]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
On second thought, undo all that shit... this system is WAYYY too hacky to
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index 21ed3815b3f9c61e8133c217a4d046ef8e30159d..574e996831cce4698360f788a755b1c27ef7879a 100644 (file)
@@ -1,77 +1,69 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ SHOCKWAVE,
-/* function */ W_Shockwave,
-/* ammotype */ IT_SHELLS,
-/* impulse  */ 2,
-/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating   */ BOT_PICKUP_RATING_LOW,
-/* model    */ "shotgun",
-/* netname  */ "shockwave",
-/* fullname */ _("Shockwave")
+/* WEP_##id  */ SHOCKWAVE,
+/* function  */ W_Shockwave,
+/* ammotype  */ ammo_none,
+/* impulse   */ 2,
+/* flags     */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN,
+/* rating    */ BOT_PICKUP_RATING_LOW,
+/* color     */ '0.5 0.25 0',
+/* modelname */ "shotgun",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairshotgun 0.7",
+/* refname   */ "shockwave",
+/* wepname   */ _("Shockwave")
 );
 
-#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_damage) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_distance) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_edgedamage) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_forwardbias) \
-       /*w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_velocitybias)*/ \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_zscale) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_damage) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_edgedamage) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_velocitybias) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_zscale) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_accuracy) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_distance) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_min) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_radius) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_accuracy) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_distance) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_min) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_damage) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_edgedamage) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force_forwardbias) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_accuracy) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_distance) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_min) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_radius) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_max) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_min) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_animtime) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_damage) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_delay) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_force) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_multihit) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_no_doubleslap) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_nonplayerdamage) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_range) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_refire) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_side) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_up) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_time) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_traces) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_ammo) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_animtime) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bulletconstant) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bullets) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_damage) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_force) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_refire) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_speed) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_spread) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, primary) \
-       w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, secondary) \
-       w_prop(WEP_SHOCKWAVE, shockwave, float,  reloading_ammo, reload_ammo) \
-       w_prop(WEP_SHOCKWAVE, shockwave, float,  reloading_time, reload_time) \
-       w_prop(WEP_SHOCKWAVE, shockwave, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(WEP_SHOCKWAVE, shockwave, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(WEP_SHOCKWAVE, shockwave, string, weaponreplace, weaponreplace) \
-       w_prop(WEP_SHOCKWAVE, shockwave, float,  weaponstart, weaponstart) \
-       w_prop(WEP_SHOCKWAVE, shockwave, float,  weaponstartoverride, weaponstartoverride)
+#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)
 
 #ifdef SVQC
 SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
@@ -80,83 +72,24 @@ SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #ifdef SVQC
 void spawnfunc_weapon_shockwave()
 {
-       //if(autocvar_sv_q3acompat_machineshockwaveswap)
+       //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
        if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
-               weapon_defaultspawnfunc(WEP_UZI);
+               weapon_defaultspawnfunc(WEP_MACHINEGUN);
                return;
        }
        weapon_defaultspawnfunc(WEP_SHOCKWAVE);
 }
 
+#define MAX_SHOCKWAVE_HITS 10
+
 .float swing_prev;
 .entity swing_alreadyhit;
-.float shockwave_pelletstime;
-entity shockwave_hit[32];
-float shockwave_hit_damage[32];
-vector shockwave_hit_force[32];
-
-// LEGACY ATTACK MODE: Scattered bullets
-void W_Shockwave_Pellets(void)
-{
-       float sc;
-       entity flash;
-
-       W_DecreaseAmmo(ammo_shells, WEP_CVAR(shockwave, pellets_ammo), WEP_CVAR(shockwave, reload_ammo));
-
-       W_SetupShot(self, TRUE, 5, "weapons/shockwave_fire.wav", CH_WEAPON_A, WEP_CVAR(shockwave, pellets_damage) * WEP_CVAR(shockwave, pellets_bullets));
-       
-       for(sc = 0; sc < WEP_CVAR(shockwave, pellets_bullets); ++sc)
-       {
-               fireBallisticBullet(
-                       w_shotorg,
-                       w_shotdir,
-                       WEP_CVAR(shockwave, pellets_spread),
-                       WEP_CVAR(shockwave, pellets_speed),
-                       5,
-                       WEP_CVAR(shockwave, pellets_damage),
-                       WEP_CVAR(shockwave, pellets_force),
-                       WEP_SHOCKWAVE,
-                       0,
-                       WEP_CVAR(shockwave, pellets_bulletconstant)
-               );
-       }
-       endFireBallisticBullet();
-
-       pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR(shockwave, pellets_ammo));
-
-       // casing code
-       if(autocvar_g_casings >= 1)
-       {
-               for(sc = 0;sc < WEP_CVAR(shockwave, pellets_ammo); ++sc)
-               {
-                       SpawnCasing(
-                               (
-                                       ((random () * 50 + 50) * v_right)
-                                       -
-                                       (v_forward * (random () * 25 + 25))
-                                       -
-                                       ((random () * 5 - 30) * v_up)
-                               ),
-                               2,
-                               vectoangles(v_forward),
-                               '0 250 0',
-                               100,
-                               1,
-                               self
-                       );
-               }
-       }
-
-       // muzzle flash for 1st person view
-       flash = spawn();
-       setmodel(flash, "models/uziflash.md3"); // precision set below
-       flash.think = SUB_Remove;
-       flash.nextthink = time + 0.06;
-       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(flash, '5 0 0');
-}
+.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()
@@ -166,27 +99,29 @@ void W_Shockwave_Melee_Think()
        entity target_victim;
        vector targpos;
 
-       if(!self.cnt) // set start time of melee
+       // 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);
        }
 
-       makevectors(self.realowner.v_angle); // update values for v_* vectors
+       // 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));
        
-       // 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;
-       }
-       
-       // if okay, perform the traces needed for this frame 
+       // 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);
@@ -196,7 +131,14 @@ void W_Shockwave_Melee_Think()
                        + (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));
+               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
                te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); 
@@ -204,28 +146,46 @@ void W_Shockwave_Melee_Think()
                
                is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
 
-               if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+               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)));
+                       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)));
-                       
-                       //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
-                       
-                       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));
-                               
-                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
-                       
-                       if(WEP_CVAR(shockwave, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
+                               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
@@ -341,10 +301,8 @@ float W_Shockwave_Attack_CheckHit(
 {
        if(!head) { return FALSE; }
        float i;
-
-       ++queue;
        
-       for(i = 1; i <= queue; ++i)
+       for(i = 0; i <= queue; ++i)
        {
                if(shockwave_hit[i] == head)
                {
@@ -533,7 +491,7 @@ void W_Shockwave_Attack()
                                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; }
+                               if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
 
                                #ifdef DEBUG_SHOCKWAVE
                                print(sprintf(
@@ -576,9 +534,8 @@ void W_Shockwave_Attack()
 
                        vector nearest_on_line = (w_shotorg + a * w_shotdir);
                        vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
-                       float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
 
-                       if((distance_to_target <= WEP_CVAR(shockwave, blast_distance)) 
+                       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
@@ -592,7 +549,7 @@ void W_Shockwave_Attack()
                                );
                                multiplier_from_distance = (1 -
                                        (distance_to_hit ?
-                                               min(1, (distance_to_target / distance_to_end))
+                                               min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
                                                :
                                                0
                                        )
@@ -625,7 +582,7 @@ void W_Shockwave_Attack()
                                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; }
+                               if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
 
                                #ifdef DEBUG_SHOCKWAVE
                                print(sprintf(
@@ -643,7 +600,7 @@ void W_Shockwave_Attack()
                head = head.chain;
        }
 
-       for(i = 1; i <= queue; ++i)
+       for(i = 0; i <= queue; ++i)
        {
                head = shockwave_hit[i];
                final_force = shockwave_hit_force[i];
@@ -676,7 +633,6 @@ void W_Shockwave_Attack()
 
 float W_Shockwave(float req)
 {
-       float ammo_amount;
        switch(req)
        {
                case WR_AIM:
@@ -690,50 +646,22 @@ float W_Shockwave(float req)
                }
                case WR_THINK:
                {
-                       if(WEP_CVAR(shockwave, reload_ammo) && self.clip_load < WEP_CVAR(shockwave, pellets_ammo)) // forced reload
-                       {
-                               // don't force reload an empty shockwave if its melee attack is active
-                               if(!(WEP_CVAR(shockwave, secondary) && self.ammo_shells < WEP_CVAR(shockwave, pellets_ammo)))
-                                       WEP_ACTION(self.weapon, WR_RELOAD);
-                       }
-                       else
+                       if(self.BUTTON_ATCK)
                        {
-                               if(self.BUTTON_ATCK)
+                               if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
                                {
-                                       switch(WEP_CVAR(shockwave, primary))
+                                       if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime)))
                                        {
-                                               case 1:
-                                               {
-                                                       if(time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
-                                                       {
-                                                               if(weapon_prepareattack(0, WEP_CVAR(shockwave, pellets_animtime)))
-                                                               {
-                                                                       W_Shockwave_Attack();
-                                                                       self.shockwave_pelletstime = time + WEP_CVAR(shockwave, pellets_refire) * W_WeaponRateFactor();
-                                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, pellets_animtime), w_ready);
-                                                               }
-                                                       }
-                                                       break;
-                                               }
-                                               case 2:
-                                               {
-                                                       if(time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
-                                                       {
-                                                               if(weapon_prepareattack(0, WEP_CVAR(shockwave, pellets_animtime)))
-                                                               {
-                                                                       W_Shockwave_Pellets();
-                                                                       self.shockwave_pelletstime = time + WEP_CVAR(shockwave, pellets_refire) * W_WeaponRateFactor();
-                                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, pellets_animtime), w_ready);
-                                                               }
-                                                       }
-                                                       break;
-                                               }
+                                               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);
                                        }
                                }
-                               
-                               if(self.clip_load >= 0) // we are not currently reloading
+                       }
+                       else if(self.BUTTON_ATCK2)
+                       {
+                               //if(self.clip_load >= 0) // we are not currently reloading
                                if(!self.crouch) // no crouchmelee please
-                               if(self.BUTTON_ATCK2 && WEP_CVAR(shockwave, secondary))
                                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...
@@ -752,23 +680,13 @@ float W_Shockwave(float req)
                        precache_sound("misc/itempickup.wav");
                        precache_sound("weapons/shockwave_fire.wav");
                        precache_sound("weapons/shockwave_melee.wav");
-                       SHOCKWAVE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
-                       return TRUE;
-               }
-               case WR_SETUP:
-               {
-                       self.current_ammo = ammo_shells;
+                       SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
-               {
-                       ammo_amount = self.ammo_shells >= WEP_CVAR(shockwave, pellets_ammo);
-                       ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= WEP_CVAR(shockwave, pellets_ammo);
-                       return ammo_amount;
-               }
                case WR_CHECKAMMO2:
                {
-                       // melee attack is always available
+                       // shockwave has infinite ammo
                        return TRUE;
                }
                case WR_CONFIG:
@@ -776,11 +694,6 @@ float W_Shockwave(float req)
                        SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
                        return TRUE;
                }
-               case WR_RELOAD:
-               {
-                       W_Reload(WEP_CVAR(shockwave, pellets_ammo), "weapons/reload.wav");
-                       return TRUE;
-               }
                case WR_SUICIDEMESSAGE:
                {
                        return WEAPON_THINKING_WITH_PORTALS;
@@ -815,6 +728,11 @@ float W_Shockwave(float req)
                        //precache_sound("weapons/ric3.wav");
                        return FALSE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
        return TRUE;
 }