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, "weaponshotgun");
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(self.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()
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(self.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap))
129 // set start time of melee
133 W_PlayStrengthSound(self.realowner);
136 // update values for v_* vectors
137 makevectors(self.realowner.v_angle);
139 // calculate swing percentage based on time
140 meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor();
141 swing = bound(0, (self.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=self.swing_prev; i < f; ++i)
147 swing_factor = ((1 - (i / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
149 targpos = (self.realowner.origin + self.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 (self.realowner.origin + self.realowner.view_ofs),
160 ANTILAG_LATENCY(self.realowner)
163 // draw lightning beams for debugging
164 #ifdef DEBUG_SHOCKWAVE
165 te_lightning2(world, targpos, self.realowner.origin + self.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 self if necessary
172 && (trace_ent.takedamage == DAMAGE_AIM)
173 && (trace_ent != self.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 (self.realowner.origin + self.realowner.view_ofs),
191 (v_forward * WEP_CVAR(shockwave, melee_force))
195 if(accuracy_isgooddamage(self.realowner, target_victim))
196 { accuracy_add(self.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 self.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 self.swing_alreadyhit = target_victim;
213 continue; // move along to next trace
223 if(time >= self.cnt + meleetime)
233 self.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 meleetemp.think = W_Shockwave_Melee_Think;
245 meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
246 W_SetupShot_Range(actor, true, 0, "", 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(
280 vector nearest_on_line,
282 vector attack_endpos)
284 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
285 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
289 // STEP ONE: Check if the nearest point is clear
290 if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
292 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
293 if(trace_fraction == 1) { return true; } // yes, the nearest point is clear and we can allow the damage
296 // STEP TWO: Check if shotorg to center point is clear
297 if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
299 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
300 if(trace_fraction == 1) { return true; } // yes, the center point is clear and we can allow the damage
303 // STEP THREE: Check each corner to see if they are clear
306 corner = get_corner_position(head, i);
307 if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
309 WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
310 if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage
317 float W_Shockwave_Attack_CheckHit(
323 if(!head) { return false; }
326 for(i = 0; i <= queue; ++i)
328 if(shockwave_hit[i] == head)
330 if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
331 if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
336 shockwave_hit[queue] = head;
337 shockwave_hit_force[queue] = final_force;
338 shockwave_hit_damage[queue] = final_damage;
342 void W_Shockwave_Send()
344 WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
345 WriteCoord(MSG_BROADCAST, w_shotorg.x);
346 WriteCoord(MSG_BROADCAST, w_shotorg.y);
347 WriteCoord(MSG_BROADCAST, w_shotorg.z);
348 WriteCoord(MSG_BROADCAST, w_shotdir.x);
349 WriteCoord(MSG_BROADCAST, w_shotdir.y);
350 WriteCoord(MSG_BROADCAST, w_shotdir.z);
351 WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
352 WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
353 WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
354 WriteByte(MSG_BROADCAST, etof(self));
357 void W_Shockwave_Attack()
360 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
362 vector final_force, center, vel;
367 // set up the shot direction
368 W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
369 vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
370 WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
371 vector attack_hitpos = trace_endpos;
372 float distance_to_end = vlen(w_shotorg - attack_endpos);
373 float distance_to_hit = vlen(w_shotorg - attack_hitpos);
374 //entity transform = WarpZone_trace_transform;
376 // do the firing effect now
380 WEP_CVAR(shockwave, blast_splash_damage),
381 WEP_CVAR(shockwave, blast_splash_edgedamage),
382 WEP_CVAR(shockwave, blast_splash_radius),
383 w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
389 // splash damage/jumping trace
390 head = WarpZone_FindRadius(
393 WEP_CVAR(shockwave, blast_splash_radius),
394 WEP_CVAR(shockwave, blast_jump_radius)
403 float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
405 if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
407 // ========================
408 // BLAST JUMP CALCULATION
409 // ========================
411 // calculate importance of distance and accuracy for this attack
412 multiplier_from_accuracy = (1 -
414 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius)))
419 multiplier_from_distance = (1 -
421 min(1, (distance_to_hit / distance_to_end))
428 WEP_CVAR(shockwave, blast_jump_multiplier_min),
430 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy))
432 (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))
436 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
439 (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
441 (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
444 // figure out the direction of force
445 vel = normalize(vec3(head.velocity.x, head.velocity.y, 0));
448 bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
450 WEP_CVAR(shockwave, blast_jump_force_velocitybias)
452 final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
454 // now multiply the direction by force units
455 final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
456 final_force.z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
458 // trigger damage with this calculated info
469 #ifdef DEBUG_SHOCKWAVE
471 "SELF HIT: multiplier = %f, damage = %f, force = %f... "
472 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
476 multiplier_from_accuracy,
477 multiplier_from_distance
481 else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
483 // ==========================
484 // BLAST SPLASH CALCULATION
485 // ==========================
487 // calculate importance of distance and accuracy for this attack
488 multiplier_from_accuracy = (1 -
490 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius)))
495 multiplier_from_distance = (1 -
497 min(1, (distance_to_hit / distance_to_end))
504 WEP_CVAR(shockwave, blast_splash_multiplier_min),
506 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy))
508 (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))
512 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
515 (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
517 (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
520 // figure out the direction of force
521 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
522 final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
523 //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
525 // now multiply the direction by force units
526 final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
527 final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
529 // queue damage with this calculated info
530 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
532 #ifdef DEBUG_SHOCKWAVE
534 "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
535 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
539 multiplier_from_accuracy,
540 multiplier_from_distance
549 head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), false);
552 if((head != self) && head.takedamage)
554 // ========================
555 // BLAST CONE CALCULATION
556 // ========================
558 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
559 center = CENTER_OR_VIEWOFS(head);
561 // find the closest point on the enemy to the center of the attack
562 float h; // hypotenuse, which is the distance between attacker to head
563 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
565 h = vlen(center - self.origin);
566 a = h * (normalize(center - self.origin) * w_shotdir);
567 // WEAPONTODO: replace with simpler method
569 vector nearest_on_line = (w_shotorg + a * w_shotdir);
570 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
572 if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
573 && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
575 // calculate importance of distance and accuracy for this attack
576 multiplier_from_accuracy = (1 -
577 W_Shockwave_Attack_CheckSpread(
584 multiplier_from_distance = (1 -
586 min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
593 WEP_CVAR(shockwave, blast_multiplier_min),
595 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
597 (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
601 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
604 (WEP_CVAR(shockwave, blast_damage) * multiplier)
606 (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
609 // figure out the direction of force
610 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
611 final_force = normalize(center - (nearest_on_line - final_force));
612 //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
614 // now multiply the direction by force units
615 final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
616 final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
618 // queue damage with this calculated info
619 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
621 #ifdef DEBUG_SHOCKWAVE
623 "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
624 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
628 multiplier_from_accuracy,
629 multiplier_from_distance
637 for(i = 1; i <= queue; ++i)
639 head = shockwave_hit[i-1];
640 final_force = shockwave_hit_force[i-1];
641 final_damage = shockwave_hit_damage[i-1];
653 if(accuracy_isgooddamage(self.realowner, head))
656 accuracy_add(self.realowner, WEP_SHOCKWAVE.m_id, 0, final_damage);
659 #ifdef DEBUG_SHOCKWAVE
661 "SHOCKWAVE by %s: damage = %f, force = %f.\n",
668 shockwave_hit[i-1] = world;
669 shockwave_hit_force[i-1] = '0 0 0';
670 shockwave_hit_damage[i-1] = 0;
674 METHOD(Shockwave, wr_aim, void(entity thiswep))
676 if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
677 { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false); }
679 { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false); }
681 METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
685 if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
687 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
689 W_Shockwave_Attack();
690 actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
691 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
697 //if(actor.clip_load >= 0) // we are not currently reloading
698 if(!actor.crouch) // no crouchmelee please
699 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
701 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
702 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee);
706 METHOD(Shockwave, wr_checkammo1, bool(entity thiswep))
708 return true; // infinite ammo
710 METHOD(Shockwave, wr_checkammo2, bool(entity thiswep))
712 // shockwave has infinite ammo
715 METHOD(Shockwave, wr_suicidemessage, Notification(entity thiswep))
717 return WEAPON_THINKING_WITH_PORTALS;
719 METHOD(Shockwave, wr_killmessage, Notification(entity thiswep))
721 if(w_deathtype & HITTYPE_SECONDARY)
722 return WEAPON_SHOCKWAVE_MURDER_SLAP;
724 return WEAPON_SHOCKWAVE_MURDER;
729 // WEAPONTODO: add client side settings for these
730 const float SW_MAXALPHA = 0.5;
731 const float SW_FADETIME = 0.4;
732 const float SW_DISTTOMIN = 200;
733 void Draw_Shockwave(entity this)
735 // fading/removal control
736 float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA);
737 if(a < ALPHA_MIN_VISIBLE) { remove(this); }
739 // WEAPONTODO: save this only once when creating the entity
740 vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));
742 // WEAPONTODO: trace to find what we actually hit
743 vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));
745 vectorvectors(this.sw_shotdir);
746 vector right = v_right; // save this for when we do makevectors later
747 vector up = v_up; // save this for when we do makevectors later
749 // WEAPONTODO: combine and simplify these calculations
750 vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min));
751 vector max_end = (endpos + (up * this.sw_spread_max));
752 float spread_to_min = vlen(normalize(min_end - this.sw_shotorg) - this.sw_shotdir);
753 float spread_to_max = vlen(normalize(max_end - min_end) - this.sw_shotdir);
755 vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
756 vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
757 float new_max_dist, new_min_dist;
759 vector deviation, angle = '0 0 0';
760 float counter, divisions = 20;
761 for(counter = 0; counter < divisions; ++counter)
763 // perfect circle effect lines
764 makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions));
765 angle.y = v_forward.x;
766 angle.z = v_forward.y;
768 // first do the spread_to_min effect
769 deviation = angle * spread_to_min;
770 deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
771 new_min_dist = SW_DISTTOMIN;
772 new_min_end = (this.sw_shotorg + (deviation * new_min_dist));
773 //te_lightning2(world, new_min_end, this.sw_shotorg);
775 // then calculate spread_to_max effect
776 deviation = angle * spread_to_max;
777 deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
778 new_max_dist = vlen(new_min_end - endpos);
779 new_max_end = (new_min_end + (deviation * new_max_dist));
780 //te_lightning2(world, new_end, prev_min_end);
785 first_min_end = new_min_end;
786 first_max_end = new_max_end;
791 // draw from shot origin to min spread radius
792 R_BeginPolygon("", DRAWFLAG_NORMAL);
793 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
794 R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
795 R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
798 // draw from min spread radius to max spread radius
799 R_BeginPolygon("", DRAWFLAG_NORMAL);
800 R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
801 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
802 R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
803 R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
807 prev_min_end = new_min_end;
808 prev_max_end = new_max_end;
810 // last division only
811 if((counter + 1) == divisions)
813 // draw from shot origin to min spread radius
814 R_BeginPolygon("", DRAWFLAG_NORMAL);
815 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
816 R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
817 R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
820 // draw from min spread radius to max spread radius
821 R_BeginPolygon("", DRAWFLAG_NORMAL);
822 R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
823 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
824 R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
825 R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
831 NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew)
833 Net_ReadShockwaveParticle();
837 void Net_ReadShockwaveParticle()
841 shockwave.draw = Draw_Shockwave;
843 shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
844 shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
846 shockwave.sw_distance = ReadShort();
847 shockwave.sw_spread_max = ReadByte();
848 shockwave.sw_spread_min = ReadByte();
850 shockwave.sv_entnum = ReadByte();
852 shockwave.sw_time = time;
855 METHOD(Shockwave, wr_impacteffect, void(entity thiswep))
857 // handled by Net_ReadShockwaveParticle
859 //org2 = w_org + w_backoff * 2;
860 //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);