/* function */ W_Shockwave,
/* ammotype */ ammo_none,
/* impulse */ 2,
-/* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN,
+/* 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",
weapon_defaultspawnfunc(WEP_SHOCKWAVE);
}
-#define MAX_SHOCKWAVE_HITS 10
-#define DEBUG_SHOCKWAVE
+const float MAX_SHOCKWAVE_HITS = 10;
+//#define DEBUG_SHOCKWAVE
.float swing_prev;
.entity swing_alreadyhit;
);
// 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" || (trace_ent.flags & FL_MONSTER));
+ 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)
{
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);
+ 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));
);
// 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 = min(queue + 1, MAX_SHOCKWAVE_HITS); }
// 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 = min(queue + 1, MAX_SHOCKWAVE_HITS); }
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");
+ precache_sound("weapons/lasergun_fire.wav");
+ precache_sound("weapons/shotgun_melee.wav");
SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
}
#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()
{
- float a = bound(0, (0.5 - ((time - self.sw_time) / 0.4)), 0.5);
-
- if(!a) { remove(self); }
-
- vector deviation, angle;
+ // 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));
- 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';
+ // WEAPONTODO: trace to find what we actually hit
+ vector endpos = (self.sw_shotorg + (self.sw_shotdir * self.sw_distance));
- float new_max_dist, new_min_dist;
-
- //vector shotdir = normalize(self.sw_endpos - self.sw_shotorg);
vectorvectors(self.sw_shotdir);
- vector right = v_right;
- vector up = v_up;
+ vector right = v_right; // save this for when we do makevectors later
+ vector up = v_up; // save this for when we do makevectors later
- vector endpos = (self.sw_shotorg + (self.sw_shotdir * self.sw_distance));
-
- float counter, dist_before_normal = 200, shots = 20;
-
- vector min_end = ((self.sw_shotorg + (self.sw_shotdir * dist_before_normal)) + (up * self.sw_spread_min));
+ // 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);
-
- for(counter = 0; counter < shots; ++counter)
+
+ 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
- angle = '0 0 0';
- makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots));
- angle_y = v_forward_x;
- angle_z = v_forward_y;
+ 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 = dist_before_normal;
+ 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)));
+ 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 >= 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);
prev_min_end = new_min_end;
prev_max_end = new_max_end;
- if((counter + 1) == shots)
+ // 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);
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_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
shockwave.sw_distance = ReadShort();
shockwave.sw_spread_max = ReadByte();
{
case WR_IMPACTEFFECT:
{
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1); // WEAPONTODO: replace with proper impact effect
- 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:
{