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=5e2bb075aa5c7ff1a4fd6b258ac2cea9661954a7;hb=6018d119b3c9f4e54d6d21f6339948708c83d83f;hpb=33c4dec3010293f321f1b71d6bcee204f644d632 diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index 5e2bb075a..cb80b3a8e 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -5,15 +5,29 @@ REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WE 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) { PROJECTILE_TOUCH; self.event_damage = SUB_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, 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.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); + 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); } @@ -29,6 +43,114 @@ 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) { entity missile; @@ -242,7 +364,7 @@ float w_laser(float req) { W_DecreaseAmmo(ammo_none, 1, TRUE); - W_Laser_Attack(0); + W_Laser_Shockwave(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready); } } @@ -301,7 +423,7 @@ 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, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }