]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
Revert "Merge branch 'Mario/despawn_effects'"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc
deleted file mode 100644 (file)
index 759dc35..0000000
+++ /dev/null
@@ -1,897 +0,0 @@
-#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