}
}
+.float swing_prev;
+.entity swing_alreadyhit;
+void W_Laser_Melee_Think(void)
+{
+ // 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_shotgun_secondary_melee_time * W_WeaponRateFactor();
+ swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
+ f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
+
+ // check to see if we can still continue, otherwise give up now
+ if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_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_shotgun_secondary_melee_traces)) * 2 - 1);
+
+ targpos = (self.realowner.origin + self.realowner.view_ofs
+ + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
+ + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
+ + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_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_shotgun_secondary_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_shotgun_secondary_damage * min(1, swing_factor + 1));
+ else
+ swing_damage = (autocvar_g_balance_shotgun_secondary_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_SHOTGUN | HITTYPE_SECONDARY,
+ self.realowner.origin + self.realowner.view_ofs,
+ v_forward * autocvar_g_balance_shotgun_secondary_force);
+
+ if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
+
+ // draw large red flash for debugging
+ //te_customflash(targpos, 200, 2, '15 0 0');
+
+ if(autocvar_g_balance_shotgun_secondary_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(void)
+{
+ sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
+
+ entity meleetemp;
+ meleetemp = spawn();
+ meleetemp.owner = meleetemp.realowner = self;
+ meleetemp.think = W_Laser_Melee_Think;
+ meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
+ W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
+}
+
void W_Laser_Attack (float issecondary)
{
entity missile;
break;
}
+
+ case 2: // melee attack secondary
+ {
+ if (self.clip_load >= 0) // we are not currently reloading
+ 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_shotgun_secondary_refire))
+ {
+ // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+ weapon_thinkf(WFRAME_FIRE1, 0, W_Laser_Melee);
+ }
+ }
}
}
}