2 REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
5 void(float imp) W_SwitchWeapon;
8 void SendCSQCShockwaveParticle(float spread, vector endpos)
10 //WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
11 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
12 WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
13 WriteCoord(MSG_BROADCAST, w_shotorg_x);
14 WriteCoord(MSG_BROADCAST, w_shotorg_y);
15 WriteCoord(MSG_BROADCAST, w_shotorg_z);
16 WriteCoord(MSG_BROADCAST, endpos_x);
17 WriteCoord(MSG_BROADCAST, endpos_y);
18 WriteCoord(MSG_BROADCAST, endpos_z);
19 WriteByte(MSG_BROADCAST, bound(0, 255 * spread, 255));
22 void W_Laser_Touch (void)
26 self.event_damage = SUB_Null;
28 RadiusDamage (self, self.realowner, 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);
30 RadiusDamage (self, self.realowner, 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);
37 self.movetype = MOVETYPE_FLY;
38 self.think = SUB_Remove;
40 self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
42 self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
43 CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
46 void W_Laser_Shockwave (void)
49 float final_damage, final_spread;
50 entity head, next, aim_ent;
51 vector nearest, attack_endpos, angle_to_head, angle_to_attack, final_force;
53 // set up the shot direction
54 vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD));
55 W_SetupShot_Dir(self, wanted_shot_direction, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
56 vector targpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_jumpradius));
58 // trace to see if this is a self jump
59 WarpZone_TraceLine(w_shotorg, targpos, FALSE, self);
60 //te_lightning2(world, targpos, w_shotorg);
62 if(trace_fraction < 1) // Yes, it is a close range jump
64 RadiusDamageForSource(self, trace_endpos, '0 0 0', self, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_jumpradius, world, TRUE, autocvar_g_balance_laser_primary_force, WEP_LASER, world);
65 SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos);
67 else // No, it's a mid range attack
69 // find out what i'm pointing at
70 targpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius));
71 WarpZone_TraceLine(w_shotorg, targpos, FALSE, self);
73 //te_lightning2(world, trace_endpos, w_shotorg);
76 attack_endpos = trace_endpos;
77 //total_attack_range = vlen(w_shotorg - trace_endpos);
79 if(aim_ent.takedamage) // we actually aimed at a player
81 final_force = (normalize(aim_ent.origin - attack_endpos) * autocvar_g_balance_laser_primary_force);
82 Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, w_shotorg, final_force);
83 print("Player hit directly via aim!\n");
86 // now figure out if I hit anything else than what my aim pointed at...
87 head = WarpZone_FindRadius(attack_endpos, vlen(w_shotorg - trace_endpos) + MAX_DAMAGEEXTRARADIUS, FALSE);
92 if((head != self && head != aim_ent) && (head.takedamage))
94 // is it in range of the attack?
95 nearest = WarpZoneLib_NearestPointOnBox(head.origin + head.mins, head.origin + head.maxs, w_shotorg);
96 if(vlen(w_shotorg - nearest) <= autocvar_g_balance_laser_primary_radius)
98 // is it within the limit of the spread?
99 nearest = head.WarpZone_findradius_nearest;
100 angle_to_head = normalize(nearest - w_shotorg);
101 angle_to_attack = w_shotdir;
102 final_spread = vlen(angle_to_head - angle_to_attack);
103 if(final_spread <= autocvar_g_balance_laser_primary_spread)
105 // is it visible to the weapon?
106 //WarpZone_TraceLine(w_shotorg, nearest, MOVE_WORLDONLY, self);
107 //if(trace_fraction == 1)
109 // finally lets do some damage bitches!
110 if(autocvar_g_balance_laser_primary_spread)
111 final_damage = (final_spread / autocvar_g_balance_laser_primary_spread);
115 final_force = (normalize(nearest - w_shotorg) * autocvar_g_balance_laser_primary_force);
116 final_damage = (autocvar_g_balance_laser_primary_damage * final_damage + autocvar_g_balance_laser_primary_edgedamage * (1 - final_damage));
118 print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n"));
120 Damage(head, self, self, final_damage, WEP_LASER, w_shotorg, final_force);
122 print(strcat(vtos(angle_to_head), " - ", vtos(angle_to_attack), ": ", ftos(vlen(angle_to_head - angle_to_attack)), ".\n"));
123 //te_lightning2(world, nearest, w_shotorg);
125 //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1);
126 //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos);
134 SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos);
135 //pointparticles(particleeffectnum("laser_shockwave_attack"), w_shotorg, w_shotdir * 1000, 1);
139 void W_Laser_Attack (float issecondary)
146 if(issecondary == 2) // minstanex shot
147 nodamage = g_minstagib;
151 a = autocvar_g_balance_laser_primary_shotangle;
152 s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
155 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
156 else if(issecondary == 1)
157 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
159 W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
160 pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
163 missile.owner = missile.realowner = self;
164 missile.classname = "laserbolt";
168 missile.bot_dodge = TRUE;
169 missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
172 PROJECTILE_MAKETRIGGER(missile);
173 missile.projectiledeathtype = WEP_LASER;
175 setorigin (missile, w_shotorg);
176 setsize(missile, '0 0 0', '0 0 0');
178 W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
179 missile.angles = vectoangles (missile.velocity);
180 //missile.glow_color = 250; // 244, 250
181 //missile.glow_size = 120;
182 missile.touch = W_Laser_Touch;
184 missile.flags = FL_PROJECTILE;
186 missile.think = W_Laser_Think;
187 missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
189 other = missile; MUTATOR_CALLHOOK(EditProjectile);
191 if(time >= missile.nextthink)
201 .vector hook_start, hook_end;
202 float gauntletbeam_send(entity to, float sf)
204 WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
206 if(sound_allowed(MSG_BROADCAST, self.realowner))
208 WriteByte(MSG_ENTITY, sf);
211 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
215 WriteCoord(MSG_ENTITY, self.hook_start_x);
216 WriteCoord(MSG_ENTITY, self.hook_start_y);
217 WriteCoord(MSG_ENTITY, self.hook_start_z);
221 WriteCoord(MSG_ENTITY, self.hook_end_x);
222 WriteCoord(MSG_ENTITY, self.hook_end_y);
223 WriteCoord(MSG_ENTITY, self.hook_end_z);
227 .entity gauntletbeam;
228 .float prevgauntletfire;
229 entity lgbeam_owner_ent;
230 void gauntletbeam_think()
232 float damage, myforce, myradius;
233 damage = autocvar_g_balance_laser_secondary_damage;
234 myforce = autocvar_g_balance_laser_secondary_force;
235 myradius = autocvar_g_balance_laser_secondary_radius;
237 self.realowner.prevgauntletfire = time;
238 if (self.realowner.weaponentity.state != WS_INUSE || self != self.realowner.gauntletbeam || self.realowner.deadflag != DEAD_NO || !self.realowner.BUTTON_ATCK2)
244 self.nextthink = time;
246 makevectors(self.realowner.v_angle);
251 W_SetupShot_Range(self.realowner, TRUE, 0, "", 0, damage * dt, myradius);
252 if(!lgbeam_owner_ent)
254 lgbeam_owner_ent = spawn();
255 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
257 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(self.owner));
263 force = w_shotdir * myforce;
264 if(accuracy_isgooddamage(self.owner, trace_ent))
265 accuracy_add(self.owner, WEP_LASER, 0, damage * dt);
266 Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
270 if(w_shotorg != self.hook_start)
273 self.hook_start = w_shotorg;
275 if(w_shotend != self.hook_end)
278 self.hook_end = w_shotend;
282 // experimental gauntlet
283 void W_Laser_Attack2 ()
285 // only play fire sound if 0.5 sec has passed since player let go the fire button
286 if(time - self.prevgauntletfire > 0.5)
288 sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
291 entity beam, oldself;
293 self.gauntletbeam = beam = spawn();
294 beam.solid = SOLID_NOT;
295 beam.think = gauntletbeam_think;
297 beam.movetype = MOVETYPE_NONE;
298 beam.shot_spread = 0;
299 beam.bot_dodge = TRUE;
300 beam.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
301 Net_LinkEntity(beam, FALSE, 0, gauntletbeam_send);
311 weapon_action(WEP_LASER, WR_PRECACHE);
312 gauntlet_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 1);
313 gauntlet_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 2);
314 gauntlet_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 3);
315 gauntlet_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LASER), FALSE, FALSE, 4);
318 void spawnfunc_weapon_laser (void)
320 weapon_defaultspawnfunc(WEP_LASER);
323 float w_laser(float req)
329 if(autocvar_g_balance_laser_secondary)
331 r1 = autocvar_g_balance_laser_primary_damage;
332 r2 = autocvar_g_balance_laser_secondary_damage;
333 if (random() * (r2 + r1) > r1)
334 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_laser_secondary_speed, 0, autocvar_g_balance_laser_secondary_lifetime, FALSE);
336 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
339 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_laser_primary_speed, 0, autocvar_g_balance_laser_primary_lifetime, FALSE);
341 else if (req == WR_THINK)
343 if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
344 weapon_action(self.weapon, WR_RELOAD);
345 else if (self.BUTTON_ATCK)
347 if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
349 W_DecreaseAmmo(ammo_none, 1, TRUE);
352 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
355 else if (self.BUTTON_ATCK2)
357 if(autocvar_g_balance_laser_secondary)
359 W_DecreaseAmmo(ammo_none, 1, TRUE);
361 if (weapon_prepareattack(0, 0))
364 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
369 if(self.switchweapon == WEP_LASER) // don't do this if already switching
374 else if (req == WR_PRECACHE)
376 precache_model ("models/weapons/g_laser.md3");
377 precache_model ("models/weapons/v_laser.md3");
378 precache_model ("models/weapons/h_laser.iqm");
379 precache_sound ("weapons/lasergun_fire.wav");
380 precache_sound ("weapons/gauntlet_fire.wav");
381 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
383 else if (req == WR_SETUP)
385 weapon_setup(WEP_LASER);
386 self.current_ammo = ammo_none;
388 else if (req == WR_CHECKAMMO1)
392 else if (req == WR_CHECKAMMO2)
396 else if (req == WR_RELOAD)
398 W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
404 float w_laser(float req)
406 if(req == WR_IMPACTEFFECT)
409 org2 = w_org + w_backoff * 6;
410 pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
412 sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
414 else if(req == WR_PRECACHE)
416 precache_sound("weapons/laserimpact.wav");
418 else if (req == WR_SUICIDEMESSAGE)
419 w_deathtypestring = _("%s lasered themself to hell");
420 else if (req == WR_KILLMESSAGE)
422 if(w_deathtype & HITTYPE_SECONDARY)
423 w_deathtypestring = _("%s was cut in half by %s's gauntlet"); // unchecked: SPLASH
425 w_deathtypestring = _("%s was lasered to death by %s"); // unchecked: SPLASH