#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ SHOCKWAVE,
-/* function */ W_Shockwave,
-/* ammotype */ ammo_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 | 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, MO_NONE, blast_damage) \
- w_cvar(id, sn, MO_NONE, blast_distance) \
- w_cvar(id, sn, MO_NONE, blast_edgedamage) \
- w_cvar(id, sn, MO_NONE, blast_force) \
- w_cvar(id, sn, MO_NONE, blast_force_forwardbias) \
- /*w_cvar(id, sn, MO_NONE, blast_force_velocitybias)*/ \
- w_cvar(id, sn, MO_NONE, blast_force_zscale) \
- w_cvar(id, sn, MO_NONE, blast_jump_damage) \
- w_cvar(id, sn, MO_NONE, blast_jump_edgedamage) \
- w_cvar(id, sn, MO_NONE, blast_jump_force) \
- w_cvar(id, sn, MO_NONE, blast_jump_force_velocitybias) \
- w_cvar(id, sn, MO_NONE, blast_jump_force_zscale) \
- w_cvar(id, sn, MO_NONE, blast_jump_multiplier_accuracy) \
- w_cvar(id, sn, MO_NONE, blast_jump_multiplier_distance) \
- w_cvar(id, sn, MO_NONE, blast_jump_multiplier_min) \
- w_cvar(id, sn, MO_NONE, blast_jump_radius) \
- w_cvar(id, sn, MO_NONE, blast_multiplier_accuracy) \
- w_cvar(id, sn, MO_NONE, blast_multiplier_distance) \
- w_cvar(id, sn, MO_NONE, blast_multiplier_min) \
- w_cvar(id, sn, MO_NONE, blast_splash_damage) \
- w_cvar(id, sn, MO_NONE, blast_splash_edgedamage) \
- w_cvar(id, sn, MO_NONE, blast_splash_force) \
- w_cvar(id, sn, MO_NONE, blast_splash_force_forwardbias) \
- w_cvar(id, sn, MO_NONE, blast_splash_multiplier_accuracy) \
- w_cvar(id, sn, MO_NONE, blast_splash_multiplier_distance) \
- w_cvar(id, sn, MO_NONE, blast_splash_multiplier_min) \
- w_cvar(id, sn, MO_NONE, blast_splash_radius) \
- w_cvar(id, sn, MO_NONE, blast_spread_max) \
- w_cvar(id, sn, MO_NONE, blast_spread_min) \
- w_cvar(id, sn, MO_NONE, melee_animtime) \
- w_cvar(id, sn, MO_NONE, melee_damage) \
- w_cvar(id, sn, MO_NONE, melee_delay) \
- w_cvar(id, sn, MO_NONE, melee_force) \
- w_cvar(id, sn, MO_NONE, melee_multihit) \
- w_cvar(id, sn, MO_NONE, melee_no_doubleslap) \
- w_cvar(id, sn, MO_NONE, melee_nonplayerdamage) \
- w_cvar(id, sn, MO_NONE, melee_range) \
- w_cvar(id, sn, MO_NONE, melee_refire) \
- w_cvar(id, sn, MO_NONE, melee_swing_side) \
- w_cvar(id, sn, MO_NONE, melee_swing_up) \
- w_cvar(id, sn, MO_NONE, melee_time) \
- w_cvar(id, sn, MO_NONE, melee_traces) \
- w_cvar(id, sn, MO_NONE, pellets_ammo) \
- w_cvar(id, sn, MO_NONE, pellets_animtime) \
- w_cvar(id, sn, MO_NONE, pellets_bulletconstant) \
- w_cvar(id, sn, MO_NONE, pellets_bullets) \
- w_cvar(id, sn, MO_NONE, pellets_damage) \
- w_cvar(id, sn, MO_NONE, pellets_force) \
- w_cvar(id, sn, MO_NONE, pellets_refire) \
- w_cvar(id, sn, MO_NONE, pellets_speed) \
- w_cvar(id, sn, MO_NONE, pellets_spread) \
- w_cvar(id, sn, MO_NONE, primary) \
- w_cvar(id, sn, MO_NONE, secondary) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
+ 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, 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 spawnfunc_weapon_shockwave(void)
{
//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);
}
+const float MAX_SHOCKWAVE_HITS = 10;
+//#define DEBUG_SHOCKWAVE
+
.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/shotgun_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("shotgun_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()
+void W_Shockwave_Melee_Think(void)
{
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
);
// 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 = (trace_ent.classname == "player" || trace_ent.classname == "body");
+ 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)
}
}
-void W_Shockwave_Melee()
+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);
{
if(!head) { return FALSE; }
float i;
-
- ++queue;
- for(i = 1; i <= queue; ++i)
+ for(i = 0; i <= queue; ++i)
{
if(shockwave_hit[i] == head)
{
return TRUE;
}
-void W_Shockwave_Attack()
+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;
//entity transform = WarpZone_trace_transform;
// do the firing effect now
- //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO
+ W_Shockwave_Send();
Damage_DamageInfo(
attack_hitpos,
WEP_CVAR(shockwave, blast_splash_damage),
);
// figure out the direction of force
- vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0));
+ vel = normalize(combine_to_vector(head.velocity.x, head.velocity.y, 0));
vel *=
(
bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
// 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);
+ final_force.z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
// trigger damage with this calculated info
Damage(
// 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);
+ 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(
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); // WEAPONTODO: 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
);
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
)
// now multiply the direction by force units
final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
- final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
+ 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(
for(i = 1; i <= queue; ++i)
{
- head = shockwave_hit[i];
- final_force = shockwave_hit_force[i];
- final_damage = shockwave_hit_damage[i];
+ head = shockwave_hit[i-1];
+ final_force = shockwave_hit_force[i-1];
+ final_damage = shockwave_hit_damage[i-1];
Damage(
head,
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",
));
#endif
- shockwave_hit[i] = world;
- shockwave_hit_force[i] = '0 0 0';
- shockwave_hit_damage[i] = 0;
+ shockwave_hit[i-1] = world;
+ shockwave_hit_force[i-1] = '0 0 0';
+ shockwave_hit_damage[i-1] = 0;
}
}
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...
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_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/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;
+ 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:
- {
- 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;
return WEAPON_SHOCKWAVE_MURDER;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
+// WEAPONTODO: add client side settings for these
+const float SW_MAXALPHA = 0.5;
+const float SW_FADETIME = 0.4;
+const float 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:
{
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
- return TRUE;
+ // 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/ric3.wav");
return FALSE;
}
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
}
- return TRUE;
+ return FALSE;
}
#endif
#endif