#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, reloading_ammo, reload_ammo) \
- w_prop(WEP_SHOCKWAVE, shockwave, reloading_time, reload_time) \
- w_prop(WEP_SHOCKWAVE, shockwave, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_SHOCKWAVE, shockwave, switchdelay_drop, switchdelay_drop)
+#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)
#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()
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);
+ (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);
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
{
if(!head) { return FALSE; }
float i;
-
- ++queue;
- for(i = 1; i <= queue; ++i)
+ for(i = 0; i <= queue; ++i)
{
if(shockwave_hit[i] == head)
{
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_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),
*
WEP_CVAR(shockwave, blast_jump_force_velocitybias)
);
-
final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
// now multiply the direction by force units
}
else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
{
- 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));
+ // ==========================
+ // 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),
// 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);
+ 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_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(
{
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);
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)))
{
- 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));
+ // 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),
// 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);
+ 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_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(
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);
+ 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",
float W_Shockwave(float req)
{
- float ammo_amount;
switch(req)
{
case WR_AIM:
}
case WR_THINK:
{
- if(WEP_CVAR(shockwave, reload_ammo) && self.clip_load < WEP_CVAR(shockwave, pellets_ammo)) // forced reload
+ if(self.BUTTON_ATCK)
{
- // 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(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...
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:
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;
//precache_sound("weapons/ric3.wav");
return FALSE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
return TRUE;
}