#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ LASER, /* function */ W_Laser, /* ammotype */ 0, /* impulse */ 1, /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, /* rating */ 0, /* model */ "laser", /* netname */ "laser", /* fullname */ _("Blaster") ); #else #ifdef SVQC void spawnfunc_weapon_laser() { weapon_defaultspawnfunc(WEP_LASER); } void(float imp) W_SwitchWeapon; void() W_LastWeapon; .float swing_prev; .entity swing_alreadyhit; void SendCSQCShockwaveParticle(vector endpos) { //endpos = WarpZone_UnTransformOrigin(transform, 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, autocvar_g_balance_laser_shockwave_spread_max, 255)); WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_min, 255)); WriteByte(MSG_BROADCAST, num_for_edict(self)); } void W_Laser_Touch() { PROJECTILE_TOUCH; self.event_damage = func_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, 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, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other); remove(self); } void W_Laser_Think() { self.movetype = MOVETYPE_FLY; self.think = SUB_Remove; if(self.dmg) self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime; else self.nextthink = time + autocvar_g_balance_laser_primary_lifetime; CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE); } float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos) { float spreadlimit; float distance_of_attack = vlen(sw_shotorg - attack_endpos); 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_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_spread_max * spreadlimit); if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)) 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_endpos) { 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_endpos)) { WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, 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_endpos)) { WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, 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_endpos)) { WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self); if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage } } return FALSE; } #define PLAYER_CENTER(ent) (ent.origin + ((ent.classname == "player") ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5))) entity shockwave_hit[32]; float shockwave_hit_damage[32]; vector shockwave_hit_force[32]; float W_Laser_Shockwave_CheckHit(float queue, entity head, vector final_force, float final_damage) { if not(head) { return FALSE; } float i; ++queue; for(i = 1; i <= queue; ++i) { if(shockwave_hit[i] == head) { if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; } if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; } return FALSE; } } shockwave_hit[queue] = head; shockwave_hit_force[queue] = final_force; shockwave_hit_damage[queue] = final_damage; return TRUE; } void W_Laser_Shockwave() { // declarations float multiplier, multiplier_from_accuracy, multiplier_from_distance; float final_damage; //, final_spread; vector final_force, center, vel; entity head, next; float i, queue = 0; // set up the shot direction W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_shockwave_damage); vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_shockwave_distance)); WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self); vector attack_hitpos = trace_endpos; float distance_to_end = vlen(w_shotorg - attack_endpos); float distance_to_hit = vlen(w_shotorg - attack_hitpos); //entity transform = WarpZone_trace_transform; // do the firing effect now SendCSQCShockwaveParticle(attack_endpos); Damage_DamageInfo(attack_hitpos, autocvar_g_balance_laser_shockwave_splash_damage, autocvar_g_balance_laser_shockwave_splash_edgedamage, autocvar_g_balance_laser_shockwave_splash_radius, w_shotdir * autocvar_g_balance_laser_shockwave_splash_force, WEP_LASER, 0, self); // splash damage/jumping trace head = WarpZone_FindRadius(attack_hitpos, max(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE); while(head) { next = head.chain; if(head.takedamage) { center = PLAYER_CENTER(head); float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest); if((head == self) && (distance_to_head <= autocvar_g_balance_laser_shockwave_jump_radius)) { multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_jump_radius)) : 0)); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0)); multiplier = max(autocvar_g_balance_laser_shockwave_jump_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_jump_multiplier_distance))); final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier); vel = head.velocity; vel_z = 0; vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * autocvar_g_balance_laser_shockwave_jump_force_velocitybias; final_force = (vlen(final_force) * normalize(normalize(final_force) + vel)); final_force_z *= autocvar_g_balance_laser_shockwave_jump_force_zscale; final_damage = (autocvar_g_balance_laser_shockwave_jump_damage * multiplier + autocvar_g_balance_laser_shockwave_jump_edgedamage * (1 - multiplier)); Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force); //print("SELF HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n"); } else if (distance_to_head <= autocvar_g_balance_laser_shockwave_splash_radius) { multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_splash_radius)) : 0)); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0)); multiplier = max(autocvar_g_balance_laser_shockwave_splash_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_splash_multiplier_distance))); final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_splash_force_forwardbias))); //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200))); final_force = ((final_force * autocvar_g_balance_laser_shockwave_splash_force) * multiplier); final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale; final_damage = (autocvar_g_balance_laser_shockwave_splash_damage * multiplier + autocvar_g_balance_laser_shockwave_splash_edgedamage * (1 - multiplier)); if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; } //print("SPLASH HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n"); } } head = next; } // cone damage trace head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE); while(head) { next = head.chain; if((head != self) && head.takedamage) { // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) center = PLAYER_CENTER(head); // find the closest point on the enemy to the center of the attack float ang; // angle between shotdir and h float h; // hypotenuse, which is the distance between attacker to head float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin h = vlen(center - self.origin); ang = acos(dotproduct(normalize(center - self.origin), w_shotdir)); a = h * cos(ang); 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); // todo: use the findradius function for this if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance) && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos))) { multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos)); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0)); multiplier = max(autocvar_g_balance_laser_shockwave_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_multiplier_distance))); final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias))); //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200))); final_force = ((final_force * autocvar_g_balance_laser_shockwave_force) * multiplier); final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale; final_damage = (autocvar_g_balance_laser_shockwave_damage * multiplier + autocvar_g_balance_laser_shockwave_edgedamage * (1 - multiplier)); if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; } //print("CONE HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n"); } } head = next; } for(i = 1; i <= queue; ++i) { head = shockwave_hit[i]; final_force = shockwave_hit_force[i]; final_damage = shockwave_hit_damage[i]; Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force); print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n"); shockwave_hit[i] = world; shockwave_hit_force[i] = '0 0 0'; shockwave_hit_damage[i] = 0; } //print("queue was ", ftos(queue), ".\n\n"); } void W_Laser_Melee_Think() { // declarations float i, f, swing, swing_factor, swing_damage, meleetime, is_player; entity target_victim; vector targpos; if(!self.cnt) // set start time of melee { self.cnt = time; W_PlayStrengthSound(self.realowner); } makevectors(self.realowner.v_angle); // update values for v_* vectors // calculate swing percentage based on time meleetime = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor(); swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10); f = ((1 - swing) * autocvar_g_balance_laser_melee_traces); // check to see if we can still continue, otherwise give up now if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_melee_no_doubleslap) { remove(self); return; } // if okay, perform the traces needed for this frame for(i=self.swing_prev; i < f; ++i) { swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1); targpos = (self.realowner.origin + self.realowner.view_ofs + (v_forward * autocvar_g_balance_laser_melee_range) + (v_up * swing_factor * autocvar_g_balance_laser_melee_swing_up) + (v_right * swing_factor * autocvar_g_balance_laser_melee_swing_side)); WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner)); // draw lightning beams for debugging te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); te_customflash(targpos, 40, 2, '1 1 1'); is_player = (trace_ent.classname == "player" || trace_ent.classname == "body"); if((trace_fraction < 1) // if trace is good, apply the damage and remove self && (trace_ent.takedamage == DAMAGE_AIM) && (trace_ent != self.swing_alreadyhit) && (is_player || autocvar_g_balance_laser_melee_nonplayerdamage)) { target_victim = trace_ent; // so it persists through other calls if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught. swing_damage = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1)); else swing_damage = (autocvar_g_balance_laser_melee_nonplayerdamage * min(1, swing_factor + 1)); //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n")); Damage(target_victim, self.realowner, self.realowner, swing_damage, WEP_LASER | HITTYPE_SECONDARY, self.realowner.origin + self.realowner.view_ofs, v_forward * autocvar_g_balance_laser_melee_force); if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); } if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice. { self.swing_alreadyhit = target_victim; continue; // move along to next trace } else { remove(self); return; } } } if(time >= self.cnt + meleetime) { // melee is finished remove(self); return; } else { // set up next frame self.swing_prev = i; self.nextthink = time; } } void W_Laser_Melee() { sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM); weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_melee_animtime, w_ready); entity meleetemp; meleetemp = spawn(); meleetemp.owner = meleetemp.realowner = self; meleetemp.think = W_Laser_Melee_Think; meleetemp.nextthink = time + autocvar_g_balance_laser_melee_delay * W_WeaponRateFactor(); W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_melee_damage, autocvar_g_balance_laser_melee_range); } void W_Laser_Attack(float issecondary) { entity missile; vector s_forward; float a; a = autocvar_g_balance_laser_primary_shotangle; 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", CH_WEAPON_B, 0); /*else*/if(issecondary == 1) 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", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage); pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); missile = spawn(); missile.owner = missile.realowner = self; missile.classname = "laserbolt"; missile.dmg = 0; missile.bot_dodge = TRUE; missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage; PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_LASER; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary); missile.angles = vectoangles(missile.velocity); //missile.glow_color = 250; // 244, 250 //missile.glow_size = 120; 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; other = missile; MUTATOR_CALLHOOK(EditProjectile); if(time >= missile.nextthink) { entity oldself; oldself = self; self = missile; self.think(); self = oldself; } } float W_Laser(float request) { switch(request) { case WR_AIM: { if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_melee_range)) self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); else self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE); return TRUE; } case WR_THINK: { if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); else if(self.BUTTON_ATCK) { if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire)) { W_DecreaseAmmo(ammo_none, 1, TRUE); if not(autocvar_g_balance_laser_primary) 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) { switch(autocvar_g_balance_laser_secondary) { case 0: // switch to last used weapon { if(self.switchweapon == WEP_LASER) // don't do this if already switching W_LastWeapon(); break; } case 1: // normal projectile secondary { if(weapon_prepareattack(1, 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: // melee attack secondary { if(!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense if(weapon_prepareattack(1, autocvar_g_balance_laser_melee_refire)) { // attempt forcing playback of the anim by switching to another anim (that we never play) here... W_Laser_Melee(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready); } } } } return TRUE; } case WR_INIT: { precache_model("models/weapons/g_laser.md3"); precache_model("models/weapons/v_laser.md3"); precache_model("models/weapons/h_laser.iqm"); precache_sound("weapons/lasergun_fire.wav"); return TRUE; } case WR_SETUP: { self.current_ammo = ammo_none; return TRUE; } case WR_CHECKAMMO1: case WR_CHECKAMMO2: { return TRUE; // laser has infinite ammo } case WR_RELOAD: { W_Reload(0, "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: { return WEAPON_LASER_SUICIDE; } case WR_KILLMESSAGE: { return WEAPON_LASER_MURDER; } } return TRUE; } #endif #ifdef CSQC float W_Laser(float request) { switch(request) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); } return TRUE; } case WR_INIT: { precache_sound("weapons/laserimpact.wav"); return TRUE; } } return TRUE; } #endif #endif