2 CLASS(Shockwave, Weapon)
3 /* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none)
4 /* impulse */ ATTRIB(Shockwave, impulse, int, 2)
5 /* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED);
6 /* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
7 /* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
8 /* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
10 /* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
12 /* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");
13 /* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
14 /* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave");
15 /* refname */ ATTRIB(Shockwave, netname, string, "shockwave");
16 /* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, blast_animtime, float, NONE) \
21 P(class, prefix, blast_damage, float, NONE) \
22 P(class, prefix, blast_distance, float, NONE) \
23 P(class, prefix, blast_edgedamage, float, NONE) \
24 P(class, prefix, blast_force, float, NONE) \
25 P(class, prefix, blast_force_forwardbias, float, NONE) \
26 P(class, prefix, blast_force_zscale, float, NONE) \
27 P(class, prefix, blast_jump_damage, float, NONE) \
28 P(class, prefix, blast_jump_edgedamage, float, NONE) \
29 P(class, prefix, blast_jump_force, float, NONE) \
30 P(class, prefix, blast_jump_force_velocitybias, float, NONE) \
31 P(class, prefix, blast_jump_force_zscale, float, NONE) \
32 P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \
33 P(class, prefix, blast_jump_multiplier_distance, float, NONE) \
34 P(class, prefix, blast_jump_multiplier_min, float, NONE) \
35 P(class, prefix, blast_jump_radius, float, NONE) \
36 P(class, prefix, blast_multiplier_accuracy, float, NONE) \
37 P(class, prefix, blast_multiplier_distance, float, NONE) \
38 P(class, prefix, blast_multiplier_min, float, NONE) \
39 P(class, prefix, blast_refire, float, NONE) \
40 P(class, prefix, blast_splash_damage, float, NONE) \
41 P(class, prefix, blast_splash_edgedamage, float, NONE) \
42 P(class, prefix, blast_splash_force, float, NONE) \
43 P(class, prefix, blast_splash_force_forwardbias, float, NONE) \
44 P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \
45 P(class, prefix, blast_splash_multiplier_distance, float, NONE) \
46 P(class, prefix, blast_splash_multiplier_min, float, NONE) \
47 P(class, prefix, blast_splash_radius, float, NONE) \
48 P(class, prefix, blast_spread_max, float, NONE) \
49 P(class, prefix, blast_spread_min, float, NONE) \
50 P(class, prefix, melee_animtime, float, NONE) \
51 P(class, prefix, melee_damage, float, NONE) \
52 P(class, prefix, melee_delay, float, NONE) \
53 P(class, prefix, melee_force, float, NONE) \
54 P(class, prefix, melee_multihit, float, NONE) \
55 P(class, prefix, melee_no_doubleslap, float, NONE) \
56 P(class, prefix, melee_nonplayerdamage, float, NONE) \
57 P(class, prefix, melee_range, float, NONE) \
58 P(class, prefix, melee_refire, float, NONE) \
59 P(class, prefix, melee_swing_side, float, NONE) \
60 P(class, prefix, melee_swing_up, float, NONE) \
61 P(class, prefix, melee_time, float, NONE) \
62 P(class, prefix, melee_traces, float, NONE) \
63 P(class, prefix, switchdelay_raise, float, NONE) \
64 P(class, prefix, switchdelay_drop, float, NONE) \
65 P(class, prefix, weaponreplace, string, NONE) \
66 P(class, prefix, weaponstart, float, NONE) \
67 P(class, prefix, weaponstartoverride, float, NONE) \
68 P(class, prefix, weaponthrowable, float, NONE) \
70 W_PROPS(X, Shockwave, shockwave)
74 REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave));
78 void Net_ReadShockwaveParticle();
89 REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
92 spawnfunc(weapon_shockwave)
94 //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
95 if(autocvar_sv_q3acompat_machineshotgunswap)
96 if(this.classname != "droppedweapon")
98 weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
101 weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
104 const float MAX_SHOCKWAVE_HITS = 10;
105 //#define DEBUG_SHOCKWAVE
108 .entity swing_alreadyhit;
109 .float shockwave_blasttime;
110 entity shockwave_hit[MAX_SHOCKWAVE_HITS];
111 float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
112 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
115 void W_Shockwave_Melee_Think(entity this)
118 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
119 entity target_victim;
122 // check to see if we can still continue, otherwise give up now
123 if(IS_DEAD(this.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap))
129 // set start time of melee
133 W_PlayStrengthSound(this.realowner);
136 // update values for v_* vectors
137 makevectors(this.realowner.v_angle);
139 // calculate swing percentage based on time
140 meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor(this.realowner);
141 swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
142 f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
144 // perform the traces needed for this frame
145 for(i=this.swing_prev; i < f; ++i)
147 swing_factor = ((1 - (i / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
149 targpos = (this.realowner.origin + this.realowner.view_ofs
150 + (v_forward * WEP_CVAR(shockwave, melee_range))
151 + (v_up * swing_factor * WEP_CVAR(shockwave, melee_swing_up))
152 + (v_right * swing_factor * WEP_CVAR(shockwave, melee_swing_side)));
154 WarpZone_traceline_antilag(
156 (this.realowner.origin + this.realowner.view_ofs),
160 ANTILAG_LATENCY(this.realowner)
163 // draw lightning beams for debugging
164 #ifdef DEBUG_SHOCKWAVE
165 te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
166 te_customflash(targpos, 40, 2, '1 1 1');
169 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
171 if((trace_fraction < 1) // if trace is good, apply the damage and remove this if necessary
172 && (trace_ent.takedamage == DAMAGE_AIM)
173 && (trace_ent != this.swing_alreadyhit)
174 && (is_player || WEP_CVAR(shockwave, melee_nonplayerdamage)))
176 target_victim = trace_ent; // so it persists through other calls
178 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught
179 swing_damage = (WEP_CVAR(shockwave, melee_damage) * min(1, swing_factor + 1));
181 swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage) * min(1, swing_factor + 1));
183 // trigger damage with this calculated info
189 (WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY),
190 (this.realowner.origin + this.realowner.view_ofs),
191 (v_forward * WEP_CVAR(shockwave, melee_force))
195 if(accuracy_isgooddamage(this.realowner, target_victim))
196 { accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
198 #ifdef DEBUG_SHOCKWAVE
200 "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
201 this.realowner.netname,
202 target_victim.netname,
209 // allow multiple hits with one swing, but not against the same player twice
210 if(WEP_CVAR(shockwave, melee_multihit))
212 this.swing_alreadyhit = target_victim;
213 continue; // move along to next trace
223 if(time >= this.cnt + meleetime)
233 this.nextthink = time;
237 void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int fire)
239 sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
240 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
242 entity meleetemp = new_pure(meleetemp);
243 meleetemp.owner = meleetemp.realowner = actor;
244 setthink(meleetemp, W_Shockwave_Melee_Think);
245 meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(actor);
246 W_SetupShot_Range(actor, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
249 // SHOCKWAVE ATTACK MODE
250 float W_Shockwave_Attack_CheckSpread(
252 vector nearest_on_line,
254 vector attack_endpos)
257 float distance_of_attack = vlen(sw_shotorg - attack_endpos);
258 float distance_from_line = vlen(targetorg - nearest_on_line);
260 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
263 (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
265 (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit)
269 (spreadlimit && (distance_from_line <= spreadlimit))
271 ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)
273 { return bound(0, (distance_from_line / spreadlimit), 1); }
278 float W_Shockwave_Attack_IsVisible(
281 vector nearest_on_line,
283 vector attack_endpos)
285 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
286 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
290 // STEP ONE: Check if the nearest point is clear
291 if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
293 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, actor);
294 if(trace_fraction == 1) { return true; } // yes, the nearest point is clear and we can allow the damage
297 // STEP TWO: Check if shotorg to center point is clear
298 if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
300 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, actor);
301 if(trace_fraction == 1) { return true; } // yes, the center point is clear and we can allow the damage
304 // STEP THREE: Check each corner to see if they are clear
307 corner = get_corner_position(head, i);
308 if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
310 WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, actor);
311 if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage
318 float W_Shockwave_Attack_CheckHit(
324 if(!head) { return false; }
327 for(i = 0; i <= queue; ++i)
329 if(shockwave_hit[i] == head)
331 if(vlen2(final_force) > vlen2(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
332 if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
337 shockwave_hit[queue] = head;
338 shockwave_hit_force[queue] = final_force;
339 shockwave_hit_damage[queue] = final_damage;
343 void W_Shockwave_Send(entity actor)
345 WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
346 WriteCoord(MSG_BROADCAST, w_shotorg.x);
347 WriteCoord(MSG_BROADCAST, w_shotorg.y);
348 WriteCoord(MSG_BROADCAST, w_shotorg.z);
349 WriteCoord(MSG_BROADCAST, w_shotdir.x);
350 WriteCoord(MSG_BROADCAST, w_shotdir.y);
351 WriteCoord(MSG_BROADCAST, w_shotdir.z);
352 WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
353 WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
354 WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
355 WriteByte(MSG_BROADCAST, etof(actor));
358 void W_Shockwave_Attack(entity actor)
361 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
363 vector final_force, center, vel;
368 // set up the shot direction
369 W_SetupShot(actor, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
370 vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
371 WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor);
372 vector attack_hitpos = trace_endpos;
373 float distance_to_end = vlen(w_shotorg - attack_endpos);
374 float distance_to_hit = vlen(w_shotorg - attack_hitpos);
375 //entity transform = WarpZone_trace_transform;
377 // do the firing effect now
378 W_Shockwave_Send(actor);
381 WEP_CVAR(shockwave, blast_splash_damage),
382 WEP_CVAR(shockwave, blast_splash_edgedamage),
383 WEP_CVAR(shockwave, blast_splash_radius),
384 w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
390 // splash damage/jumping trace
391 head = WarpZone_FindRadius(
394 WEP_CVAR(shockwave, blast_splash_radius),
395 WEP_CVAR(shockwave, blast_jump_radius)
400 float lag = ANTILAG_LATENCY(actor);
403 if (!IS_REAL_CLIENT(actor))
405 if(autocvar_g_antilag == 0 || actor.cvar_cl_noantilag)
406 lag = 0; // only do hitscan, but no antilag
409 FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_takeback(it, CS(it), time - lag));
410 FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
412 antilag_takeback(it, it, time - lag);
420 float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
422 if((head == actor) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
424 // ========================
425 // BLAST JUMP CALCULATION
426 // ========================
428 // calculate importance of distance and accuracy for this attack
429 multiplier_from_accuracy = (1 -
431 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius)))
436 multiplier_from_distance = (1 -
438 min(1, (distance_to_hit / distance_to_end))
445 WEP_CVAR(shockwave, blast_jump_multiplier_min),
447 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy))
449 (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))
453 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
456 (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
458 (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
461 // figure out the direction of force
462 vel = normalize(vec3(head.velocity.x, head.velocity.y, 0));
465 bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
467 WEP_CVAR(shockwave, blast_jump_force_velocitybias)
469 final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
471 // now multiply the direction by force units
472 final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
473 final_force.z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
475 // trigger damage with this calculated info
486 #ifdef DEBUG_SHOCKWAVE
488 "SELF HIT: multiplier = %f, damage = %f, force = %f... "
489 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
493 multiplier_from_accuracy,
494 multiplier_from_distance
498 else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
500 // ==========================
501 // BLAST SPLASH CALCULATION
502 // ==========================
504 // calculate importance of distance and accuracy for this attack
505 multiplier_from_accuracy = (1 -
507 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius)))
512 multiplier_from_distance = (1 -
514 min(1, (distance_to_hit / distance_to_end))
521 WEP_CVAR(shockwave, blast_splash_multiplier_min),
523 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy))
525 (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))
529 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
532 (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
534 (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
537 // figure out the direction of force
538 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
539 final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
540 //te_lightning2(NULL, attack_hitpos, (attack_hitpos + (final_force * 200)));
542 // now multiply the direction by force units
543 final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
544 final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
546 // queue damage with this calculated info
547 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
549 #ifdef DEBUG_SHOCKWAVE
551 "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
552 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
556 multiplier_from_accuracy,
557 multiplier_from_distance
566 head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), false);
569 if((head != actor) && head.takedamage)
571 // ========================
572 // BLAST CONE CALCULATION
573 // ========================
575 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
576 center = CENTER_OR_VIEWOFS(head);
578 // find the closest point on the enemy to the center of the attack
579 float h; // hypotenuse, which is the distance between attacker to head
580 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
582 h = vlen(center - actor.origin);
583 a = h * (normalize(center - actor.origin) * w_shotdir);
584 // WEAPONTODO: replace with simpler method
586 vector nearest_on_line = (w_shotorg + a * w_shotdir);
587 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
589 if((vdist(head.WarpZone_findradius_dist, <=, WEP_CVAR(shockwave, blast_distance)))
590 && (W_Shockwave_Attack_IsVisible(actor, head, nearest_on_line, w_shotorg, attack_endpos)))
592 // calculate importance of distance and accuracy for this attack
593 multiplier_from_accuracy = (1 -
594 W_Shockwave_Attack_CheckSpread(
601 multiplier_from_distance = (1 -
603 min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
610 WEP_CVAR(shockwave, blast_multiplier_min),
612 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
614 (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
618 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
621 (WEP_CVAR(shockwave, blast_damage) * multiplier)
623 (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
626 // figure out the direction of force
627 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
628 final_force = normalize(center - (nearest_on_line - final_force));
629 //te_lightning2(NULL, nearest_on_line, (attack_hitpos + (final_force * 200)));
631 // now multiply the direction by force units
632 final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
633 final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
635 // queue damage with this calculated info
636 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
638 #ifdef DEBUG_SHOCKWAVE
640 "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
641 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
645 multiplier_from_accuracy,
646 multiplier_from_distance
654 for(i = 1; i <= queue; ++i)
656 head = shockwave_hit[i-1];
657 final_force = shockwave_hit_force[i-1];
658 final_damage = shockwave_hit_damage[i-1];
670 if(accuracy_isgooddamage(actor, head))
671 accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage);
673 #ifdef DEBUG_SHOCKWAVE
675 "SHOCKWAVE by %s: damage = %f, force = %f.\n",
682 shockwave_hit[i-1] = NULL;
683 shockwave_hit_force[i-1] = '0 0 0';
684 shockwave_hit_damage[i-1] = 0;
689 FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_restore(it, CS(it)));
690 FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
692 antilag_restore(it, it);
697 METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor))
699 if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR(shockwave, melee_range)))
700 { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false); }
702 { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false); }
704 METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
708 if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
710 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
712 W_Shockwave_Attack(actor);
713 actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
714 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
720 //if(actor.clip_load >= 0) // we are not currently reloading
721 if(!actor.crouch) // no crouchmelee please
722 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
724 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
725 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee);
729 METHOD(Shockwave, wr_checkammo1, bool(entity thiswep, entity actor))
731 return true; // infinite ammo
733 METHOD(Shockwave, wr_checkammo2, bool(entity thiswep, entity actor))
735 // shockwave has infinite ammo
738 METHOD(Shockwave, wr_suicidemessage, Notification(entity thiswep))
740 return WEAPON_THINKING_WITH_PORTALS;
742 METHOD(Shockwave, wr_killmessage, Notification(entity thiswep))
744 if(w_deathtype & HITTYPE_SECONDARY)
745 return WEAPON_SHOCKWAVE_MURDER_SLAP;
747 return WEAPON_SHOCKWAVE_MURDER;
752 // WEAPONTODO: add client side settings for these
753 const float SW_MAXALPHA = 0.5;
754 const float SW_FADETIME = 0.4;
755 const float SW_DISTTOMIN = 200;
756 void Draw_Shockwave(entity this)
758 // fading/removal control
759 float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA);
760 if(a < ALPHA_MIN_VISIBLE) { remove(this); }
762 // WEAPONTODO: save this only once when creating the entity
763 vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));
765 // WEAPONTODO: trace to find what we actually hit
766 vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));
768 vectorvectors(this.sw_shotdir);
769 vector right = v_right; // save this for when we do makevectors later
770 vector up = v_up; // save this for when we do makevectors later
772 // WEAPONTODO: combine and simplify these calculations
773 vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min));
774 vector max_end = (endpos + (up * this.sw_spread_max));
775 float spread_to_min = vlen(normalize(min_end - this.sw_shotorg) - this.sw_shotdir);
776 float spread_to_max = vlen(normalize(max_end - min_end) - this.sw_shotdir);
778 vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
779 vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
780 float new_max_dist, new_min_dist;
782 vector deviation, angle = '0 0 0';
783 float counter, divisions = 20;
784 for(counter = 0; counter < divisions; ++counter)
786 // perfect circle effect lines
787 makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions));
788 angle.y = v_forward.x;
789 angle.z = v_forward.y;
791 // first do the spread_to_min effect
792 deviation = angle * spread_to_min;
793 deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
794 new_min_dist = SW_DISTTOMIN;
795 new_min_end = (this.sw_shotorg + (deviation * new_min_dist));
796 //te_lightning2(NULL, new_min_end, this.sw_shotorg);
798 // then calculate spread_to_max effect
799 deviation = angle * spread_to_max;
800 deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
801 new_max_dist = vlen(new_min_end - endpos);
802 new_max_end = (new_min_end + (deviation * new_max_dist));
803 //te_lightning2(NULL, new_end, prev_min_end);
808 first_min_end = new_min_end;
809 first_max_end = new_max_end;
814 // draw from shot origin to min spread radius
815 R_BeginPolygon("", DRAWFLAG_NORMAL);
816 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
817 R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
818 R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
821 // draw from min spread radius to max spread radius
822 R_BeginPolygon("", DRAWFLAG_NORMAL);
823 R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
824 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
825 R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
826 R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
830 prev_min_end = new_min_end;
831 prev_max_end = new_max_end;
833 // last division only
834 if((counter + 1) == divisions)
836 // draw from shot origin to min spread radius
837 R_BeginPolygon("", DRAWFLAG_NORMAL);
838 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
839 R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
840 R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
843 // draw from min spread radius to max spread radius
844 R_BeginPolygon("", DRAWFLAG_NORMAL);
845 R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
846 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
847 R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
848 R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
854 NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew)
856 Net_ReadShockwaveParticle();
860 void Net_ReadShockwaveParticle()
864 shockwave.draw = Draw_Shockwave;
866 shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
867 shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
869 shockwave.sw_distance = ReadShort();
870 shockwave.sw_spread_max = ReadByte();
871 shockwave.sw_spread_min = ReadByte();
873 shockwave.sv_entnum = ReadByte();
875 shockwave.sw_time = time;
878 METHOD(Shockwave, wr_impacteffect, void(entity thiswep, entity actor))
880 // handled by Net_ReadShockwaveParticle
882 //org2 = w_org + w_backoff * 2;
883 //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);