3 /* WEP_##id */ SHOCKWAVE,
4 /* function */ W_Shockwave,
5 /* ammotype */ ammo_none,
7 /* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_LOW,
9 /* color */ '0.5 0.25 0',
10 /* model */ "shotgun",
11 /* crosshair */ "gfx/crosshairshotgun 0.7",
12 /* refname */ "shockwave",
13 /* wepname */ _("Shockwave")
16 #define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
17 #define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
18 w_cvar(id, sn, NONE, blast_animtime) \
19 w_cvar(id, sn, NONE, blast_damage) \
20 w_cvar(id, sn, NONE, blast_distance) \
21 w_cvar(id, sn, NONE, blast_edgedamage) \
22 w_cvar(id, sn, NONE, blast_force) \
23 w_cvar(id, sn, NONE, blast_force_forwardbias) \
24 w_cvar(id, sn, NONE, blast_force_zscale) \
25 w_cvar(id, sn, NONE, blast_jump_damage) \
26 w_cvar(id, sn, NONE, blast_jump_edgedamage) \
27 w_cvar(id, sn, NONE, blast_jump_force) \
28 w_cvar(id, sn, NONE, blast_jump_force_velocitybias) \
29 w_cvar(id, sn, NONE, blast_jump_force_zscale) \
30 w_cvar(id, sn, NONE, blast_jump_multiplier_accuracy) \
31 w_cvar(id, sn, NONE, blast_jump_multiplier_distance) \
32 w_cvar(id, sn, NONE, blast_jump_multiplier_min) \
33 w_cvar(id, sn, NONE, blast_jump_radius) \
34 w_cvar(id, sn, NONE, blast_multiplier_accuracy) \
35 w_cvar(id, sn, NONE, blast_multiplier_distance) \
36 w_cvar(id, sn, NONE, blast_multiplier_min) \
37 w_cvar(id, sn, NONE, blast_refire) \
38 w_cvar(id, sn, NONE, blast_splash_damage) \
39 w_cvar(id, sn, NONE, blast_splash_edgedamage) \
40 w_cvar(id, sn, NONE, blast_splash_force) \
41 w_cvar(id, sn, NONE, blast_splash_force_forwardbias) \
42 w_cvar(id, sn, NONE, blast_splash_multiplier_accuracy) \
43 w_cvar(id, sn, NONE, blast_splash_multiplier_distance) \
44 w_cvar(id, sn, NONE, blast_splash_multiplier_min) \
45 w_cvar(id, sn, NONE, blast_splash_radius) \
46 w_cvar(id, sn, NONE, blast_spread_max) \
47 w_cvar(id, sn, NONE, blast_spread_min) \
48 w_cvar(id, sn, NONE, melee_animtime) \
49 w_cvar(id, sn, NONE, melee_damage) \
50 w_cvar(id, sn, NONE, melee_delay) \
51 w_cvar(id, sn, NONE, melee_force) \
52 w_cvar(id, sn, NONE, melee_multihit) \
53 w_cvar(id, sn, NONE, melee_no_doubleslap) \
54 w_cvar(id, sn, NONE, melee_nonplayerdamage) \
55 w_cvar(id, sn, NONE, melee_range) \
56 w_cvar(id, sn, NONE, melee_refire) \
57 w_cvar(id, sn, NONE, melee_swing_side) \
58 w_cvar(id, sn, NONE, melee_swing_up) \
59 w_cvar(id, sn, NONE, melee_time) \
60 w_cvar(id, sn, NONE, melee_traces) \
61 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
62 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
63 w_prop(id, sn, string, weaponreplace, weaponreplace) \
64 w_prop(id, sn, float, weaponstart, weaponstart) \
65 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
68 SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
72 void spawnfunc_weapon_shockwave()
74 //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
75 if(autocvar_sv_q3acompat_machineshotgunswap)
76 if(self.classname != "droppedweapon")
78 weapon_defaultspawnfunc(WEP_MACHINEGUN);
81 weapon_defaultspawnfunc(WEP_SHOCKWAVE);
84 #define MAX_SHOCKWAVE_HITS 10
87 .entity swing_alreadyhit;
88 .float shockwave_blasttime;
89 entity shockwave_hit[MAX_SHOCKWAVE_HITS];
90 float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
91 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
94 void W_Shockwave_Melee_Think()
97 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
101 // check to see if we can still continue, otherwise give up now
102 if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap))
108 // set start time of melee
112 W_PlayStrengthSound(self.realowner);
115 // update values for v_* vectors
116 makevectors(self.realowner.v_angle);
118 // calculate swing percentage based on time
119 meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor();
120 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
121 f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
123 // perform the traces needed for this frame
124 for(i=self.swing_prev; i < f; ++i)
126 swing_factor = ((1 - (i / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
128 targpos = (self.realowner.origin + self.realowner.view_ofs
129 + (v_forward * WEP_CVAR(shockwave, melee_range))
130 + (v_up * swing_factor * WEP_CVAR(shockwave, melee_swing_up))
131 + (v_right * swing_factor * WEP_CVAR(shockwave, melee_swing_side)));
133 WarpZone_traceline_antilag(
135 (self.realowner.origin + self.realowner.view_ofs),
139 ANTILAG_LATENCY(self.realowner)
142 // draw lightning beams for debugging
143 te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
144 te_customflash(targpos, 40, 2, '1 1 1');
146 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
148 if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
149 && (trace_ent.takedamage == DAMAGE_AIM)
150 && (trace_ent != self.swing_alreadyhit)
151 && (is_player || WEP_CVAR(shockwave, melee_nonplayerdamage)))
153 target_victim = trace_ent; // so it persists through other calls
155 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught
156 swing_damage = (WEP_CVAR(shockwave, melee_damage) * min(1, swing_factor + 1));
158 swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage) * min(1, swing_factor + 1));
160 // trigger damage with this calculated info
166 (WEP_SHOCKWAVE | HITTYPE_SECONDARY),
167 (self.realowner.origin + self.realowner.view_ofs),
168 (v_forward * WEP_CVAR(shockwave, melee_force))
172 if(accuracy_isgooddamage(self.realowner, target_victim))
173 { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
175 #ifdef DEBUG_SHOCKWAVE
177 "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
178 self.realowner.netname,
179 target_victim.netname,
186 // allow multiple hits with one swing, but not against the same player twice
187 if(WEP_CVAR(shockwave, melee_multihit))
189 self.swing_alreadyhit = target_victim;
190 continue; // move along to next trace
200 if(time >= self.cnt + meleetime)
210 self.nextthink = time;
214 void W_Shockwave_Melee()
216 sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
217 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
221 meleetemp.owner = meleetemp.realowner = self;
222 meleetemp.think = W_Shockwave_Melee_Think;
223 meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
224 W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
227 // SHOCKWAVE ATTACK MODE
228 float W_Shockwave_Attack_CheckSpread(
230 vector nearest_on_line,
232 vector attack_endpos)
235 float distance_of_attack = vlen(sw_shotorg - attack_endpos);
236 float distance_from_line = vlen(targetorg - nearest_on_line);
238 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
241 (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
243 (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit)
247 (spreadlimit && (distance_from_line <= spreadlimit))
249 ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)
251 { return bound(0, (distance_from_line / spreadlimit), 1); }
256 float W_Shockwave_Attack_IsVisible(
258 vector nearest_on_line,
260 vector attack_endpos)
262 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
263 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
267 // STEP ONE: Check if the nearest point is clear
268 if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
270 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
271 if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
274 // STEP TWO: Check if shotorg to center point is clear
275 if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
277 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
278 if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
281 // STEP THREE: Check each corner to see if they are clear
284 corner = get_corner_position(head, i);
285 if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
287 WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
288 if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
295 float W_Shockwave_Attack_CheckHit(
301 if(!head) { return FALSE; }
304 for(i = 0; i <= queue; ++i)
306 if(shockwave_hit[i] == head)
308 if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
309 if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
314 shockwave_hit[queue] = head;
315 shockwave_hit_force[queue] = final_force;
316 shockwave_hit_damage[queue] = final_damage;
320 void W_Shockwave_Attack()
323 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
325 vector final_force, center, vel;
330 // set up the shot direction
331 W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
332 vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
333 WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
334 vector attack_hitpos = trace_endpos;
335 float distance_to_end = vlen(w_shotorg - attack_endpos);
336 float distance_to_hit = vlen(w_shotorg - attack_hitpos);
337 //entity transform = WarpZone_trace_transform;
339 // do the firing effect now
340 //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO
343 WEP_CVAR(shockwave, blast_splash_damage),
344 WEP_CVAR(shockwave, blast_splash_edgedamage),
345 WEP_CVAR(shockwave, blast_splash_radius),
346 w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
352 // splash damage/jumping trace
353 head = WarpZone_FindRadius(
356 WEP_CVAR(shockwave, blast_splash_radius),
357 WEP_CVAR(shockwave, blast_jump_radius)
366 float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
368 if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
370 // ========================
371 // BLAST JUMP CALCULATION
372 // ========================
374 // calculate importance of distance and accuracy for this attack
375 multiplier_from_accuracy = (1 -
377 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius)))
382 multiplier_from_distance = (1 -
384 min(1, (distance_to_hit / distance_to_end))
391 WEP_CVAR(shockwave, blast_jump_multiplier_min),
393 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy))
395 (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))
399 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
402 (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
404 (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
407 // figure out the direction of force
408 vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0));
411 bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
413 WEP_CVAR(shockwave, blast_jump_force_velocitybias)
415 final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
417 // now multiply the direction by force units
418 final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
419 final_force_z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
421 // trigger damage with this calculated info
432 #ifdef DEBUG_SHOCKWAVE
434 "SELF HIT: multiplier = %f, damage = %f, force = %f... "
435 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
439 multiplier_from_accuracy,
440 multiplier_from_distance
444 else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
446 // ==========================
447 // BLAST SPLASH CALCULATION
448 // ==========================
450 // calculate importance of distance and accuracy for this attack
451 multiplier_from_accuracy = (1 -
453 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius)))
458 multiplier_from_distance = (1 -
460 min(1, (distance_to_hit / distance_to_end))
467 WEP_CVAR(shockwave, blast_splash_multiplier_min),
469 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy))
471 (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))
475 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
478 (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
480 (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
483 // figure out the direction of force
484 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
485 final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
486 //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
488 // now multiply the direction by force units
489 final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
490 final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
492 // queue damage with this calculated info
493 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
495 #ifdef DEBUG_SHOCKWAVE
497 "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
498 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
502 multiplier_from_accuracy,
503 multiplier_from_distance
512 head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE);
515 if((head != self) && head.takedamage)
517 // ========================
518 // BLAST CONE CALCULATION
519 // ========================
521 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
522 center = CENTER_OR_VIEWOFS(head);
524 // find the closest point on the enemy to the center of the attack
525 float ang; // angle between shotdir and h
526 float h; // hypotenuse, which is the distance between attacker to head
527 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
529 h = vlen(center - self.origin);
530 ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
532 // WEAPONTODO: replace with simpler method
534 vector nearest_on_line = (w_shotorg + a * w_shotdir);
535 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
537 if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
538 && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
540 // calculate importance of distance and accuracy for this attack
541 multiplier_from_accuracy = (1 -
542 W_Shockwave_Attack_CheckSpread(
549 multiplier_from_distance = (1 -
551 min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
558 WEP_CVAR(shockwave, blast_multiplier_min),
560 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
562 (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
566 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
569 (WEP_CVAR(shockwave, blast_damage) * multiplier)
571 (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
574 // figure out the direction of force
575 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
576 final_force = normalize(center - (nearest_on_line - final_force));
577 //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
579 // now multiply the direction by force units
580 final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
581 final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
583 // queue damage with this calculated info
584 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
586 #ifdef DEBUG_SHOCKWAVE
588 "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
589 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
593 multiplier_from_accuracy,
594 multiplier_from_distance
602 for(i = 0; i <= queue; ++i)
604 head = shockwave_hit[i];
605 final_force = shockwave_hit_force[i];
606 final_damage = shockwave_hit_damage[i];
618 #ifdef DEBUG_SHOCKWAVE
620 "SHOCKWAVE by %s: damage = %f, force = %f.\n",
627 shockwave_hit[i] = world;
628 shockwave_hit_force[i] = '0 0 0';
629 shockwave_hit_damage[i] = 0;
633 float W_Shockwave(float req)
639 if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
640 { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); }
642 { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
650 if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
652 if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime)))
654 W_Shockwave_Attack();
655 self.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
656 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
660 else if(self.BUTTON_ATCK2)
662 //if(self.clip_load >= 0) // we are not currently reloading
663 if(!self.crouch) // no crouchmelee please
664 if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
666 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
667 weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
675 precache_model("models/uziflash.md3");
676 precache_model("models/weapons/g_shockwave.md3");
677 precache_model("models/weapons/v_shockwave.md3");
678 precache_model("models/weapons/h_shockwave.iqm");
679 precache_sound("misc/itempickup.wav");
680 precache_sound("weapons/shockwave_fire.wav");
681 precache_sound("weapons/shockwave_melee.wav");
682 SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
688 // shockwave has infinite ammo
693 SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
696 case WR_SUICIDEMESSAGE:
698 return WEAPON_THINKING_WITH_PORTALS;
702 if(w_deathtype & HITTYPE_SECONDARY)
703 return WEAPON_SHOCKWAVE_MURDER_SLAP;
705 return WEAPON_SHOCKWAVE_MURDER;
712 float W_Shockwave(float req)
716 case WR_IMPACTEFFECT:
719 org2 = w_org + w_backoff * 2;
720 pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
725 //precache_sound("weapons/ric1.wav");
726 //precache_sound("weapons/ric2.wav");
727 //precache_sound("weapons/ric3.wav");
732 // no weapon specific image for this weapon