         if(w_shotorg != self.hook_start)
175         {
176                 self.SendFlags |= 2;
177                 self.hook_start = w_shotorg;
178         }
179         if(w_shotend != self.hook_end)
180         {
181                 self.SendFlags |= 4;
182                 self.hook_end = w_shotend;
183         }
184 }
185
186 // experimental gauntlet
187 void W_Laser_Attack2 (float issecondary)
188 {
189         // only play fire sound if 0.5 sec has passed since player let go the fire button
190         if(time - self.prevgauntletfire > 0.5)
191         {
192                 sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
193         }
194
195         entity beam, oldself;
196
197         self.gauntletbeam = beam = spawn();
198         beam.solid = SOLID_NOT;
199         beam.think = gauntletbeam_think;
200         beam.owner = self;
201         beam.movetype = MOVETYPE_NONE;
202         beam.shot_spread = 0;
203         beam.bot_dodge = TRUE;
204         beam.bot_dodgerating = cvar("g_balance_laser_primary_damage");
205         beam.cnt = issecondary;
206         Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
207
208         oldself = self;
209         self = beam;
210         self.think();
211         self = oldself;
212 }
213
214 void LaserInit()
215 {
216         weapon_action(WEP_LASER, WR_PRECACHE);
217         gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
218         gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
219         gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
220         gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
221 }
222
223 void spawnfunc_weapon_laser (void)
224 {
225         weapon_defaultspawnfunc(WEP_LASER);
226 }
227
228 float w_laser(float req)
229 {
230         local float r1;
231         local float r2;
232         if (req == WR_AIM)
233         {
234                 if(cvar("g_balance_laser_secondary"))
235                 {
236                         r1 = cvar("g_balance_laser_primary_damage");
237                         r2 = cvar("g_balance_laser_secondary_damage");
238                         if (random() * (r2 + r1) > r1)
239                                 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_laser_secondary_speed"), 0, cvar("g_balance_laser_secondary_lifetime"), FALSE);
240                         else
241                                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
242                 }
243                 else
244                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_laser_primary_speed"), 0, cvar("g_balance_laser_primary_lifetime"), FALSE);
245         }
246         else if (req == WR_THINK)
247         {
248                 if (self.BUTTON_ATCK)
249                 if (weapon_prepareattack(0, (cvar("g_balance_laser_primary_gauntlet") ? 0 : cvar("g_balance_laser_primary_refire"))))
250                 {
251                         if(cvar("g_balance_laser_primary_gauntlet"))
252                                 W_Laser_Attack2(0);
253                         else
254                                 W_Laser_Attack(0);
255                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_laser_primary_animtime"), w_ready);
256                 }
257                 if (self.BUTTON_ATCK2)
258                 {
259                         if(cvar("g_balance_laser_secondary"))
260                         {
261                                 if (weapon_prepareattack(0, (cvar("g_balance_laser_secondary_gauntlet") ? 0 : cvar("g_balance_laser_secondary_refire"))))
262                                 {
263                                         if(cvar("g_balance_laser_secondary_gauntlet"))
264                                                 W_Laser_Attack2(1);
265                                         else
266                                                 W_Laser_Attack(1);
267                                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_laser_secondary_animtime"), w_ready);
268                                 }
269                         }
270                         else
271                         {
272                                 if(self.switchweapon == WEP_LASER) // don't do this if already switching
273                                         W_SwitchWeapon (self.cnt);
274                         }
275                 }
276         }
277         else if (req == WR_PRECACHE)
278         {
279                 precache_model ("models/weapons/g_laser.md3");
280                 precache_model ("models/weapons/v_laser.md3");
281                 precache_model ("models/weapons/h_laser.iqm");
282                 precache_sound ("weapons/lasergun_fire.wav");
283                 precache_sound ("weapons/gauntlet_fire.wav");
284         }
285         else if (req == WR_SETUP)
286                 weapon_setup(WEP_LASER);
287         else if (req == WR_CHECKAMMO1)
288                 return TRUE;
289         else if (req == WR_CHECKAMMO2)
290                 return TRUE;
291         return TRUE;
292 };
293 #endif
294 #ifdef CSQC
295 float w_laser(float req)
296 {
297         if(req == WR_IMPACTEFFECT)
298         {
299                 vector org2;
300                 org2 = w_org + w_backoff * 6;
301                 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
302                 if(!w_issilent)
303                         sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
304         }
305         else if(req == WR_PRECACHE)
306         {
307                 precache_sound("weapons/laserimpact.wav");
308         }
309         else if (req == WR_SUICIDEMESSAGE)
310                 w_deathtypestring = "lasered themself to hell";
311         else if (req == WR_KILLMESSAGE)
312         {
313                 w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH
314         }
315         return TRUE;
316 }
317 #endif
318 #endif