]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_blaster.qc
Merge branch 'master' into Mario/vaporizer_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_blaster.qc
index e13ca5f1c192352d7e66027670441346f968410a..8eaff86e35241899d5a760600f858b451e1c11f6 100644 (file)
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id  */ LASER,
-/* function  */ W_Laser,
-/* ammotype  */ 0,
+/* WEP_##id  */ BLASTER,
+/* function  */ W_Blaster,
+/* ammotype  */ ammo_none,
 /* impulse   */ 1,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
 /* rating    */ 0,
-/* model     */ "laser",
-/* shortname */ "laser",
-/* fullname  */ _("Blaster")
+/* color     */ '1 0.5 0.5',
+/* modelname */ "laser",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairlaser 0.5",
+/* wepimg    */ "weaponlaser",
+/* refname   */ "blaster",
+/* wepname   */ _("Blaster")
 );
+
+#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
+#define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, delay) \
+       w_cvar(id, sn, BOTH, edgedamage) \
+       w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, BOTH, force_zscale) \
+       w_cvar(id, sn, BOTH, lifetime) \
+       w_cvar(id, sn, BOTH, radius) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, BOTH, shotangle) \
+       w_cvar(id, sn, BOTH, speed) \
+       w_cvar(id, sn, BOTH, spread) \
+       w_cvar(id, sn, NONE, secondary) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+
+#ifdef SVQC
+BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+.float blaster_damage;
+.float blaster_edgedamage;
+.float blaster_radius;
+.float blaster_force;
+.float blaster_lifetime;
+#endif
 #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 spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER); }
+void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
 
-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()
+void W_Blaster_Touch(void)
 {
        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);
+
+       RadiusDamage(
+               self,
+               self.realowner,
+               self.blaster_damage,
+               self.blaster_edgedamage,
+               self.blaster_radius,
+               world,
+               world,
+               self.blaster_force,
+               self.projectiledeathtype,
+               other
+       );
 
        remove(self);
 }
 
-void W_Laser_Think()
+void W_Blaster_Think(void)
 {
        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);
+       self.nextthink = time + self.blaster_lifetime;
+       CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
 }
 
-
-float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
+void W_Blaster_Attack(
+       float atk_deathtype,
+       float atk_shotangle,
+       float atk_damage,
+       float atk_edgedamage,
+       float atk_radius,
+       float atk_force,
+       float atk_speed,
+       float atk_spread,
+       float atk_delay,
+       float atk_lifetime)
 {
-       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
-       }
+       vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
 
-       // 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)
-               {
-                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
-                       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);
+       W_SetupShot_Dir(self, s_forward, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       missile = spawn();
+       entity 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;
-
+       missile.classname = "blasterbolt";
+       missile.bot_dodge = true;
+       missile.bot_dodgerating = atk_damage;
        PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_LASER;
+
+       missile.blaster_damage = atk_damage;
+       missile.blaster_edgedamage = atk_edgedamage;
+       missile.blaster_radius = atk_radius;
+       missile.blaster_force = atk_force;
+       missile.blaster_lifetime = atk_lifetime;
 
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
-       W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
+       W_SetupProjVelocity_Explicit(
+               missile,
+               w_shotdir,
+               v_up,
+               atk_speed,
+               0,
+               0,
+               atk_spread,
+               false
+       );
+
        missile.angles = vectoangles(missile.velocity);
+
        //missile.glow_color = 250; // 244, 250
        //missile.glow_size = 120;
-       missile.touch = W_Laser_Touch;
 
+       missile.touch = W_Blaster_Touch;
        missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
-
-       missile.think = W_Laser_Think;
-       missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
+       missile.missile_flags = MIF_SPLASH;
+       missile.projectiledeathtype = atk_deathtype;
+       missile.think = W_Blaster_Think;
+       missile.nextthink = time + atk_delay;
 
        other = missile; MUTATOR_CALLHOOK(EditProjectile);
 
@@ -432,121 +147,126 @@ void W_Laser_Attack(float issecondary)
                self = oldself;
        }
 }
-
-float W_Laser(float request)
+float W_Blaster(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);
+                       if(WEP_CVAR(blaster, secondary))
+                       {
+                               if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
+                                       { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
+                               else
+                                       { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+                       }
                        else
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
-                       return TRUE;
+                               { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
+
+                       return true;
                }
-               
+
                case WR_THINK:
                {
-                       if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
-                               weapon_action(self.weapon, WR_RELOAD);
-                       else if(self.BUTTON_ATCK)
+                       if(self.BUTTON_ATCK)
                        {
-                               if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, 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);
+                                       W_Blaster_Attack(
+                                               WEP_BLASTER,
+                                               WEP_CVAR_PRI(blaster, shotangle),
+                                               WEP_CVAR_PRI(blaster, damage),
+                                               WEP_CVAR_PRI(blaster, edgedamage),
+                                               WEP_CVAR_PRI(blaster, radius),
+                                               WEP_CVAR_PRI(blaster, force),
+                                               WEP_CVAR_PRI(blaster, speed),
+                                               WEP_CVAR_PRI(blaster, spread),
+                                               WEP_CVAR_PRI(blaster, delay),
+                                               WEP_CVAR_PRI(blaster, lifetime)
+                                       );
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
                                }
                        }
                        else if(self.BUTTON_ATCK2)
                        {
-                               switch(autocvar_g_balance_laser_secondary)
+                               switch(WEP_CVAR(blaster, secondary))
                                {
                                        case 0: // switch to last used weapon
                                        {
-                                               if(self.switchweapon == WEP_LASER) // don't do this if already switching
+                                               if(self.switchweapon == WEP_BLASTER) // 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))
+                                               if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
                                                {
-                                                       W_DecreaseAmmo(ammo_none, 1, TRUE);
-                                                       W_Laser_Attack(TRUE);
-                                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+                                                       W_Blaster_Attack(
+                                                               WEP_BLASTER | HITTYPE_SECONDARY,
+                                                               WEP_CVAR_SEC(blaster, shotangle),
+                                                               WEP_CVAR_SEC(blaster, damage),
+                                                               WEP_CVAR_SEC(blaster, edgedamage),
+                                                               WEP_CVAR_SEC(blaster, radius),
+                                                               WEP_CVAR_SEC(blaster, force),
+                                                               WEP_CVAR_SEC(blaster, speed),
+                                                               WEP_CVAR_SEC(blaster, spread),
+                                                               WEP_CVAR_SEC(blaster, delay),
+                                                               WEP_CVAR_SEC(blaster, lifetime)
+                                                       );
+                                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, 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;
+                       return true;
                }
-               
-               case WR_PRECACHE: 
+
+               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;
+                       BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
-               
+
                case WR_SETUP:
                {
-                       weapon_setup(WEP_LASER);
-                       self.current_ammo = ammo_none;
-                       return TRUE;
+                       self.ammo_field = ammo_none;
+                       return true;
                }
-               
+
                case WR_CHECKAMMO1:
                case WR_CHECKAMMO2:
                {
-                       return TRUE; // laser has infinite ammo
+                       return true; // laser has infinite ammo
                }
-               
-               case WR_RELOAD:
+
+               case WR_CONFIG:
                {
-                       W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
-                       return TRUE;
+                       BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
-               
+
                case WR_SUICIDEMESSAGE:
                {
-                       return WEAPON_LASER_SUICIDE;
+                       return WEAPON_BLASTER_SUICIDE;
                }
-               
+
                case WR_KILLMESSAGE:
                {
-                       return WEAPON_LASER_MURDER;
+                       return WEAPON_BLASTER_MURDER;
                }
        }
-       
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float W_Laser(float request)
+float W_Blaster(float request)
 {
        switch(request)
        {
@@ -554,19 +274,23 @@ float W_Laser(float request)
                {
                        vector org2;
                        org2 = w_org + w_backoff * 6;
-                       pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
+                       pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
                        if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
-                       return TRUE;
+                       return true;
                }
-               
-               case WR_PRECACHE:
+
+               case WR_INIT:
                {
                        precache_sound("weapons/laserimpact.wav");
-                       return TRUE;
+                       return true;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return false;
                }
        }
-       
-       return TRUE;
+       return false;
 }
 #endif
 #endif