#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) 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)
+#endif
#else
#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;
- float ammoamount;
- float bullets;
- float d;
- float f;
- float spread;
- float bulletspeed;
- float bulletconstant;
- entity flash;
-
- ammoamount = autocvar_g_balance_shockwave_pellets_ammo;
- bullets = autocvar_g_balance_shockwave_pellets_bullets;
- d = autocvar_g_balance_shockwave_pellets_damage;
- f = autocvar_g_balance_shockwave_pellets_force;
- spread = autocvar_g_balance_shockwave_pellets_spread;
- bulletspeed = autocvar_g_balance_shockwave_pellets_speed;
- bulletconstant = autocvar_g_balance_shockwave_pellets_bulletconstant;
-
- W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shockwave_reload_ammo);
-
- W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shockwave_fire.wav", CH_WEAPON_A, d * bullets);
- for (sc = 0;sc < bullets;sc = sc + 1)
- fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOCKWAVE, 0, 1, bulletconstant);
- endFireBallisticBullet();
-
- pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shockwave_pellets_ammo);
-
- // casing code
- if (autocvar_g_casings >= 1)
- for (sc = 0;sc < ammoamount;sc = sc + 1)
- 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()
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 = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor();
+ meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor();
swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
- f = ((1 - swing) * autocvar_g_balance_laser_melee_traces);
+ 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) && autocvar_g_balance_laser_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 / autocvar_g_balance_laser_melee_traces)) * 2 - 1);
+ swing_factor = ((1 - (i / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
targpos = (self.realowner.origin + self.realowner.view_ofs
- + (v_forward * autocvar_g_balance_laser_melee_range)
- + (v_up * swing_factor * autocvar_g_balance_laser_melee_swing_up)
- + (v_right * swing_factor * autocvar_g_balance_laser_melee_swing_side));
-
- WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
+ + (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
te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
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 || autocvar_g_balance_laser_melee_nonplayerdamage))
+ && (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 = (autocvar_g_balance_laser_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 = (autocvar_g_balance_laser_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 * autocvar_g_balance_laser_melee_force);
-
- if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
-
- if(autocvar_g_balance_laser_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
void W_Shockwave_Melee()
{
sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_melee_animtime, w_ready);
+ 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 + autocvar_g_balance_shockwave_melee_delay * W_WeaponRateFactor();
- W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shockwave_melee_damage, autocvar_g_balance_shockwave_melee_range);
+ 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 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 = (autocvar_g_balance_laser_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_spread_max * spreadlimit);
-
+ spreadlimit =
+ (
+ (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
+ +
+ (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit)
+ );
+
if(
(spreadlimit && (distance_from_line <= spreadlimit))
&&
vector final_force,
float final_damage)
{
- if not(head) { return FALSE; }
+ if(!head) { return FALSE; }
float i;
-
- ++queue;
- for(i = 1; i <= queue; ++i)
+ for(i = 0; i <= queue; ++i)
{
if(shockwave_hit[i] == head)
{
{
// declarations
float multiplier, multiplier_from_accuracy, multiplier_from_distance;
- float final_damage; //, final_spread;
+ float final_damage;
vector final_force, center, vel;
- entity head, next;
+ entity head;
float i, queue = 0;
// set up the shot direction
- W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_shockwave_damage);
- vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_shockwave_distance));
+ 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);
//entity transform = WarpZone_trace_transform;
// do the firing effect now
- SendCSQCShockwaveParticle(attack_endpos);
- Damage_DamageInfo(attack_hitpos, autocvar_g_balance_laser_shockwave_splash_damage, autocvar_g_balance_laser_shockwave_splash_edgedamage, autocvar_g_balance_laser_shockwave_splash_radius, w_shotdir * autocvar_g_balance_laser_shockwave_splash_force, WEP_SHOCKWAVE, 0, self);
+ //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO
+ 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(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE);
+ head = WarpZone_FindRadius(
+ attack_hitpos,
+ max(
+ WEP_CVAR(shockwave, blast_splash_radius),
+ WEP_CVAR(shockwave, blast_jump_radius)
+ ),
+ FALSE
+ );
+
while(head)
{
- next = head.chain;
-
if(head.takedamage)
{
- center = PLAYER_CENTER(head);
-
float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
- if((head == self) && (distance_to_head <= autocvar_g_balance_laser_shockwave_jump_radius))
+ if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
{
- multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_jump_radius)) : 0));
- multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
- multiplier = max(autocvar_g_balance_laser_shockwave_jump_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_jump_multiplier_distance)));
-
- final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier);
- vel = head.velocity; vel_z = 0;
- vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
- final_force = (vlen(final_force) * normalize(normalize(final_force) + vel));
- final_force_z *= autocvar_g_balance_laser_shockwave_jump_force_zscale;
- final_damage = (autocvar_g_balance_laser_shockwave_jump_damage * multiplier + autocvar_g_balance_laser_shockwave_jump_edgedamage * (1 - multiplier));
-
- Damage(head, self, self, final_damage, WEP_SHOCKWAVE, head.origin, final_force);
- //print("SELF HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
+ // ========================
+ // 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 <= autocvar_g_balance_laser_shockwave_splash_radius)
- {
- multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_splash_radius)) : 0));
- multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
- multiplier = max(autocvar_g_balance_laser_shockwave_splash_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_splash_multiplier_distance)));
-
- final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_splash_force_forwardbias)));
+ 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)));
- final_force = ((final_force * autocvar_g_balance_laser_shockwave_splash_force) * multiplier);
- final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
- final_damage = (autocvar_g_balance_laser_shockwave_splash_damage * multiplier + autocvar_g_balance_laser_shockwave_splash_edgedamage * (1 - multiplier));
- if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
- //print("SPLASH HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
+ // 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 = next;
+ head = head.chain;
}
// cone damage trace
- head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
+ head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE);
while(head)
{
- next = head.chain;
-
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);
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);
- float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
- if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance)
+ if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
&& (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
{
- 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, (distance_to_target / distance_to_end)) : 0));
- multiplier = max(autocvar_g_balance_laser_shockwave_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_multiplier_distance)));
-
- final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias)));
+ // 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)));
- final_force = ((final_force * autocvar_g_balance_laser_shockwave_force) * multiplier);
- final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
- final_damage = (autocvar_g_balance_laser_shockwave_damage * multiplier + autocvar_g_balance_laser_shockwave_edgedamage * (1 - multiplier));
- if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
- //print("CONE HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
+ // 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 = next;
+ 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];
final_damage = shockwave_hit_damage[i];
- Damage(head, self, self, final_damage, WEP_SHOCKWAVE, head.origin, final_force);
- print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
+ Damage(
+ head,
+ self,
+ self,
+ final_damage,
+ WEP_SHOCKWAVE,
+ head.origin,
+ final_force
+ );
+
+ #ifdef DEBUG_SHOCKWAVE
+ print(sprintf(
+ "SHOCKWAVE by %s: damage = %f, force = %f.\n",
+ self.netname,
+ final_damage,
+ vlen(final_force)
+ ));
+ #endif
shockwave_hit[i] = world;
shockwave_hit_force[i] = '0 0 0';
shockwave_hit_damage[i] = 0;
}
- //print("queue was ", ftos(queue), ".\n\n");
}
-*/
+
float W_Shockwave(float req)
{
- float ammo_amount;
-
switch(req)
{
- /*
case WR_AIM:
{
- if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shockwave_secondary_melee_range)
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+ if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
+ { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); }
else
- {
- if(autocvar_g_antilag_bullets)
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
- else
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shockwave_pellets_speed, 0, 0.001, FALSE);
- }
+ { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
return TRUE;
}
case WR_THINK:
{
- if(autocvar_g_balance_shockwave_reload_ammo && self.clip_load < autocvar_g_balance_shockwave_pellets_ammo) // forced reload
- {
- // don't force reload an empty shockwave if its melee attack is active
- if not(autocvar_g_balance_shockwave_secondary && self.ammo_shells < autocvar_g_balance_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
{
- 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, blast_animtime)))
{
- if(weapon_prepareattack(0, autocvar_g_balance_shockwave_pellets_animtime))
- {
- W_Shockwave_Attack();
- self.shockwave_pelletstime = time + autocvar_g_balance_shockwave_pellets_refire * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shockwave_pellets_animtime, w_ready);
- }
+ 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
- if (!self.crouch) // no crouchmelee please
- if (self.BUTTON_ATCK2 && autocvar_g_balance_shockwave_secondary)
- if (weapon_prepareattack(1, autocvar_g_balance_shockwave_secondary_refire))
+ else if(self.BUTTON_ATCK2)
{
- // attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
+ //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_shockwave.md3");
- precache_model ("models/weapons/v_shockwave.md3");
- precache_model ("models/weapons/h_shockwave.iqm");
- precache_sound ("misc/itempickup.wav");
- precache_sound ("weapons/shockwave_fire.wav");
- precache_sound ("weapons/shockwave_melee.wav");
- return TRUE;
- }
- case WR_SETUP:
- {
- self.current_ammo = ammo_shells;
+ precache_model("models/uziflash.md3");
+ precache_model("models/weapons/g_shockwave.md3");
+ precache_model("models/weapons/v_shockwave.md3");
+ precache_model("models/weapons/h_shockwave.iqm");
+ precache_sound("misc/itempickup.wav");
+ precache_sound("weapons/shockwave_fire.wav");
+ precache_sound("weapons/shockwave_melee.wav");
+ SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
- {
- /*
- ammo_amount = self.ammo_shells >= autocvar_g_balance_shockwave_pellets_ammo;
- ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= autocvar_g_balance_shockwave_pellets_ammo;*/
- return ammo_amount;
- }
case WR_CHECKAMMO2:
{
- // melee attack is always available
+ // shockwave has infinite ammo
return TRUE;
}
- case WR_RELOAD:
+ case WR_CONFIG:
{
- //W_Reload(autocvar_g_balance_shockwave_pellets_ammo, "weapons/reload.wav");
+ SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_SUICIDEMESSAGE:
}
#endif
#ifdef CSQC
-.float prevric;
float W_Shockwave(float req)
{
switch(req)
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
- if(!w_issilent && time - self.prevric > 0.25)
- {
- if(w_random < 0.0165)
- sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
- else if(w_random < 0.033)
- sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
- else if(w_random < 0.05)
- sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
- self.prevric = time;
- }
return TRUE;
}
case WR_INIT:
{
- precache_sound("weapons/ric1.wav");
- precache_sound("weapons/ric2.wav");
- precache_sound("weapons/ric3.wav");
- return TRUE;
+ //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 TRUE;