X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_laser.qc;h=cb80b3a8e50856caaf51102b70a30dd3f14fe203;hp=4ce1331931628366bfaf35037c429edfbbe7f3b4;hb=6018d119b3c9f4e54d6d21f6339948708c83d83f;hpb=a2aac26e6d660e5e70e65d7639a669bced3de9e2 diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index 4ce1331931..cb80b3a8e5 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -1,8 +1,23 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser")) +REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser")) #else #ifdef SVQC void(float imp) W_SwitchWeapon; +void() W_LastWeapon; + +void SendCSQCShockwaveParticle(float spread, vector endpos) +{ + //WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_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, 255 * spread, 255)); +} void W_Laser_Touch (void) { @@ -10,9 +25,9 @@ void W_Laser_Touch (void) self.event_damage = SUB_Null; if (self.dmg) - 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); + 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.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); + 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); } @@ -28,9 +43,117 @@ void W_Laser_Think() CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE); } +void W_Laser_Shockwave (void) +{ + // declarations + float final_damage, final_spread; + entity head, next, aim_ent; + vector nearest, attack_hitpos, angle_to_head, angle_to_attack, final_force, center; + + // set up the shot direction + vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD)); + W_SetupShot_Dir(self, wanted_shot_direction, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage); + vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius)); + + // find out what we're pointing at + WarpZone_TraceLine(w_shotorg, attack_endpos, FALSE, self); + aim_ent = trace_ent; + attack_hitpos = trace_endpos; + + // do the jump explosion now (also handles the impact effect) + 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, self, TRUE, autocvar_g_balance_laser_primary_force, WEP_LASER, world); + + // also do the firing effect now + SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, attack_hitpos); + + // did we hit a player directly? + if(aim_ent.takedamage) + { + // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) + if (aim_ent.classname == "player") + center = aim_ent.origin + aim_ent.view_ofs; + else + center = aim_ent.origin + (aim_ent.mins + aim_ent.maxs) * 0.5; + + final_force = (normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force); + Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, aim_ent.origin, final_force); + print("Player hit directly via aim!\n"); + } + + // now figure out if I hit anything else than what my aim directly pointed at... + head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_primary_radius, FALSE); + while(head) + { + next = head.chain; + + if((head != self && head != aim_ent) && (head.takedamage)) + { + // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) + if (head.classname == "player") + center = head.origin + head.view_ofs; + else + center = head.origin + (head.mins + head.maxs) * 0.5; + + // find the closest point on the enemy to the center of the attack + float h = vlen(center - self.origin); + float ang = acos(dotproduct(normalize(center - self.origin), w_shotdir)); + float a = h * cos(ang); + + // ang = angle between shotdir and h + // h = hypotenuse, which is the distance between attacker to head + // a = adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin + + nearest = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, w_shotorg + a * w_shotdir); + + if(vlen(w_shotorg - nearest) <= autocvar_g_balance_laser_primary_radius) + { + // is it within the limit of the spread? + nearest = head.WarpZone_findradius_nearest; + angle_to_head = normalize(nearest - w_shotorg); + angle_to_attack = w_shotdir; + final_spread = vlen(angle_to_head - angle_to_attack); + if(final_spread <= autocvar_g_balance_laser_primary_spread) + { + // TODO! we MUST check this, otherwise you can shoot through walls! + // just how to make sure that if a small part of the player is visible, we'll hit him? + // we can just do it the cheap way of tracing from shotorg to nearest, but what if there's an obstruction between those points, but the player still sees the enemy...? + + // is it visible to the weapon? + //WarpZone_TraceLine(w_shotorg, nearest, MOVE_WORLDONLY, self); + //if(trace_fraction == 1) + //{ + // finally lets do some damage bitches! + if(autocvar_g_balance_laser_primary_spread) + final_damage = (final_spread / autocvar_g_balance_laser_primary_spread); + else + final_damage = 1; + + //final_force = (normalize(nearest - w_shotorg) * autocvar_g_balance_laser_primary_force); // we dont want to use nearest here, because that would result in some rather weird force dirs for the attacker... + print(strcat("head.origin: ", vtos(head.origin), ", (w_shotorg + a * w_shotdir): ", vtos(w_shotorg + a * w_shotdir), ".\n")); + print("a = ", ftos(a), " h = ", ftos(h), " ang = ", ftos(ang), "\n"); + final_force = (normalize(center - (w_shotorg + a * w_shotdir)) * autocvar_g_balance_laser_primary_force); + final_damage = (autocvar_g_balance_laser_primary_damage * final_damage + autocvar_g_balance_laser_primary_edgedamage * (1 - final_damage)); + + print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n")); + + Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force); + + print(strcat(vtos(angle_to_head), " - ", vtos(angle_to_attack), ": ", ftos(vlen(angle_to_head - angle_to_attack)), ".\n")); + //te_lightning2(world, nearest, w_shotorg); + + //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1); + //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos); + //} + } + } + } + head = next; + } +} + void W_Laser_Attack (float issecondary) { - local entity missile; + entity missile; vector s_forward; float a; float nodamage; @@ -44,15 +167,15 @@ void W_Laser_Attack (float issecondary) 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", CHAN_WEAPON2, 0); + 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", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage); + 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", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage); + 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 = self; + missile.owner = missile.realowner = self; missile.classname = "laserbolt"; missile.dmg = 0; if(!nodamage) @@ -74,6 +197,7 @@ void W_Laser_Attack (float issecondary) 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; @@ -95,12 +219,12 @@ float gauntletbeam_send(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET); sf = sf & 0x7F; - if(sound_allowed(MSG_BROADCAST, self.owner)) + if(sound_allowed(MSG_BROADCAST, self.realowner)) sf |= 0x80; WriteByte(MSG_ENTITY, sf); if(sf & 1) { - WriteByte(MSG_ENTITY, num_for_edict(self.owner)); + WriteByte(MSG_ENTITY, num_for_edict(self.realowner)); } if(sf & 2) { @@ -118,6 +242,7 @@ float gauntletbeam_send(entity to, float sf) } .entity gauntletbeam; .float prevgauntletfire; +entity lgbeam_owner_ent; void gauntletbeam_think() { float damage, myforce, myradius; @@ -125,8 +250,8 @@ void gauntletbeam_think() myforce = autocvar_g_balance_laser_secondary_force; myradius = autocvar_g_balance_laser_secondary_radius; - self.owner.prevgauntletfire = time; - if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2) + self.realowner.prevgauntletfire = time; + if (self.realowner.weaponentity.state != WS_INUSE || self != self.realowner.gauntletbeam || self.realowner.deadflag != DEAD_NO || !self.realowner.BUTTON_ATCK2) { remove(self); return; @@ -134,13 +259,18 @@ void gauntletbeam_think() self.nextthink = time; - makevectors(self.owner.v_angle); + makevectors(self.realowner.v_angle); float dt; dt = frametime; - W_SetupShot_Range(self.owner, TRUE, 0, "", 0, damage * dt, myradius); - WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner)); + W_SetupShot_Range(self.realowner, TRUE, 0, "", 0, damage * dt, myradius); + if(!lgbeam_owner_ent) + { + lgbeam_owner_ent = spawn(); + lgbeam_owner_ent.classname = "lgbeam_owner_ent"; + } + WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(self.owner)); // apply the damage if(trace_ent) @@ -171,7 +301,7 @@ void W_Laser_Attack2 () // only play fire sound if 0.5 sec has passed since player let go the fire button if(time - self.prevgauntletfire > 0.5) { - sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM); } entity beam, oldself; @@ -208,8 +338,8 @@ void spawnfunc_weapon_laser (void) float w_laser(float req) { - local float r1; - local float r2; + float r1; + float r2; if (req == WR_AIM) { if(autocvar_g_balance_laser_secondary) @@ -226,16 +356,24 @@ float w_laser(float req) } else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire)) + if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload + weapon_action(self.weapon, WR_RELOAD); + else if (self.BUTTON_ATCK) { - W_Laser_Attack(0); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready); + if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire)) + { + W_DecreaseAmmo(ammo_none, 1, TRUE); + + W_Laser_Shockwave(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready); + } } - if (self.BUTTON_ATCK2) + else if (self.BUTTON_ATCK2) { if(autocvar_g_balance_laser_secondary) { + W_DecreaseAmmo(ammo_none, 1, TRUE); + if (weapon_prepareattack(0, 0)) { W_Laser_Attack2(); @@ -245,7 +383,7 @@ float w_laser(float req) else { if(self.switchweapon == WEP_LASER) // don't do this if already switching - W_SwitchWeapon (self.cnt); + W_LastWeapon(); } } } @@ -256,15 +394,27 @@ float w_laser(float req) precache_model ("models/weapons/h_laser.iqm"); precache_sound ("weapons/lasergun_fire.wav"); precache_sound ("weapons/gauntlet_fire.wav"); + //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) + { weapon_setup(WEP_LASER); + self.current_ammo = ammo_none; + } else if (req == WR_CHECKAMMO1) + { return TRUE; + } else if (req == WR_CHECKAMMO2) + { return TRUE; + } + else if (req == WR_RELOAD) + { + W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav"); + } return TRUE; -}; +} #endif #ifdef CSQC float w_laser(float req) @@ -273,9 +423,9 @@ float w_laser(float req) { vector org2; org2 = w_org + w_backoff * 6; - pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1); + pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) - sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); } else if(req == WR_PRECACHE) {