+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ SHOCKWAVE,
-/* function */ W_Shockwave,
-/* ammotype */ ammo_none,
-/* impulse */ 2,
-/* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED,
-/* rating */ BOT_PICKUP_RATING_LOW,
-/* color */ '0.5 0.25 0',
-/* modelname */ "shotgun",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairshotgun 0.7",
-/* wepimg */ "weaponshotgun",
-/* refname */ "shockwave",
-/* wepname */ _("Shockwave")
-);
-
-#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
-#define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, blast_animtime) \
- w_cvar(id, sn, NONE, blast_damage) \
- w_cvar(id, sn, NONE, blast_distance) \
- w_cvar(id, sn, NONE, blast_edgedamage) \
- w_cvar(id, sn, NONE, blast_force) \
- w_cvar(id, sn, NONE, blast_force_forwardbias) \
- w_cvar(id, sn, NONE, blast_force_zscale) \
- w_cvar(id, sn, NONE, blast_jump_damage) \
- w_cvar(id, sn, NONE, blast_jump_edgedamage) \
- w_cvar(id, sn, NONE, blast_jump_force) \
- w_cvar(id, sn, NONE, blast_jump_force_velocitybias) \
- w_cvar(id, sn, NONE, blast_jump_force_zscale) \
- w_cvar(id, sn, NONE, blast_jump_multiplier_accuracy) \
- w_cvar(id, sn, NONE, blast_jump_multiplier_distance) \
- w_cvar(id, sn, NONE, blast_jump_multiplier_min) \
- w_cvar(id, sn, NONE, blast_jump_radius) \
- w_cvar(id, sn, NONE, blast_multiplier_accuracy) \
- w_cvar(id, sn, NONE, blast_multiplier_distance) \
- w_cvar(id, sn, NONE, blast_multiplier_min) \
- w_cvar(id, sn, NONE, blast_refire) \
- w_cvar(id, sn, NONE, blast_splash_damage) \
- w_cvar(id, sn, NONE, blast_splash_edgedamage) \
- w_cvar(id, sn, NONE, blast_splash_force) \
- w_cvar(id, sn, NONE, blast_splash_force_forwardbias) \
- w_cvar(id, sn, NONE, blast_splash_multiplier_accuracy) \
- w_cvar(id, sn, NONE, blast_splash_multiplier_distance) \
- w_cvar(id, sn, NONE, blast_splash_multiplier_min) \
- w_cvar(id, sn, NONE, blast_splash_radius) \
- w_cvar(id, sn, NONE, blast_spread_max) \
- w_cvar(id, sn, NONE, blast_spread_min) \
- w_cvar(id, sn, NONE, melee_animtime) \
- w_cvar(id, sn, NONE, melee_damage) \
- w_cvar(id, sn, NONE, melee_delay) \
- w_cvar(id, sn, NONE, melee_force) \
- w_cvar(id, sn, NONE, melee_multihit) \
- w_cvar(id, sn, NONE, melee_no_doubleslap) \
- w_cvar(id, sn, NONE, melee_nonplayerdamage) \
- w_cvar(id, sn, NONE, melee_range) \
- w_cvar(id, sn, NONE, melee_refire) \
- w_cvar(id, sn, NONE, melee_swing_side) \
- w_cvar(id, sn, NONE, melee_swing_up) \
- w_cvar(id, sn, NONE, melee_time) \
- w_cvar(id, sn, NONE, melee_traces) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
-
-#ifdef SVQC
-SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
-#ifdef CSQC
-void Net_ReadShockwaveParticle(void);
-.vector sw_shotorg;
-.vector sw_shotdir;
-.float sw_distance;
-.float sw_spread_max;
-.float sw_spread_min;
-.float sw_time;
-#endif
-#else
-#ifdef SVQC
-void spawnfunc_weapon_shockwave(void)
-{
- //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
- {
- weapon_defaultspawnfunc(WEP_MACHINEGUN);
- return;
- }
- weapon_defaultspawnfunc(WEP_SHOCKWAVE);
-}
-
-#define MAX_SHOCKWAVE_HITS 10
-//#define DEBUG_SHOCKWAVE
-
-.float swing_prev;
-.entity swing_alreadyhit;
-.float shockwave_blasttime;
-entity shockwave_hit[MAX_SHOCKWAVE_HITS];
-float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
-vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
-
-// MELEE ATTACK MODE
-void W_Shockwave_Melee_Think(void)
-{
- // declarations
- float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
- entity target_victim;
- vector targpos;
-
- // check to see if we can still continue, otherwise give up now
- if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap))
- {
- remove(self);
- return;
- }
-
- // set start time of melee
- if(!self.cnt)
- {
- self.cnt = time;
- W_PlayStrengthSound(self.realowner);
- }
-
- // update values for v_* vectors
- makevectors(self.realowner.v_angle);
-
- // calculate swing percentage based on time
- meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor();
- swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
- f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
-
- // perform the traces needed for this frame
- for(i=self.swing_prev; i < f; ++i)
- {
- swing_factor = ((1 - (i / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
-
- targpos = (self.realowner.origin + self.realowner.view_ofs
- + (v_forward * WEP_CVAR(shockwave, melee_range))
- + (v_up * swing_factor * WEP_CVAR(shockwave, melee_swing_up))
- + (v_right * swing_factor * WEP_CVAR(shockwave, melee_swing_side)));
-
- WarpZone_traceline_antilag(
- self.realowner,
- (self.realowner.origin + self.realowner.view_ofs),
- targpos,
- FALSE,
- self.realowner,
- ANTILAG_LATENCY(self.realowner)
- );
-
- // draw lightning beams for debugging
-#ifdef DEBUG_SHOCKWAVE
- te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
- te_customflash(targpos, 40, 2, '1 1 1');
-#endif
-
- is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
-
- if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
- && (trace_ent.takedamage == DAMAGE_AIM)
- && (trace_ent != self.swing_alreadyhit)
- && (is_player || WEP_CVAR(shockwave, melee_nonplayerdamage)))
- {
- target_victim = trace_ent; // so it persists through other calls
-
- if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught
- swing_damage = (WEP_CVAR(shockwave, melee_damage) * min(1, swing_factor + 1));
- else
- swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage) * min(1, swing_factor + 1));
-
- // trigger damage with this calculated info
- Damage(
- target_victim,
- self.realowner,
- self.realowner,
- swing_damage,
- (WEP_SHOCKWAVE | HITTYPE_SECONDARY),
- (self.realowner.origin + self.realowner.view_ofs),
- (v_forward * WEP_CVAR(shockwave, melee_force))
- );
-
- // handle accuracy
- if(accuracy_isgooddamage(self.realowner, target_victim))
- { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
-
- #ifdef DEBUG_SHOCKWAVE
- print(sprintf(
- "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
- self.realowner.netname,
- target_victim.netname,
- swing_damage,
- swing_factor,
- time
- ));
- #endif
-
- // allow multiple hits with one swing, but not against the same player twice
- if(WEP_CVAR(shockwave, melee_multihit))
- {
- self.swing_alreadyhit = target_victim;
- continue; // move along to next trace
- }
- else
- {
- remove(self);
- return;
- }
- }
- }
-
- if(time >= self.cnt + meleetime)
- {
- // melee is finished
- remove(self);
- return;
- }
- else
- {
- // set up next frame
- self.swing_prev = i;
- self.nextthink = time;
- }
-}
-
-void W_Shockwave_Melee(void)
-{
- sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
-
- entity meleetemp;
- meleetemp = spawn();
- meleetemp.owner = meleetemp.realowner = self;
- meleetemp.think = W_Shockwave_Melee_Think;
- meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
- W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
-}
-
-// SHOCKWAVE ATTACK MODE
-float W_Shockwave_Attack_CheckSpread(
- vector targetorg,
- vector nearest_on_line,
- vector sw_shotorg,
- vector attack_endpos)
-{
- float spreadlimit;
- float distance_of_attack = vlen(sw_shotorg - attack_endpos);
- float distance_from_line = vlen(targetorg - nearest_on_line);
-
- spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
- spreadlimit =
- (
- (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
- +
- (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit)
- );
-
- if(
- (spreadlimit && (distance_from_line <= spreadlimit))
- &&
- ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)
- )
- { return bound(0, (distance_from_line / spreadlimit), 1); }
- else
- { return FALSE; }
-}
-
-float W_Shockwave_Attack_IsVisible(
- entity head,
- vector nearest_on_line,
- vector sw_shotorg,
- vector attack_endpos)
-{
- vector nearest_to_attacker = head.WarpZone_findradius_nearest;
- vector center = (head.origin + (head.mins + head.maxs) * 0.5);
- vector corner;
- float i;
-
- // STEP ONE: Check if the nearest point is clear
- if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
- {
- WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
- }
-
- // STEP TWO: Check if shotorg to center point is clear
- if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
- {
- WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
- }
-
- // STEP THREE: Check each corner to see if they are clear
- for(i=1; i<=8; ++i)
- {
- corner = get_corner_position(head, i);
- if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
- {
- WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
- }
- }
-
- return FALSE;
-}
-
-float W_Shockwave_Attack_CheckHit(
- float queue,
- entity head,
- vector final_force,
- float final_damage)
-{
- if(!head) { return FALSE; }
- float i;
-
- for(i = 0; i <= queue; ++i)
- {
- if(shockwave_hit[i] == head)
- {
- if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
- if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
- return FALSE;
- }
- }
-
- shockwave_hit[queue] = head;
- shockwave_hit_force[queue] = final_force;
- shockwave_hit_damage[queue] = final_damage;
- return TRUE;
-}
-
-void W_Shockwave_Send(void)
-{
- WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
- WriteCoord(MSG_BROADCAST, w_shotorg_x);
- WriteCoord(MSG_BROADCAST, w_shotorg_y);
- WriteCoord(MSG_BROADCAST, w_shotorg_z);
- WriteCoord(MSG_BROADCAST, w_shotdir_x);
- WriteCoord(MSG_BROADCAST, w_shotdir_y);
- WriteCoord(MSG_BROADCAST, w_shotdir_z);
- WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
- WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
- WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
- WriteByte(MSG_BROADCAST, num_for_edict(self));
-}
-
-void W_Shockwave_Attack(void)
-{
- // declarations
- float multiplier, multiplier_from_accuracy, multiplier_from_distance;
- float final_damage;
- vector final_force, center, vel;
- entity head;
-
- float i, queue = 0;
-
- // set up the shot direction
- W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
- vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
- WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
- vector attack_hitpos = trace_endpos;
- float distance_to_end = vlen(w_shotorg - attack_endpos);
- float distance_to_hit = vlen(w_shotorg - attack_hitpos);
- //entity transform = WarpZone_trace_transform;
-
- // do the firing effect now
- W_Shockwave_Send();
- Damage_DamageInfo(
- attack_hitpos,
- WEP_CVAR(shockwave, blast_splash_damage),
- WEP_CVAR(shockwave, blast_splash_edgedamage),
- WEP_CVAR(shockwave, blast_splash_radius),
- w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
- WEP_SHOCKWAVE,
- 0,
- self
- );
-
- // splash damage/jumping trace
- head = WarpZone_FindRadius(
- attack_hitpos,
- max(
- WEP_CVAR(shockwave, blast_splash_radius),
- WEP_CVAR(shockwave, blast_jump_radius)
- ),
- FALSE
- );
-
- while(head)
- {
- if(head.takedamage)
- {
- float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
-
- if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
- {
- // ========================
- // BLAST JUMP CALCULATION
- // ========================
-
- // calculate importance of distance and accuracy for this attack
- multiplier_from_accuracy = (1 -
- (distance_to_head ?
- min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius)))
- :
- 0
- )
- );
- multiplier_from_distance = (1 -
- (distance_to_hit ?
- min(1, (distance_to_hit / distance_to_end))
- :
- 0
- )
- );
- multiplier =
- max(
- WEP_CVAR(shockwave, blast_jump_multiplier_min),
- (
- (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy))
- +
- (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))
- )
- );
-
- // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
- final_damage =
- (
- (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
- +
- (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
- );
-
- // figure out the direction of force
- vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0));
- vel *=
- (
- bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
- *
- WEP_CVAR(shockwave, blast_jump_force_velocitybias)
- );
- final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
-
- // now multiply the direction by force units
- final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
- final_force_z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
-
- // trigger damage with this calculated info
- Damage(
- head,
- self,
- self,
- final_damage,
- WEP_SHOCKWAVE,
- head.origin,
- final_force
- );
-
- #ifdef DEBUG_SHOCKWAVE
- print(sprintf(
- "SELF HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
- multiplier,
- final_damage,
- vlen(final_force),
- multiplier_from_accuracy,
- multiplier_from_distance
- ));
- #endif
- }
- else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
- {
- // ==========================
- // BLAST SPLASH CALCULATION
- // ==========================
-
- // calculate importance of distance and accuracy for this attack
- multiplier_from_accuracy = (1 -
- (distance_to_head ?
- min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius)))
- :
- 0
- )
- );
- multiplier_from_distance = (1 -
- (distance_to_hit ?
- min(1, (distance_to_hit / distance_to_end))
- :
- 0
- )
- );
- multiplier =
- max(
- WEP_CVAR(shockwave, blast_splash_multiplier_min),
- (
- (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy))
- +
- (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))
- )
- );
-
- // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
- final_damage =
- (
- (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
- +
- (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
- );
-
- // figure out the direction of force
- final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
- final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
- //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
-
- // now multiply the direction by force units
- final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
- final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
-
- // queue damage with this calculated info
- if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
-
- #ifdef DEBUG_SHOCKWAVE
- print(sprintf(
- "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
- multiplier,
- final_damage,
- vlen(final_force),
- multiplier_from_accuracy,
- multiplier_from_distance
- ));
- #endif
- }
- }
- head = head.chain;
- }
-
- // cone damage trace
- head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE);
- while(head)
- {
- if((head != self) && head.takedamage)
- {
- // ========================
- // BLAST CONE CALCULATION
- // ========================
-
- // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
- center = CENTER_OR_VIEWOFS(head);
-
- // find the closest point on the enemy to the center of the attack
- float ang; // angle between shotdir and h
- float h; // hypotenuse, which is the distance between attacker to head
- float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
-
- h = vlen(center - self.origin);
- ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
- a = h * cos(ang);
- // WEAPONTODO: replace with simpler method
-
- vector nearest_on_line = (w_shotorg + a * w_shotdir);
- vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
-
- if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
- && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
- {
- // calculate importance of distance and accuracy for this attack
- multiplier_from_accuracy = (1 -
- W_Shockwave_Attack_CheckSpread(
- nearest_to_attacker,
- nearest_on_line,
- w_shotorg,
- attack_endpos
- )
- );
- multiplier_from_distance = (1 -
- (distance_to_hit ?
- min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
- :
- 0
- )
- );
- multiplier =
- max(
- WEP_CVAR(shockwave, blast_multiplier_min),
- (
- (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
- +
- (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
- )
- );
-
- // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
- final_damage =
- (
- (WEP_CVAR(shockwave, blast_damage) * multiplier)
- +
- (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
- );
-
- // figure out the direction of force
- final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
- final_force = normalize(center - (nearest_on_line - final_force));
- //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
-
- // now multiply the direction by force units
- final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
- final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
-
- // queue damage with this calculated info
- if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
-
- #ifdef DEBUG_SHOCKWAVE
- print(sprintf(
- "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
- multiplier,
- final_damage,
- vlen(final_force),
- multiplier_from_accuracy,
- multiplier_from_distance
- ));
- #endif
- }
- }
- head = head.chain;
- }
-
- for(i = 1; i <= queue; ++i)
- {
- head = shockwave_hit[i-1];
- final_force = shockwave_hit_force[i-1];
- final_damage = shockwave_hit_damage[i-1];
-
- Damage(
- head,
- self,
- self,
- final_damage,
- WEP_SHOCKWAVE,
- head.origin,
- final_force
- );
-
- if(accuracy_isgooddamage(self.realowner, head))
- {
- print("wtf\n");
- accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, final_damage);
- }
-
- #ifdef DEBUG_SHOCKWAVE
- print(sprintf(
- "SHOCKWAVE by %s: damage = %f, force = %f.\n",
- self.netname,
- final_damage,
- vlen(final_force)
- ));
- #endif
-
- shockwave_hit[i-1] = world;
- shockwave_hit_force[i-1] = '0 0 0';
- shockwave_hit_damage[i-1] = 0;
- }
-}
-
-float W_Shockwave(float req)
-{
- switch(req)
- {
- case WR_AIM:
- {
- if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
- { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); }
- else
- { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
-
- return TRUE;
- }
- case WR_THINK:
- {
- if(self.BUTTON_ATCK)
- {
- if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
- {
- if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime)))
- {
- W_Shockwave_Attack();
- self.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
- }
- }
- }
- else if(self.BUTTON_ATCK2)
- {
- //if(self.clip_load >= 0) // we are not currently reloading
- if(!self.crouch) // no crouchmelee please
- if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
- {
- // attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
- }
- }
-
- return TRUE;
- }
- case WR_INIT:
- {
- precache_model("models/uziflash.md3");
- precache_model("models/weapons/g_shotgun.md3");
- precache_model("models/weapons/v_shotgun.md3");
- precache_model("models/weapons/h_shotgun.iqm");
- precache_sound("misc/itempickup.wav");
- precache_sound("weapons/lasergun_fire.wav");
- precache_sound("weapons/shotgun_melee.wav");
- SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
- }
- case WR_CHECKAMMO1:
- case WR_CHECKAMMO2:
- {
- // shockwave has infinite ammo
- return TRUE;
- }
- case WR_CONFIG:
- {
- SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
- }
- case WR_SUICIDEMESSAGE:
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- case WR_KILLMESSAGE:
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SHOCKWAVE_MURDER_SLAP;
- else
- return WEAPON_SHOCKWAVE_MURDER;
- }
- }
- return FALSE;
-}
-#endif
-#ifdef CSQC
-// WEAPONTODO: add client side settings for these
-#define SW_MAXALPHA 0.5
-#define SW_FADETIME 0.4
-#define SW_DISTTOMIN 200
-void Draw_Shockwave()
-{
- // fading/removal control
- float a = bound(0, (SW_MAXALPHA - ((time - self.sw_time) / SW_FADETIME)), SW_MAXALPHA);
- if(a < ALPHA_MIN_VISIBLE) { remove(self); }
-
- // WEAPONTODO: save this only once when creating the entity
- vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
-
- // WEAPONTODO: trace to find what we actually hit
- vector endpos = (self.sw_shotorg + (self.sw_shotdir * self.sw_distance));
-
- vectorvectors(self.sw_shotdir);
- vector right = v_right; // save this for when we do makevectors later
- vector up = v_up; // save this for when we do makevectors later
-
- // WEAPONTODO: combine and simplify these calculations
- vector min_end = ((self.sw_shotorg + (self.sw_shotdir * SW_DISTTOMIN)) + (up * self.sw_spread_min));
- vector max_end = (endpos + (up * self.sw_spread_max));
- float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - self.sw_shotdir);
- float spread_to_max = vlen(normalize(max_end - min_end) - self.sw_shotdir);
-
- vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
- vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
- float new_max_dist, new_min_dist;
-
- vector deviation, angle = '0 0 0';
- float counter, divisions = 20;
- for(counter = 0; counter < divisions; ++counter)
- {
- // perfect circle effect lines
- makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions));
- angle_y = v_forward_x;
- angle_z = v_forward_y;
-
- // first do the spread_to_min effect
- deviation = angle * spread_to_min;
- deviation = ((self.sw_shotdir + (right * deviation_y) + (up * deviation_z)));
- new_min_dist = SW_DISTTOMIN;
- new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
- //te_lightning2(world, new_min_end, self.sw_shotorg);
-
- // then calculate spread_to_max effect
- deviation = angle * spread_to_max;
- deviation = ((self.sw_shotdir + (right * deviation_y) + (up * deviation_z)));
- new_max_dist = vlen(new_min_end - endpos);
- new_max_end = (new_min_end + (deviation * new_max_dist));
- //te_lightning2(world, new_end, prev_min_end);
-
-
- if(counter == 0)
- {
- first_min_end = new_min_end;
- first_max_end = new_max_end;
- }
-
- if(counter >= 1)
- {
- // draw from shot origin to min spread radius
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
- R_EndPolygon();
-
- // draw from min spread radius to max spread radius
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
- R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
- R_EndPolygon();
- }
-
- prev_min_end = new_min_end;
- prev_max_end = new_max_end;
-
- // last division only
- if((counter + 1) == divisions)
- {
- // draw from shot origin to min spread radius
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
- R_EndPolygon();
-
- // draw from min spread radius to max spread radius
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
- R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
- R_EndPolygon();
- }
- }
-}
-
-void Net_ReadShockwaveParticle(void)
-{
- entity shockwave;
- shockwave = spawn();
- shockwave.draw = Draw_Shockwave;
-
- shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
- shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
-
- shockwave.sw_distance = ReadShort();
- shockwave.sw_spread_max = ReadByte();
- shockwave.sw_spread_min = ReadByte();
-
- shockwave.sv_entnum = ReadByte();
-
- shockwave.sw_time = time;
-}
-
-float W_Shockwave(float req)
-{
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- // handled by Net_ReadShockwaveParticle
- //vector org2;
- //org2 = w_org + w_backoff * 2;
- //pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
- return FALSE;
- }
- case WR_INIT:
- {
- //precache_sound("weapons/ric1.wav");
- //precache_sound("weapons/ric2.wav");
- //precache_sound("weapons/ric3.wav");
- return FALSE;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return FALSE;
- }
- }
- return FALSE;
-}
-#endif
-#endif