X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_shockwave.qc;h=24b8634b91dd1a6b6eb04defa40d2f8f8cecd466;hb=128cea32714586feb51b4a0d78a6bd4e35fef9f2;hp=759dc35eaecbb4496924c3b1e25c492f4b26ab0c;hpb=0f3709f96ff607455d69dc4844e39a8ea0587675;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index 759dc35ea..24b8634b9 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -93,7 +93,7 @@ void spawnfunc_weapon_shockwave(void) weapon_defaultspawnfunc(WEP_SHOCKWAVE); } -#define MAX_SHOCKWAVE_HITS 10 +const float MAX_SHOCKWAVE_HITS = 10; //#define DEBUG_SHOCKWAVE .float swing_prev; @@ -121,24 +121,24 @@ void W_Shockwave_Melee_Think(void) // set start time of melee if(!self.cnt) { - self.cnt = time; + self.cnt = time; W_PlayStrengthSound(self.realowner); } // 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)); - - // 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); - - targpos = (self.realowner.origin + self.realowner.view_ofs + + targpos = (self.realowner.origin + self.realowner.view_ofs + (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))); @@ -147,26 +147,26 @@ void W_Shockwave_Melee_Think(void) self.realowner, (self.realowner.origin + self.realowner.view_ofs), targpos, - FALSE, + false, self.realowner, ANTILAG_LATENCY(self.realowner) ); - + // 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_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 = (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) + && (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)); else @@ -176,10 +176,10 @@ void W_Shockwave_Melee_Think(void) Damage( target_victim, self.realowner, - self.realowner, + self.realowner, swing_damage, - (WEP_SHOCKWAVE | HITTYPE_SECONDARY), - (self.realowner.origin + self.realowner.view_ofs), + (WEP_SHOCKWAVE | HITTYPE_SECONDARY), + (self.realowner.origin + self.realowner.view_ofs), (v_forward * WEP_CVAR(shockwave, melee_force)) ); @@ -211,7 +211,7 @@ void W_Shockwave_Melee_Think(void) } } } - + if(time >= self.cnt + meleetime) { // melee is finished @@ -220,7 +220,7 @@ void W_Shockwave_Melee_Think(void) } else { - // set up next frame + // set up next frame self.swing_prev = i; self.nextthink = time; } @@ -236,7 +236,7 @@ void W_Shockwave_Melee(void) meleetemp.owner = meleetemp.realowner = self; meleetemp.think = W_Shockwave_Melee_Think; 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)); + W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range)); } // SHOCKWAVE ATTACK MODE @@ -249,7 +249,7 @@ float W_Shockwave_Attack_CheckSpread( float spreadlimit; float distance_of_attack = vlen(sw_shotorg - attack_endpos); 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 = ( @@ -265,7 +265,7 @@ float W_Shockwave_Attack_CheckSpread( ) { return bound(0, (distance_from_line / spreadlimit), 1); } else - { return FALSE; } + { return false; } } float W_Shockwave_Attack_IsVisible( @@ -283,14 +283,14 @@ float W_Shockwave_Attack_IsVisible( if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos)) { WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self); - if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage + if(trace_fraction == 1) { return true; } // yes, the nearest point is clear and we can allow the damage } // STEP TWO: Check if shotorg to center point is clear if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos)) { WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self); - if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage + if(trace_fraction == 1) { return true; } // yes, the center point is clear and we can allow the damage } // STEP THREE: Check each corner to see if they are clear @@ -300,11 +300,11 @@ float W_Shockwave_Attack_IsVisible( if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos)) { WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self); - if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage + if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage } } - return FALSE; + return false; } float W_Shockwave_Attack_CheckHit( @@ -313,35 +313,35 @@ float W_Shockwave_Attack_CheckHit( vector final_force, float final_damage) { - if(!head) { return FALSE; } + if(!head) { return false; } float i; - + for(i = 0; i <= queue; ++i) { if(shockwave_hit[i] == head) { if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; } if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; } - return FALSE; + return false; } } shockwave_hit[queue] = head; shockwave_hit_force[queue] = final_force; shockwave_hit_damage[queue] = final_damage; - return TRUE; + return true; } 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); + 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)); @@ -357,9 +357,9 @@ void W_Shockwave_Attack(void) entity head; float i, queue = 0; - + // set up the shot direction - W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage)); + 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; @@ -387,21 +387,21 @@ void W_Shockwave_Attack(void) WEP_CVAR(shockwave, blast_splash_radius), WEP_CVAR(shockwave, blast_jump_radius) ), - FALSE + false ); - + while(head) { if(head.takedamage) { float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest); - + 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 ? @@ -436,7 +436,7 @@ void W_Shockwave_Attack(void) ); // 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) @@ -447,7 +447,7 @@ void W_Shockwave_Attack(void) // 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( @@ -477,7 +477,7 @@ void W_Shockwave_Attack(void) // ========================== // BLAST SPLASH CALCULATION // ========================== - + // calculate importance of distance and accuracy for this attack multiplier_from_accuracy = (1 - (distance_to_head ? @@ -518,7 +518,7 @@ void W_Shockwave_Attack(void) // 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); } @@ -540,7 +540,7 @@ void W_Shockwave_Attack(void) } // cone damage trace - head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE); + head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), false); while(head) { if((head != self) && head.takedamage) @@ -549,14 +549,14 @@ void W_Shockwave_Attack(void) // BLAST CONE CALCULATION // ======================== - // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) + // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) center = CENTER_OR_VIEWOFS(head); // find the closest point on the enemy to the center of the attack float ang; // angle between shotdir and h float h; // hypotenuse, which is the distance between attacker to head float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin - + h = vlen(center - self.origin); ang = acos(dotproduct(normalize(center - self.origin), w_shotdir)); a = h * cos(ang); @@ -565,7 +565,7 @@ void W_Shockwave_Attack(void) vector nearest_on_line = (w_shotorg + a * w_shotdir); vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line); - if((vlen(head.WarpZone_findradius_dist) <= 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 @@ -609,7 +609,7 @@ void W_Shockwave_Attack(void) // 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); } @@ -635,7 +635,7 @@ void W_Shockwave_Attack(void) head = shockwave_hit[i-1]; final_force = shockwave_hit_force[i-1]; final_damage = shockwave_hit_damage[i-1]; - + Damage( head, self, @@ -660,7 +660,7 @@ void W_Shockwave_Attack(void) vlen(final_force) )); #endif - + shockwave_hit[i-1] = world; shockwave_hit_force[i-1] = '0 0 0'; shockwave_hit_damage[i-1] = 0; @@ -674,11 +674,11 @@ float W_Shockwave(float req) case WR_AIM: { if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range)) - { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); } + { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); } else - { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); } - - return TRUE; + { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); } + + return true; } case WR_THINK: { @@ -704,8 +704,8 @@ float W_Shockwave(float req) weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee); } } - - return TRUE; + + return true; } case WR_INIT: { @@ -716,19 +716,19 @@ float W_Shockwave(float req) precache_sound("misc/itempickup.wav"); precache_sound("weapons/lasergun_fire.wav"); precache_sound("weapons/shotgun_melee.wav"); - SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) - return TRUE; + SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); + return true; } case WR_CHECKAMMO1: case WR_CHECKAMMO2: { // shockwave has infinite ammo - return TRUE; + return true; } case WR_CONFIG: { - SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) - return TRUE; + SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); + return true; } case WR_SUICIDEMESSAGE: { @@ -742,14 +742,14 @@ float W_Shockwave(float req) return WEAPON_SHOCKWAVE_MURDER; } } - return FALSE; + return false; } #endif #ifdef CSQC // WEAPONTODO: add client side settings for these -#define SW_MAXALPHA 0.5 -#define SW_FADETIME 0.4 -#define SW_DISTTOMIN 200 +const float SW_MAXALPHA = 0.5; +const float SW_FADETIME = 0.4; +const float SW_DISTTOMIN = 200; void Draw_Shockwave() { // fading/removal control @@ -782,23 +782,23 @@ void Draw_Shockwave() { // perfect circle effect lines makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions)); - angle_y = v_forward_x; - angle_z = v_forward_y; + 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))); + 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 == 0) { @@ -853,9 +853,9 @@ 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_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord(); shockwave.sw_distance = ReadShort(); shockwave.sw_spread_max = ReadByte(); @@ -876,22 +876,22 @@ float W_Shockwave(float req) //vector org2; //org2 = w_org + w_backoff * 2; //pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1); - return FALSE; + return false; } case WR_INIT: { //precache_sound("weapons/ric1.wav"); //precache_sound("weapons/ric2.wav"); //precache_sound("weapons/ric3.wav"); - return FALSE; + return false; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon - return FALSE; + return false; } } - return FALSE; + return false; } #endif #endif