]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Begin refactoring all cvars for laser
authorSamual Lenks <samual@xonotic.org>
Tue, 31 Jul 2012 00:02:19 +0000 (20:02 -0400)
committerSamual Lenks <samual@xonotic.org>
Tue, 31 Jul 2012 00:02:19 +0000 (20:02 -0400)
qcsrc/server/autocvars.qh
qcsrc/server/w_laser.qc

index 1043183a05b27366204bb2c0bb8e0c083d2a62b9..37dbc372df2dcb8912edc595f3ce91553f4d9058 100644 (file)
@@ -427,7 +427,20 @@ float autocvar_g_balance_keyhunt_score_push;
 float autocvar_g_balance_keyhunt_throwvelocity;
 float autocvar_g_balance_kill_delay;
 float autocvar_g_balance_kill_antispam;
-float autocvar_g_balance_laser_oldprimary;
+float autocvar_g_balance_laser_melee_animtime;
+float autocvar_g_balance_laser_melee_damage;
+float autocvar_g_balance_laser_melee_delay;
+float autocvar_g_balance_laser_melee_force;
+float autocvar_g_balance_laser_melee_multihit;
+float autocvar_g_balance_laser_melee_no_doubleslap;
+float autocvar_g_balance_laser_melee_nonplayerdamage;
+float autocvar_g_balance_laser_melee_range;
+float autocvar_g_balance_laser_melee_refire;
+float autocvar_g_balance_laser_melee_swing_side;
+float autocvar_g_balance_laser_melee_swing_up;
+float autocvar_g_balance_laser_melee_time;
+float autocvar_g_balance_laser_melee_traces;
+float autocvar_g_balance_laser_primary;
 float autocvar_g_balance_laser_primary_animtime;
 float autocvar_g_balance_laser_primary_damage;
 float autocvar_g_balance_laser_primary_delay;
@@ -436,18 +449,14 @@ float autocvar_g_balance_laser_primary_force;
 float autocvar_g_balance_laser_primary_force_other_scale;
 float autocvar_g_balance_laser_primary_force_velocitybias;
 float autocvar_g_balance_laser_primary_force_zscale;
-var float autocvar_g_balance_laser_primary_jumpradius = 150;
 float autocvar_g_balance_laser_primary_lifetime;
-var float autocvar_g_balance_laser_primary_multiplier_min = 0.5;
-var float autocvar_g_balance_laser_primary_multiplier_accuracy = 0.5;
-var float autocvar_g_balance_laser_primary_multiplier_distance = 0.5;
 float autocvar_g_balance_laser_primary_radius;
 float autocvar_g_balance_laser_primary_refire;
 float autocvar_g_balance_laser_primary_shotangle;
 float autocvar_g_balance_laser_primary_speed;
 float autocvar_g_balance_laser_primary_spread;
-float autocvar_g_balance_laser_primary_spread_max;
-float autocvar_g_balance_laser_primary_spread_min;
+float autocvar_g_balance_laser_reload_ammo;
+float autocvar_g_balance_laser_reload_time;
 float autocvar_g_balance_laser_secondary;
 float autocvar_g_balance_laser_secondary_animtime;
 float autocvar_g_balance_laser_secondary_damage;
@@ -457,20 +466,34 @@ float autocvar_g_balance_laser_secondary_force_other_scale;
 float autocvar_g_balance_laser_secondary_force_velocitybias;
 float autocvar_g_balance_laser_secondary_force_zscale;
 float autocvar_g_balance_laser_secondary_lifetime;
-float autocvar_g_balance_laser_secondary_melee_delay;
-float autocvar_g_balance_laser_secondary_melee_range;
-float autocvar_g_balance_laser_secondary_melee_swing_side;
-float autocvar_g_balance_laser_secondary_melee_swing_up;
-float autocvar_g_balance_laser_secondary_melee_time;
-float autocvar_g_balance_laser_secondary_melee_traces;
-float autocvar_g_balance_laser_secondary_melee_no_doubleslap;
-float autocvar_g_balance_laser_secondary_melee_nonplayerdamage;
-float autocvar_g_balance_laser_secondary_melee_multihit;
 float autocvar_g_balance_laser_secondary_radius;
 float autocvar_g_balance_laser_secondary_refire;
 float autocvar_g_balance_laser_secondary_speed;
-float autocvar_g_balance_laser_reload_ammo;
-float autocvar_g_balance_laser_reload_time;
+float autocvar_g_balance_laser_shockwave_damage;
+float autocvar_g_balance_laser_shockwave_distance;
+float autocvar_g_balance_laser_shockwave_edgedamage;
+float autocvar_g_balance_laser_shockwave_force;
+float autocvar_g_balance_laser_shockwave_jump_damage;
+float autocvar_g_balance_laser_shockwave_jump_edgedamage;
+float autocvar_g_balance_laser_shockwave_jump_force;
+float autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
+float autocvar_g_balance_laser_shockwave_jump_force_zscale;
+float autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy;
+float autocvar_g_balance_laser_shockwave_jump_multiplier_distance;
+float autocvar_g_balance_laser_shockwave_jump_multiplier_min;
+float autocvar_g_balance_laser_shockwave_jump_radius;
+float autocvar_g_balance_laser_shockwave_multiplier_accuracy;
+float autocvar_g_balance_laser_shockwave_multiplier_distance;
+float autocvar_g_balance_laser_shockwave_multiplier_min;
+float autocvar_g_balance_laser_shockwave_splash_damage;
+float autocvar_g_balance_laser_shockwave_splash_edgedamage;
+float autocvar_g_balance_laser_shockwave_splash_force;
+float autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy;
+float autocvar_g_balance_laser_shockwave_splash_multiplier_distance;
+float autocvar_g_balance_laser_shockwave_splash_multiplier_min;
+float autocvar_g_balance_laser_shockwave_splash_radius;
+float autocvar_g_balance_laser_shockwave_spread_max;
+float autocvar_g_balance_laser_shockwave_spread_min;
 float autocvar_g_balance_minelayer_ammo;
 float autocvar_g_balance_minelayer_animtime;
 float autocvar_g_balance_minelayer_damage;
index 6ea5431ea757dd132a5caf6797ac9d1a227e57c8..c5a4bafacba15aee086429f36d9b153d710f4f4d 100644 (file)
@@ -19,8 +19,8 @@ void SendCSQCShockwaveParticle(vector endpos)
        WriteCoord(MSG_BROADCAST, endpos_x);
        WriteCoord(MSG_BROADCAST, endpos_y);
        WriteCoord(MSG_BROADCAST, endpos_z);
-       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_primary_spread_max, 255));
-       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_primary_spread_min, 255));
+       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_max, 255));
+       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_min, 255));
 }
 
 void W_Laser_Touch()
@@ -58,7 +58,7 @@ float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, ve
        float distance_from_line = vlen(targetorg - nearest_on_line);
        
        spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
-       spreadlimit = (autocvar_g_balance_laser_primary_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_primary_spread_max * spreadlimit);
+       spreadlimit = (autocvar_g_balance_laser_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_spread_max * spreadlimit);
        
        if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90))
                return bound(0, (distance_from_line / spreadlimit), 1);
@@ -145,8 +145,8 @@ void W_Laser_Shockwave()
        float i, queue = 1;
        
        // set up the shot direction
-       W_SetupShot(self, 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));
+       W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_shockwave_damage);
+       vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_shockwave_distance));
        WarpZone_TraceLine(w_shotorg, attack_endpos, FALSE, self);
        vector attack_hitpos = trace_endpos;
        float distance_to_end = vlen(w_shotorg - attack_endpos);
@@ -157,11 +157,11 @@ void W_Laser_Shockwave()
        SendCSQCShockwaveParticle(attack_endpos);
 
        // splash damage/jumping trace
-       head = WarpZone_FindRadius(attack_hitpos, autocvar_g_balance_laser_primary_jumpradius, FALSE);
+       head = WarpZone_FindRadius(attack_hitpos, max(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE);
        while(head)
        {
                next = head.chain;
-               
+
                if(head.takedamage)
                {
                        // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
@@ -169,28 +169,28 @@ void W_Laser_Shockwave()
                        
                        if(head == self)
                        {
-                               multiplier_from_accuracy = (1 - (vlen(center - attack_hitpos) ? min(1, (vlen(center - attack_hitpos) / autocvar_g_balance_laser_primary_jumpradius)) : 0));
+                               multiplier_from_accuracy = (1 - (vlen(center - attack_hitpos) ? min(1, (vlen(center - attack_hitpos) / autocvar_g_balance_laser_shockwave_jump_radius)) : 0));
                                multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
-                               multiplier = max(autocvar_g_balance_laser_primary_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_primary_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_primary_multiplier_distance)));
+                               multiplier = max(autocvar_g_balance_laser_shockwave_jump_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_jump_multiplier_distance)));
 
-                               final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force) * multiplier);
+                               final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier);
                                vel = head.velocity; vel_z = 0;
-                               vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * autocvar_g_balance_laser_primary_force_velocitybias;
+                               vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
                                final_force = (vlen(final_force) * normalize(normalize(final_force) + vel));
-                               final_force_z *= autocvar_g_balance_laser_primary_force_zscale;
-                               final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
+                               final_force_z *= autocvar_g_balance_laser_shockwave_jump_force_zscale;
+                               final_damage = (autocvar_g_balance_laser_shockwave_jump_damage * multiplier + autocvar_g_balance_laser_shockwave_jump_edgedamage * (1 - multiplier));
 
                                Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
                                print("SELF HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
                        }
                        else
                        {       
-                               multiplier_from_accuracy = 1;
+                               multiplier_from_accuracy = (1 - (vlen(center - attack_hitpos) ? min(1, (vlen(center - attack_hitpos) / autocvar_g_balance_laser_shockwave_splash_radius)) : 0));
                                multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
-                               multiplier = max(autocvar_g_balance_laser_primary_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_primary_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_primary_multiplier_distance)));
+                               multiplier = max(autocvar_g_balance_laser_shockwave_splash_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_splash_multiplier_distance)));
                                
-                               final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force) * multiplier);
-                               final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
+                               final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_splash_force) * multiplier);
+                               final_damage = (autocvar_g_balance_laser_shockwave_splash_damage * multiplier + autocvar_g_balance_laser_shockwave_splash_edgedamage * (1 - multiplier));
 
                                if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
                                print("SPLASH HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
@@ -200,7 +200,7 @@ void W_Laser_Shockwave()
        }
 
        // cone damage trace
-       head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_primary_radius, FALSE);
+       head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
        while(head)
        {
                next = head.chain;
@@ -223,15 +223,15 @@ void W_Laser_Shockwave()
                        vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
                        float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
 
-                       if((distance_to_target <= autocvar_g_balance_laser_primary_radius
+                       if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance
                                && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
                        {
                                multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
                                multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
-                               multiplier = max(autocvar_g_balance_laser_primary_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_primary_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_primary_multiplier_distance)));
+                               multiplier = max(autocvar_g_balance_laser_shockwave_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_multiplier_distance)));
 
-                               final_force = ((normalize(center - nearest_on_line) * autocvar_g_balance_laser_primary_force) * multiplier);
-                               final_damage = (autocvar_g_balance_laser_primary_damage * multiplier + autocvar_g_balance_laser_primary_edgedamage * (1 - multiplier));
+                               final_force = ((normalize(center - nearest_on_line) * autocvar_g_balance_laser_shockwave_force) * multiplier);
+                               final_damage = (autocvar_g_balance_laser_shockwave_damage * multiplier + autocvar_g_balance_laser_shockwave_edgedamage * (1 - multiplier));
 
                                if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
                                print("CONE HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
@@ -272,12 +272,12 @@ void W_Laser_Melee_Think()
        makevectors(self.realowner.v_angle); // update values for v_* vectors
        
        // calculate swing percentage based on time
-       meleetime = autocvar_g_balance_laser_secondary_melee_time * W_WeaponRateFactor();
+       meleetime = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor();
        swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
-       f = ((1 - swing) * autocvar_g_balance_laser_secondary_melee_traces);
+       f = ((1 - swing) * autocvar_g_balance_laser_melee_traces);
        
        // check to see if we can still continue, otherwise give up now
-       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_secondary_melee_no_doubleslap)
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_melee_no_doubleslap)
        {
                remove(self);
                return;
@@ -286,12 +286,12 @@ void W_Laser_Melee_Think()
        // if okay, perform the traces needed for this frame 
        for(i=self.swing_prev; i < f; ++i)
        {
-               swing_factor = ((1 - (i / autocvar_g_balance_laser_secondary_melee_traces)) * 2 - 1);
+               swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1);
                
                targpos = (self.realowner.origin + self.realowner.view_ofs 
-                       + (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));
+                       + (v_forward * autocvar_g_balance_laser_melee_range)
+                       + (v_up * swing_factor * autocvar_g_balance_laser_melee_swing_up)
+                       + (v_right * swing_factor * autocvar_g_balance_laser_melee_swing_side));
 
                WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
                
@@ -304,25 +304,25 @@ void W_Laser_Melee_Think()
                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_laser_secondary_melee_nonplayerdamage))
+                       && (is_player || autocvar_g_balance_laser_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_laser_secondary_damage * min(1, swing_factor + 1));
+                               swing_damage = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1));
                        else
-                               swing_damage = (autocvar_g_balance_laser_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+                               swing_damage = (autocvar_g_balance_laser_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_LASER | HITTYPE_SECONDARY, 
                                self.realowner.origin + self.realowner.view_ofs, 
-                               v_forward * autocvar_g_balance_laser_secondary_force);
+                               v_forward * autocvar_g_balance_laser_melee_force);
                                
                        if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
                        
-                       if(autocvar_g_balance_laser_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+                       if(autocvar_g_balance_laser_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
@@ -352,14 +352,14 @@ void W_Laser_Melee_Think()
 void W_Laser_Melee()
 {
        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);
+       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_melee_animtime, w_ready);
 
        entity meleetemp;
        meleetemp = spawn();
        meleetemp.owner = meleetemp.realowner = self;
        meleetemp.think = W_Laser_Melee_Think;
-       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);
+       meleetemp.nextthink = time + autocvar_g_balance_laser_melee_delay * W_WeaponRateFactor();
+       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_melee_damage, autocvar_g_balance_laser_melee_range);
 }
 
 void W_Laser_Attack(float issecondary)
@@ -436,7 +436,7 @@ float W_Laser(float request)
        {
                case WR_AIM:
                {
-                       if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_secondary_melee_range))
+                       if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_melee_range))
                                self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
                        else
                                self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
@@ -453,8 +453,7 @@ float W_Laser(float request)
                                {
                                        W_DecreaseAmmo(ammo_none, 1, TRUE);
 
-
-                                       if not(autocvar_g_balance_laser_oldprimary)
+                                       if not(autocvar_g_balance_laser_primary)
                                                W_Laser_Shockwave();
                                        else
                                                W_Laser_Attack(FALSE);
@@ -489,11 +488,11 @@ float W_Laser(float request)
                                        case 2: // melee attack secondary
                                        {
                                                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_laser_secondary_refire))
+                                               if(weapon_prepareattack(1, autocvar_g_balance_laser_melee_refire))
                                                {
                                                        // attempt forcing playback of the anim by switching to another anim (that we never play) here...
                                                        W_Laser_Melee();
-                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_secondary_animtime, w_ready);
+                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready);
                                                }
                                        }
                                }