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();
+ meleetime = autocvar_g_balance_laser_secondary_melee_time * W_WeaponRateFactor();
swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
- f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
+ f = ((1 - swing) * autocvar_g_balance_laser_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)
+ if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_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);
+ swing_factor = ((1 - (i / autocvar_g_balance_laser_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));
+ + (v_forward * autocvar_g_balance_laser_secondary_melee_range)
+ + (v_up * swing_factor * autocvar_g_balance_laser_secondary_melee_swing_up)
+ + (v_right * swing_factor * autocvar_g_balance_laser_secondary_melee_swing_side));
WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
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))
+ && (is_player || autocvar_g_balance_laser_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));
+ swing_damage = (autocvar_g_balance_laser_secondary_damage * min(1, swing_factor + 1));
else
- swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+ swing_damage = (autocvar_g_balance_laser_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,
+ swing_damage, WEP_LASER | HITTYPE_SECONDARY,
self.realowner.origin + self.realowner.view_ofs,
- v_forward * autocvar_g_balance_shotgun_secondary_force);
+ v_forward * autocvar_g_balance_laser_secondary_force);
- if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
+ if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 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.
+ if(autocvar_g_balance_laser_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
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);
+ sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_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);
+ meleetemp.nextthink = time + autocvar_g_balance_laser_secondary_melee_delay * W_WeaponRateFactor();
+ W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_melee_range);
}
void W_Laser_Attack (float issecondary)
{
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))
+ if (weapon_prepareattack(1, autocvar_g_balance_laser_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);