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1 #ifndef IMPLEMENTATION
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");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
11 #endif
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"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
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) \
69         END()
70     W_PROPS(X, Shockwave, shockwave)
71 #undef X
72
73 ENDCLASS(Shockwave)
74 REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave));
75
76
77 #ifdef CSQC
78 void Net_ReadShockwaveParticle();
79 .vector sw_shotorg;
80 .vector sw_shotdir;
81 .float sw_distance;
82 .float sw_spread_max;
83 .float sw_spread_min;
84 .float sw_time;
85 #endif
86 #endif
87 #ifdef IMPLEMENTATION
88
89 REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
90
91 #ifdef SVQC
92 spawnfunc(weapon_shockwave)
93 {
94         //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
95         if(autocvar_sv_q3acompat_machineshotgunswap)
96         if(self.classname != "droppedweapon")
97         {
98                 weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
99                 return;
100         }
101         weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
102 }
103
104 const float MAX_SHOCKWAVE_HITS = 10;
105 //#define DEBUG_SHOCKWAVE
106
107 .float swing_prev;
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];
113
114 // MELEE ATTACK MODE
115 void W_Shockwave_Melee_Think(entity this)
116 {
117         // declarations
118         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
119         entity target_victim;
120         vector targpos;
121
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))
124         {
125                 remove(self);
126                 return;
127         }
128
129         // set start time of melee
130         if(!self.cnt)
131         {
132                 self.cnt = time;
133                 W_PlayStrengthSound(self.realowner);
134         }
135
136         // update values for v_* vectors
137         makevectors(self.realowner.v_angle);
138
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));
143
144         // perform the traces needed for this frame
145         for(i=self.swing_prev; i < f; ++i)
146         {
147                 swing_factor = ((1 - (i / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
148
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)));
153
154                 WarpZone_traceline_antilag(
155                         self.realowner,
156                         (self.realowner.origin + self.realowner.view_ofs),
157                         targpos,
158                         false,
159                         self.realowner,
160                         ANTILAG_LATENCY(self.realowner)
161                 );
162
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');
167 #endif
168
169                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
170
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)))
175                 {
176                         target_victim = trace_ent; // so it persists through other calls
177
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));
180                         else
181                                 swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage) * min(1, swing_factor + 1));
182
183                         // trigger damage with this calculated info
184                         Damage(
185                                 target_victim,
186                                 self.realowner,
187                                 self.realowner,
188                                 swing_damage,
189                                 (WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY),
190                                 (self.realowner.origin + self.realowner.view_ofs),
191                                 (v_forward * WEP_CVAR(shockwave, melee_force))
192                         );
193
194                         // handle accuracy
195                         if(accuracy_isgooddamage(self.realowner, target_victim))
196                                 { accuracy_add(self.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
197
198                         #ifdef DEBUG_SHOCKWAVE
199                         LOG_INFO(sprintf(
200                                 "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
201                                 self.realowner.netname,
202                                 target_victim.netname,
203                                 swing_damage,
204                                 swing_factor,
205                                 time
206                         ));
207                         #endif
208
209                         // allow multiple hits with one swing, but not against the same player twice
210                         if(WEP_CVAR(shockwave, melee_multihit))
211                         {
212                                 self.swing_alreadyhit = target_victim;
213                                 continue; // move along to next trace
214                         }
215                         else
216                         {
217                                 remove(self);
218                                 return;
219                         }
220                 }
221         }
222
223         if(time >= self.cnt + meleetime)
224         {
225                 // melee is finished
226                 remove(self);
227                 return;
228         }
229         else
230         {
231                 // set up next frame
232                 self.swing_prev = i;
233                 self.nextthink = time;
234         }
235 }
236
237 void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int fire)
238 {
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);
241
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();
246         W_SetupShot_Range(actor, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
247 }
248
249 // SHOCKWAVE ATTACK MODE
250 float W_Shockwave_Attack_CheckSpread(
251         vector targetorg,
252         vector nearest_on_line,
253         vector sw_shotorg,
254         vector attack_endpos)
255 {
256         float spreadlimit;
257         float distance_of_attack = vlen(sw_shotorg - attack_endpos);
258         float distance_from_line = vlen(targetorg - nearest_on_line);
259
260         spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
261         spreadlimit =
262                 (
263                         (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
264                         +
265                         (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit)
266                 );
267
268         if(
269                 (spreadlimit && (distance_from_line <= spreadlimit))
270                 &&
271                 ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)
272         )
273                 { return bound(0, (distance_from_line / spreadlimit), 1); }
274         else
275                 { return false; }
276 }
277
278 float W_Shockwave_Attack_IsVisible(
279         entity actor,
280         entity head,
281         vector nearest_on_line,
282         vector sw_shotorg,
283         vector attack_endpos)
284 {entity this = actor;
285         vector nearest_to_attacker = head.WarpZone_findradius_nearest;
286         vector center = (head.origin + (head.mins + head.maxs) * 0.5);
287         vector corner;
288         float i;
289
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))
292         {
293                 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
294                 if(trace_fraction == 1) { return true; } // yes, the nearest point is clear and we can allow the damage
295         }
296
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))
299         {
300                 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
301                 if(trace_fraction == 1) { return true; } // yes, the center point is clear and we can allow the damage
302         }
303
304         // STEP THREE: Check each corner to see if they are clear
305         for(i=1; i<=8; ++i)
306         {
307                 corner = get_corner_position(head, i);
308                 if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
309                 {
310                         WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
311                         if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage
312                 }
313         }
314
315         return false;
316 }
317
318 float W_Shockwave_Attack_CheckHit(
319         float queue,
320         entity head,
321         vector final_force,
322         float final_damage)
323 {
324         if(!head) { return false; }
325         float i;
326
327         for(i = 0; i <= queue; ++i)
328         {
329                 if(shockwave_hit[i] == head)
330                 {
331                         if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
332                         if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
333                         return false;
334                 }
335         }
336
337         shockwave_hit[queue] = head;
338         shockwave_hit_force[queue] = final_force;
339         shockwave_hit_damage[queue] = final_damage;
340         return true;
341 }
342
343 void W_Shockwave_Send(entity actor)
344 {
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));
356 }
357
358 void W_Shockwave_Attack(entity actor)
359 {entity this = actor;
360         // declarations
361         float multiplier, multiplier_from_accuracy, multiplier_from_distance;
362         float final_damage;
363         vector final_force, center, vel;
364         entity head;
365
366         float i, queue = 0;
367
368         // set up the shot direction
369         W_SetupShot(self, false, 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, self);
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;
376
377         // do the firing effect now
378         W_Shockwave_Send(self);
379         Damage_DamageInfo(
380                 attack_hitpos,
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),
385                 WEP_SHOCKWAVE.m_id,
386                 0,
387                 self
388         );
389
390         // splash damage/jumping trace
391         head = WarpZone_FindRadius(
392                 attack_hitpos,
393                 max(
394                         WEP_CVAR(shockwave, blast_splash_radius),
395                         WEP_CVAR(shockwave, blast_jump_radius)
396                 ),
397                 false
398         );
399
400         while(head)
401         {
402                 if(head.takedamage)
403                 {
404                         float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
405
406                         if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
407                         {
408                                 // ========================
409                                 //  BLAST JUMP CALCULATION
410                                 // ========================
411
412                                 // calculate importance of distance and accuracy for this attack
413                                 multiplier_from_accuracy = (1 -
414                                         (distance_to_head ?
415                                                 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius)))
416                                                 :
417                                                 0
418                                         )
419                                 );
420                                 multiplier_from_distance = (1 -
421                                         (distance_to_hit ?
422                                                 min(1, (distance_to_hit / distance_to_end))
423                                                 :
424                                                 0
425                                         )
426                                 );
427                                 multiplier =
428                                         max(
429                                                 WEP_CVAR(shockwave, blast_jump_multiplier_min),
430                                                 (
431                                                         (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy))
432                                                         +
433                                                         (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))
434                                                 )
435                                         );
436
437                                 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
438                                 final_damage =
439                                         (
440                                                 (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
441                                                 +
442                                                 (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
443                                         );
444
445                                 // figure out the direction of force
446                                 vel = normalize(vec3(head.velocity.x, head.velocity.y, 0));
447                                 vel *=
448                                         (
449                                                 bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
450                                                 *
451                                                 WEP_CVAR(shockwave, blast_jump_force_velocitybias)
452                                         );
453                                 final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
454
455                                 // now multiply the direction by force units
456                                 final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
457                                 final_force.z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
458
459                                 // trigger damage with this calculated info
460                                 Damage(
461                                         head,
462                                         self,
463                                         self,
464                                         final_damage,
465                                         WEP_SHOCKWAVE.m_id,
466                                         head.origin,
467                                         final_force
468                                 );
469
470                                 #ifdef DEBUG_SHOCKWAVE
471                                 LOG_INFO(sprintf(
472                                         "SELF HIT: multiplier = %f, damage = %f, force = %f... "
473                                         "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
474                                         multiplier,
475                                         final_damage,
476                                         vlen(final_force),
477                                         multiplier_from_accuracy,
478                                         multiplier_from_distance
479                                 ));
480                                 #endif
481                         }
482                         else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
483                         {
484                                 // ==========================
485                                 //  BLAST SPLASH CALCULATION
486                                 // ==========================
487
488                                 // calculate importance of distance and accuracy for this attack
489                                 multiplier_from_accuracy = (1 -
490                                         (distance_to_head ?
491                                                 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius)))
492                                                 :
493                                                 0
494                                         )
495                                 );
496                                 multiplier_from_distance = (1 -
497                                         (distance_to_hit ?
498                                                 min(1, (distance_to_hit / distance_to_end))
499                                                 :
500                                                 0
501                                         )
502                                 );
503                                 multiplier =
504                                         max(
505                                                 WEP_CVAR(shockwave, blast_splash_multiplier_min),
506                                                 (
507                                                         (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy))
508                                                         +
509                                                         (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))
510                                                 )
511                                         );
512
513                                 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
514                                 final_damage =
515                                         (
516                                                 (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
517                                                 +
518                                                 (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
519                                         );
520
521                                 // figure out the direction of force
522                                 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
523                                 final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
524                                 //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
525
526                                 // now multiply the direction by force units
527                                 final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
528                                 final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
529
530                                 // queue damage with this calculated info
531                                 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
532
533                                 #ifdef DEBUG_SHOCKWAVE
534                                 LOG_INFO(sprintf(
535                                         "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
536                                         "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
537                                         multiplier,
538                                         final_damage,
539                                         vlen(final_force),
540                                         multiplier_from_accuracy,
541                                         multiplier_from_distance
542                                 ));
543                                 #endif
544                         }
545                 }
546                 head = head.chain;
547         }
548
549         // cone damage trace
550         head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), false);
551         while(head)
552         {
553                 if((head != self) && head.takedamage)
554                 {
555                         // ========================
556                         //  BLAST CONE CALCULATION
557                         // ========================
558
559                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
560                         center = CENTER_OR_VIEWOFS(head);
561
562                         // find the closest point on the enemy to the center of the attack
563                         float h; // hypotenuse, which is the distance between attacker to head
564                         float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
565
566                         h = vlen(center - self.origin);
567                         a = h * (normalize(center - self.origin) * w_shotdir);
568                         // WEAPONTODO: replace with simpler method
569
570                         vector nearest_on_line = (w_shotorg + a * w_shotdir);
571                         vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
572
573                         if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
574                                 && (W_Shockwave_Attack_IsVisible(self, head, nearest_on_line, w_shotorg, attack_endpos)))
575                         {
576                                 // calculate importance of distance and accuracy for this attack
577                                 multiplier_from_accuracy = (1 -
578                                         W_Shockwave_Attack_CheckSpread(
579                                                 nearest_to_attacker,
580                                                 nearest_on_line,
581                                                 w_shotorg,
582                                                 attack_endpos
583                                         )
584                                 );
585                                 multiplier_from_distance = (1 -
586                                         (distance_to_hit ?
587                                                 min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
588                                                 :
589                                                 0
590                                         )
591                                 );
592                                 multiplier =
593                                         max(
594                                                 WEP_CVAR(shockwave, blast_multiplier_min),
595                                                 (
596                                                         (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
597                                                         +
598                                                         (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
599                                                 )
600                                         );
601
602                                 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
603                                 final_damage =
604                                         (
605                                                 (WEP_CVAR(shockwave, blast_damage) * multiplier)
606                                                 +
607                                                 (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
608                                         );
609
610                                 // figure out the direction of force
611                                 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
612                                 final_force = normalize(center - (nearest_on_line - final_force));
613                                 //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
614
615                                 // now multiply the direction by force units
616                                 final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
617                                 final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
618
619                                 // queue damage with this calculated info
620                                 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
621
622                                 #ifdef DEBUG_SHOCKWAVE
623                                 LOG_INFO(sprintf(
624                                         "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
625                                         "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
626                                         multiplier,
627                                         final_damage,
628                                         vlen(final_force),
629                                         multiplier_from_accuracy,
630                                         multiplier_from_distance
631                                 ));
632                                 #endif
633                         }
634                 }
635                 head = head.chain;
636         }
637
638         for(i = 1; i <= queue; ++i)
639         {
640                 head = shockwave_hit[i-1];
641                 final_force = shockwave_hit_force[i-1];
642                 final_damage = shockwave_hit_damage[i-1];
643
644                 Damage(
645                         head,
646                         self,
647                         self,
648                         final_damage,
649                         WEP_SHOCKWAVE.m_id,
650                         head.origin,
651                         final_force
652                 );
653
654                 if(accuracy_isgooddamage(self.realowner, head))
655                 {
656                         LOG_INFO("wtf\n");
657                         accuracy_add(self.realowner, WEP_SHOCKWAVE.m_id, 0, final_damage);
658                 }
659
660                 #ifdef DEBUG_SHOCKWAVE
661                 LOG_INFO(sprintf(
662                         "SHOCKWAVE by %s: damage = %f, force = %f.\n",
663                         self.netname,
664                         final_damage,
665                         vlen(final_force)
666                 ));
667                 #endif
668
669                 shockwave_hit[i-1] = world;
670                 shockwave_hit_force[i-1] = '0 0 0';
671                 shockwave_hit_damage[i-1] = 0;
672         }
673 }
674
675 METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor))
676 {
677     entity this = actor;
678     if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
679         { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false); }
680     else
681         { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false); }
682 }
683 METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
684 {
685     if(fire & 1)
686     {
687         if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
688         {
689             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
690             {
691                 W_Shockwave_Attack(actor);
692                 actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
693                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
694             }
695         }
696     }
697     else if(fire & 2)
698     {
699         //if(actor.clip_load >= 0) // we are not currently reloading
700         if(!actor.crouch) // no crouchmelee please
701         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
702         {
703             // attempt forcing playback of the anim by switching to another anim (that we never play) here...
704             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee);
705         }
706     }
707 }
708 METHOD(Shockwave, wr_checkammo1, bool(entity thiswep, entity actor))
709 {
710     return true; // infinite ammo
711 }
712 METHOD(Shockwave, wr_checkammo2, bool(entity thiswep, entity actor))
713 {
714     // shockwave has infinite ammo
715     return true;
716 }
717 METHOD(Shockwave, wr_suicidemessage, Notification(entity thiswep))
718 {
719     return WEAPON_THINKING_WITH_PORTALS;
720 }
721 METHOD(Shockwave, wr_killmessage, Notification(entity thiswep))
722 {
723     if(w_deathtype & HITTYPE_SECONDARY)
724         return WEAPON_SHOCKWAVE_MURDER_SLAP;
725     else
726         return WEAPON_SHOCKWAVE_MURDER;
727 }
728
729 #endif
730 #ifdef CSQC
731 // WEAPONTODO: add client side settings for these
732 const float SW_MAXALPHA = 0.5;
733 const float SW_FADETIME = 0.4;
734 const float SW_DISTTOMIN = 200;
735 void Draw_Shockwave(entity this)
736 {
737         // fading/removal control
738         float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA);
739         if(a < ALPHA_MIN_VISIBLE) { remove(this); }
740
741         // WEAPONTODO: save this only once when creating the entity
742         vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));
743
744         // WEAPONTODO: trace to find what we actually hit
745         vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));
746
747         vectorvectors(this.sw_shotdir);
748         vector right = v_right; // save this for when we do makevectors later
749         vector up = v_up; // save this for when we do makevectors later
750
751         // WEAPONTODO: combine and simplify these calculations
752         vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min));
753         vector max_end = (endpos + (up * this.sw_spread_max));
754         float spread_to_min = vlen(normalize(min_end - this.sw_shotorg) - this.sw_shotdir);
755         float spread_to_max = vlen(normalize(max_end - min_end) - this.sw_shotdir);
756
757         vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
758         vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
759         float new_max_dist, new_min_dist;
760
761         vector deviation, angle = '0 0 0';
762         float counter, divisions = 20;
763         for(counter = 0; counter < divisions; ++counter)
764         {
765                 // perfect circle effect lines
766                 makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions));
767                 angle.y = v_forward.x;
768                 angle.z = v_forward.y;
769
770                 // first do the spread_to_min effect
771                 deviation = angle * spread_to_min;
772                 deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
773                 new_min_dist = SW_DISTTOMIN;
774                 new_min_end = (this.sw_shotorg + (deviation * new_min_dist));
775                 //te_lightning2(world, new_min_end, this.sw_shotorg);
776
777                 // then calculate spread_to_max effect
778                 deviation = angle * spread_to_max;
779                 deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
780                 new_max_dist = vlen(new_min_end - endpos);
781                 new_max_end = (new_min_end + (deviation * new_max_dist));
782                 //te_lightning2(world, new_end, prev_min_end);
783
784
785                 if(counter == 0)
786                 {
787                         first_min_end = new_min_end;
788                         first_max_end = new_max_end;
789                 }
790
791                 if(counter >= 1)
792                 {
793                         // draw from shot origin to min spread radius
794                         R_BeginPolygon("", DRAWFLAG_NORMAL);
795                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
796                         R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
797                         R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
798                         R_EndPolygon();
799
800                         // draw from min spread radius to max spread radius
801                         R_BeginPolygon("", DRAWFLAG_NORMAL);
802                         R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
803                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
804                         R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
805                         R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
806                         R_EndPolygon();
807                 }
808
809                 prev_min_end = new_min_end;
810                 prev_max_end = new_max_end;
811
812                 // last division only
813                 if((counter + 1) == divisions)
814                 {
815                         // draw from shot origin to min spread radius
816                         R_BeginPolygon("", DRAWFLAG_NORMAL);
817                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
818                         R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
819                         R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
820                         R_EndPolygon();
821
822                         // draw from min spread radius to max spread radius
823                         R_BeginPolygon("", DRAWFLAG_NORMAL);
824                         R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
825                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
826                         R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
827                         R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
828                         R_EndPolygon();
829                 }
830         }
831 }
832
833 NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew)
834 {
835         Net_ReadShockwaveParticle();
836         return true;
837 }
838
839 void Net_ReadShockwaveParticle()
840 {
841         entity shockwave;
842         shockwave = spawn();
843         shockwave.draw = Draw_Shockwave;
844
845         shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
846         shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
847
848         shockwave.sw_distance = ReadShort();
849         shockwave.sw_spread_max = ReadByte();
850         shockwave.sw_spread_min = ReadByte();
851
852         shockwave.sv_entnum = ReadByte();
853
854         shockwave.sw_time = time;
855 }
856
857 METHOD(Shockwave, wr_impacteffect, void(entity thiswep, entity actor))
858 {
859     // handled by Net_ReadShockwaveParticle
860     //vector org2;
861     //org2 = w_org + w_backoff * 2;
862     //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
863 }
864
865 #endif
866 #endif