]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Lots of work on Shockwave-- now most of it uses new settings system
authorSamual Lenks <samual@xonotic.org>
Sun, 8 Dec 2013 05:41:34 +0000 (00:41 -0500)
committerSamual Lenks <samual@xonotic.org>
Sun, 8 Dec 2013 05:41:34 +0000 (00:41 -0500)
qcsrc/common/weapons/w_shockwave.qc

index 1cd785d2b2f5f2534c7fa43ee4ff3beed744efc2..94e5ee30d51058519672b77f590c303ef8240369 100644 (file)
@@ -10,6 +10,68 @@ REGISTER_WEAPON(
 /* netname  */ "shockwave",
 /* fullname */ _("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, 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)
+
+#ifdef SVQC
+SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
 #else
 #ifdef SVQC
 void spawnfunc_weapon_shockwave()
@@ -23,7 +85,7 @@ void spawnfunc_weapon_shockwave()
        }
        weapon_defaultspawnfunc(WEP_SHOCKWAVE);
 }
-/*
+
 .float swing_prev;
 .entity swing_alreadyhit;
 .float shockwave_pelletstime;
@@ -54,17 +116,17 @@ void W_Shockwave_Pellets(void)
 
        W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shockwave_reload_ammo);
 
-       W_SetupShot (self, TRUE, 5, "weapons/shockwave_fire.wav", CH_WEAPON_A, d * bullets);
-       for (sc = 0;sc < bullets;sc = sc + 1)
+       W_SetupShot(self, TRUE, 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, 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);
+       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();
@@ -92,12 +154,12 @@ void W_Shockwave_Melee_Think()
        makevectors(self.realowner.v_angle); // update values for v_* vectors
        
        // 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)
+       if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap))
        {
                remove(self);
                return;
@@ -106,12 +168,12 @@ void W_Shockwave_Melee_Think()
        // if okay, 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));
+                       + (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));
                
@@ -124,25 +186,25 @@ void W_Shockwave_Melee_Think()
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self
                        && (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));
+                               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));
+                               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 * autocvar_g_balance_laser_melee_force);
+                               v_forward * WEP_CVAR(shockwave, 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.
+                       if(WEP_CVAR(shockwave, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
                        {
                                self.swing_alreadyhit = target_victim;
                                continue; // move along to next trace
@@ -172,14 +234,14 @@ void W_Shockwave_Melee_Think()
 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
@@ -194,7 +256,7 @@ float W_Shockwave_Attack_CheckSpread(
        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))
@@ -283,8 +345,8 @@ void W_Shockwave_Attack()
        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);
@@ -292,48 +354,48 @@ void W_Shockwave_Attack()
        //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);
+       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);
+                       center = CENTER_OR_VIEWOFS(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_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(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)));
+                               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))));
 
-                               final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier);
+                               final_force = ((normalize(center - attack_hitpos) * WEP_CVAR(shockwave, blast_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;
+                               vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * WEP_CVAR(shockwave, blast_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));
+                               final_force_z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
+                               final_damage = (WEP_CVAR(shockwave, blast_jump_damage) * multiplier + WEP_CVAR(shockwave, blast_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");
                        }
-                       else if (distance_to_head <= autocvar_g_balance_laser_shockwave_splash_radius)
+                       else if (distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
                        {       
-                               multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_splash_radius)) : 0));
+                               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(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)));
+                               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))));
 
-                               final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_splash_force_forwardbias)));
+                               final_force = normalize(center - (attack_hitpos - (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias))));
                                //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));
+                               final_force = ((final_force * WEP_CVAR(shockwave, blast_splash_force)) * multiplier);
+                               final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
+                               final_damage = (WEP_CVAR(shockwave, blast_splash_damage) * multiplier + WEP_CVAR(shockwave, blast_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");
@@ -343,7 +405,7 @@ void W_Shockwave_Attack()
        }
 
        // 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;
@@ -366,18 +428,18 @@ void W_Shockwave_Attack()
                        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((distance_to_target <= 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)));
+                               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))));
 
-                               final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias)));
+                               final_force = normalize(center - (nearest_on_line - (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias))));
                                //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));
+                               final_force = ((final_force * WEP_CVAR(shockwave, blast_force)) * multiplier);
+                               final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
+                               final_damage = (WEP_CVAR(shockwave, blast_damage) * multiplier + WEP_CVAR(shockwave, blast_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");
@@ -401,26 +463,18 @@ void W_Shockwave_Attack()
        }
        //print("queue was ", ftos(queue), ".\n\n");
 }
-*/
+
 float W_Shockwave(float req)
 {
-       float ammo_amount = 0;
-       
+       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
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
-                       {
-                               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;
                }
@@ -429,7 +483,7 @@ float W_Shockwave(float req)
                        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)
+                               if(!(autocvar_g_balance_shockwave_secondary && self.ammo_shells < autocvar_g_balance_shockwave_pellets_ammo))
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else
@@ -450,7 +504,7 @@ float W_Shockwave(float req)
                        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))
+                       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);
@@ -458,16 +512,16 @@ float W_Shockwave(float req)
                        
                        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");
+                       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_SKIPCVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_SETUP:
@@ -477,9 +531,8 @@ float W_Shockwave(float req)
                }
                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;*/
+                       ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= autocvar_g_balance_shockwave_pellets_ammo;
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
@@ -487,9 +540,14 @@ float W_Shockwave(float req)
                        // melee attack is always available
                        return TRUE;
                }
+               case WR_CONFIG:
+               {
+                       SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
                case WR_RELOAD:
                {
-                       //W_Reload(autocvar_g_balance_shockwave_pellets_ammo, "weapons/reload.wav");
+                       W_Reload(autocvar_g_balance_shockwave_pellets_ammo, "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -508,7 +566,6 @@ float W_Shockwave(float req)
 }
 #endif
 #ifdef CSQC
-.float prevric;
 float W_Shockwave(float req)
 {
        switch(req)
@@ -518,24 +575,14 @@ float W_Shockwave(float 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;
                }
        }
        return TRUE;