From: Samual Lenks Date: Wed, 11 Sep 2013 01:02:20 +0000 (-0400) Subject: More work on Shockwave/Blaster cleanup X-Git-Tag: xonotic-v0.8.0~152^2~325 X-Git-Url: http://git.xonotic.org/?a=commitdiff_plain;h=27df10dc4d7df0539ad7e4556d34b090c5d79645;p=xonotic%2Fxonotic-data.pk3dir.git More work on Shockwave/Blaster cleanup --- diff --git a/qcsrc/common/weapons/w_blaster.qc b/qcsrc/common/weapons/w_blaster.qc index f5cb9f772..eddcbae6f 100644 --- a/qcsrc/common/weapons/w_blaster.qc +++ b/qcsrc/common/weapons/w_blaster.qc @@ -15,8 +15,6 @@ REGISTER_WEAPON( void spawnfunc_weapon_laser() { weapon_defaultspawnfunc(WEP_LASER); } void(float imp) W_SwitchWeapon; void() W_LastWeapon; -.float swing_prev; -.entity swing_alreadyhit; void SendCSQCShockwaveParticle(vector endpos) { @@ -62,322 +60,6 @@ void W_Laser_Think() CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE); } - -float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos) -{ - 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 = (autocvar_g_balance_laser_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_spread_max * spreadlimit); - - if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)) - return bound(0, (distance_from_line / spreadlimit), 1); - else - return FALSE; -} - -float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_endpos) -{ - vector nearest_to_attacker = head.WarpZone_findradius_nearest; - vector center = (head.origin + (head.mins + head.maxs) * 0.5); - vector corner; - float i; - - // STEP ONE: Check if the nearest point is clear - if(W_Laser_Shockwave_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 - } - - // STEP TWO: Check if shotorg to center point is clear - if(W_Laser_Shockwave_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 - } - - // STEP THREE: Check each corner to see if they are clear - for(i=1; i<=8; ++i) - { - corner = get_corner_position(head, i); - if(W_Laser_Shockwave_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 - } - } - - return FALSE; -} - -#define PLAYER_CENTER(ent) (ent.origin + ((ent.classname == "player") ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5))) - -entity shockwave_hit[32]; -float shockwave_hit_damage[32]; -vector shockwave_hit_force[32]; - -float W_Laser_Shockwave_CheckHit(float queue, entity head, vector final_force, float final_damage) -{ - if not(head) { return FALSE; } - float i; - - ++queue; - - for(i = 1; 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; - } - } - - shockwave_hit[queue] = head; - shockwave_hit_force[queue] = final_force; - shockwave_hit_damage[queue] = final_damage; - return TRUE; -} - -void W_Laser_Shockwave() -{ - // declarations - float multiplier, multiplier_from_accuracy, multiplier_from_distance; - float final_damage; //, final_spread; - vector final_force, center, vel; - entity head, next; - - 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)); - WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self); - vector attack_hitpos = trace_endpos; - float distance_to_end = vlen(w_shotorg - attack_endpos); - float distance_to_hit = vlen(w_shotorg - attack_hitpos); - //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_LASER, 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); - while(head) - { - next = head.chain; - - if(head.takedamage) - { - center = PLAYER_CENTER(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)) - { - multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_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))); - - final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_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; - 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)); - - Damage(head, self, self, final_damage, WEP_LASER, 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) - { - multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_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))); - - final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_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)); - - if(W_Laser_Shockwave_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"); - } - } - head = next; - } - - // cone damage trace - head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE); - while(head) - { - next = head.chain; - - if((head != self) && head.takedamage) - { - // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) - center = PLAYER_CENTER(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); - - 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 <= autocvar_g_balance_laser_shockwave_distance) - && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos))) - { - multiplier_from_accuracy = (1 - W_Laser_Shockwave_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))); - - final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_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)); - - if(W_Laser_Shockwave_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"); - } - } - head = next; - } - - for(i = 1; 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_LASER, head.origin, final_force); - print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n"); - - shockwave_hit[i] = world; - shockwave_hit_force[i] = '0 0 0'; - shockwave_hit_damage[i] = 0; - } - //print("queue was ", ftos(queue), ".\n\n"); -} - -void W_Laser_Melee_Think() -{ - // declarations - float i, f, swing, swing_factor, swing_damage, meleetime, is_player; - entity target_victim; - vector targpos; - - if(!self.cnt) // set start time of melee - { - self.cnt = time; - W_PlayStrengthSound(self.realowner); - } - - 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(); - swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10); - f = ((1 - swing) * autocvar_g_balance_laser_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) - { - remove(self); - return; - } - - // 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); - - 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)); - - 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); - te_customflash(targpos, 40, 2, '1 1 1'); - - is_player = (trace_ent.classname == "player" || trace_ent.classname == "body"); - - 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)) - { - 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)); - else - swing_damage = (autocvar_g_balance_laser_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_LASER | HITTYPE_SECONDARY, - self.realowner.origin + self.realowner.view_ofs, - v_forward * autocvar_g_balance_laser_melee_force); - - if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); } - - if(autocvar_g_balance_laser_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 - } - else - { - remove(self); - return; - } - } - } - - if(time >= self.cnt + meleetime) - { - // melee is finished - remove(self); - return; - } - else - { - // set up next frame - self.swing_prev = i; - self.nextthink = time; - } -} - -void W_Laser_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); - - entity meleetemp; - meleetemp = spawn(); - meleetemp.owner = meleetemp.realowner = self; - meleetemp.think = W_Laser_Melee_Think; - meleetemp.nextthink = time + autocvar_g_balance_laser_melee_delay * W_WeaponRateFactor(); - W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_melee_damage, autocvar_g_balance_laser_melee_range); -} - void W_Laser_Attack(float issecondary) { entity missile; diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index 534843bf5..7ac25f2b9 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -1,7 +1,7 @@ #ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ SHOCKWAVE, -/* function */ w_shockwave, +/* function */ W_Shockwave, /* ammotype */ IT_SHELLS, /* impulse */ 2, /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, @@ -22,8 +22,14 @@ void spawnfunc_weapon_shockwave() } weapon_defaultspawnfunc(WEP_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; @@ -36,13 +42,13 @@ void W_Shockwave_Pellets(void) float bulletconstant; entity flash; - ammoamount = autocvar_g_balance_shockwave_primary_ammo; - bullets = autocvar_g_balance_shockwave_primary_bullets; - d = autocvar_g_balance_shockwave_primary_damage; - f = autocvar_g_balance_shockwave_primary_force; - spread = autocvar_g_balance_shockwave_primary_spread; - bulletspeed = autocvar_g_balance_shockwave_primary_speed; - bulletconstant = autocvar_g_balance_shockwave_primary_bulletconstant; + ammoamount = autocvar_g_balance_shockwave_pellets_ammo; + bullets = autocvar_g_balance_shockwave_pellets_bullets; + d = autocvar_g_balance_shockwave_pellets_damage; + f = autocvar_g_balance_shockwave_pellets_force; + spread = autocvar_g_balance_shockwave_pellets_spread; + bulletspeed = autocvar_g_balance_shockwave_pellets_speed; + bulletconstant = autocvar_g_balance_shockwave_pellets_bulletconstant; W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shockwave_reload_ammo); @@ -51,7 +57,7 @@ void W_Shockwave_Pellets(void) fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOCKWAVE, 0, 1, bulletconstant); endFireBallisticBullet(); - pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shockwave_primary_ammo); + pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shockwave_pellets_ammo); // casing code if (autocvar_g_casings >= 1) @@ -67,9 +73,8 @@ void W_Shockwave_Pellets(void) W_AttachToShotorg(flash, '5 0 0'); } -.float swing_prev; -.entity swing_alreadyhit; -void shockwave_meleethink (void) +// MELEE ATTACK MODE +void W_Shockwave_Melee_Think() { // declarations float i, f, swing, swing_factor, swing_damage, meleetime, is_player; @@ -85,12 +90,12 @@ void shockwave_meleethink (void) makevectors(self.realowner.v_angle); // update values for v_* vectors // calculate swing percentage based on time - meleetime = autocvar_g_balance_shockwave_secondary_melee_time * W_WeaponRateFactor(); + meleetime = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor(); swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10); - f = ((1 - swing) * autocvar_g_balance_shockwave_secondary_melee_traces); + f = ((1 - swing) * autocvar_g_balance_laser_melee_traces); // check to see if we can still continue, otherwise give up now - if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shockwave_secondary_melee_no_doubleslap) + if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_melee_no_doubleslap) { remove(self); return; @@ -99,46 +104,43 @@ void shockwave_meleethink (void) // if okay, perform the traces needed for this frame for(i=self.swing_prev; i < f; ++i) { - swing_factor = ((1 - (i / autocvar_g_balance_shockwave_secondary_melee_traces)) * 2 - 1); + swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1); targpos = (self.realowner.origin + self.realowner.view_ofs - + (v_forward * autocvar_g_balance_shockwave_secondary_melee_range) - + (v_up * swing_factor * autocvar_g_balance_shockwave_secondary_melee_swing_up) - + (v_right * swing_factor * autocvar_g_balance_shockwave_secondary_melee_swing_side)); + + (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)); - WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, 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); - //te_customflash(targpos, 40, 2, '1 1 1'); + 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'); - is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body"); + is_player = (trace_ent.classname == "player" || trace_ent.classname == "body"); 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_shockwave_secondary_melee_nonplayerdamage)) + && (is_player || autocvar_g_balance_laser_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_shockwave_secondary_damage * min(1, swing_factor + 1)); + swing_damage = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1)); else - swing_damage = (autocvar_g_balance_shockwave_secondary_melee_nonplayerdamage * min(1, swing_factor + 1)); + swing_damage = (autocvar_g_balance_laser_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_shockwave_secondary_force); + v_forward * autocvar_g_balance_laser_melee_force); if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); } - - // draw large red flash for debugging - //te_customflash(targpos, 200, 2, '15 0 0'); - if(autocvar_g_balance_shockwave_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice. + if(autocvar_g_balance_laser_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 @@ -165,24 +167,240 @@ void shockwave_meleethink (void) } } -void W_Shockwave_Attack2 (void) +void W_Shockwave_Melee() { - sound (self, CH_WEAPON_A, "weapons/shockwave_melee.wav", VOL_BASE, ATTEN_NORM); - weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shockwave_secondary_animtime, w_ready); + 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); entity meleetemp; meleetemp = spawn(); - meleetemp.realowner = self; - meleetemp.think = shockwave_meleethink; - meleetemp.nextthink = time + autocvar_g_balance_shockwave_secondary_melee_delay * W_WeaponRateFactor(); - W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shockwave_secondary_damage, autocvar_g_balance_shockwave_secondary_melee_range); + 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); +} + +// SHOCKWAVE ATTACK MODE +float W_Shockwave_Attack_CheckSpread( + vector targetorg, + vector nearest_on_line, + vector sw_shotorg, + vector attack_endpos) +{ + 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 = (autocvar_g_balance_laser_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_spread_max * spreadlimit); + + if( + (spreadlimit && (distance_from_line <= spreadlimit)) + && + ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90) + ) + { return bound(0, (distance_from_line / spreadlimit), 1); } + else + { return FALSE; } } -void spawnfunc_weapon_shockwave(); // defined in t_items.qc +float W_Shockwave_Attack_IsVisible( + entity head, + vector nearest_on_line, + vector sw_shotorg, + vector attack_endpos) +{ + vector nearest_to_attacker = head.WarpZone_findradius_nearest; + vector center = (head.origin + (head.mins + head.maxs) * 0.5); + vector corner; + float i; + + // STEP ONE: Check if the nearest point is clear + 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 + } + + // 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 + } -.float shockwave_primarytime; + // STEP THREE: Check each corner to see if they are clear + for(i=1; i<=8; ++i) + { + corner = get_corner_position(head, i); + 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 + } + } + + return FALSE; +} + +float W_Shockwave_Attack_CheckHit( + float queue, + entity head, + vector final_force, + float final_damage) +{ + if not(head) { return FALSE; } + float i; + + ++queue; + + for(i = 1; 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; + } + } + + shockwave_hit[queue] = head; + shockwave_hit_force[queue] = final_force; + shockwave_hit_damage[queue] = final_damage; + return TRUE; +} + +void W_Shockwave_Attack() +{ + // declarations + float multiplier, multiplier_from_accuracy, multiplier_from_distance; + float final_damage; //, final_spread; + vector final_force, center, vel; + entity head, next; + + 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)); + WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self); + vector attack_hitpos = trace_endpos; + float distance_to_end = vlen(w_shotorg - attack_endpos); + float distance_to_hit = vlen(w_shotorg - attack_hitpos); + //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); + + // 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); + while(head) + { + next = head.chain; + + if(head.takedamage) + { + center = PLAYER_CENTER(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)) + { + multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_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))); + + final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_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; + 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)); + + 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) + { + multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_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))); + + final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_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)); + + 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"); + } + } + head = next; + } + + // cone damage trace + head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE); + while(head) + { + next = head.chain; + + if((head != self) && head.takedamage) + { + // 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); + + 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 <= autocvar_g_balance_laser_shockwave_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))); + + final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_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)); + + 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"); + } + } + head = next; + } + + for(i = 1; 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); + print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n"); + + shockwave_hit[i] = world; + shockwave_hit_force[i] = '0 0 0'; + shockwave_hit_damage[i] = 0; + } + //print("queue was ", ftos(queue), ".\n\n"); +} -float w_shockwave(float req) +float W_Shockwave(float req) { float ammo_amount; @@ -197,30 +415,30 @@ float w_shockwave(float req) 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_primary_speed, 0, 0.001, FALSE); + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shockwave_pellets_speed, 0, 0.001, FALSE); } return TRUE; } case WR_THINK: { - if(autocvar_g_balance_shockwave_reload_ammo && self.clip_load < autocvar_g_balance_shockwave_primary_ammo) // forced reload + 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_primary_ammo) + if not(autocvar_g_balance_shockwave_secondary && self.ammo_shells < autocvar_g_balance_shockwave_pellets_ammo) WEP_ACTION(self.weapon, WR_RELOAD); } else { if (self.BUTTON_ATCK) { - if (time >= self.shockwave_primarytime) // handle refire separately so the secondary can be fired straight after a primary + if (time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary { - if(weapon_prepareattack(0, autocvar_g_balance_shockwave_primary_animtime)) + if(weapon_prepareattack(0, autocvar_g_balance_shockwave_pellets_animtime)) { W_Shockwave_Attack(); - self.shockwave_primarytime = time + autocvar_g_balance_shockwave_primary_refire * W_WeaponRateFactor(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shockwave_primary_animtime, w_ready); + self.shockwave_pelletstime = time + autocvar_g_balance_shockwave_pellets_refire * W_WeaponRateFactor(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shockwave_pellets_animtime, w_ready); } } } @@ -231,7 +449,7 @@ float w_shockwave(float req) if (weapon_prepareattack(1, autocvar_g_balance_shockwave_secondary_refire)) { // attempt forcing playback of the anim by switching to another anim (that we never play) here... - weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Attack2); + weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee); } return TRUE; @@ -254,8 +472,8 @@ float w_shockwave(float req) } case WR_CHECKAMMO1: { - ammo_amount = self.ammo_shells >= autocvar_g_balance_shockwave_primary_ammo; - ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= autocvar_g_balance_shockwave_primary_ammo; + ammo_amount = self.ammo_shells >= 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: @@ -265,7 +483,7 @@ float w_shockwave(float req) } case WR_RELOAD: { - W_Reload(autocvar_g_balance_shockwave_primary_ammo, "weapons/reload.wav"); + W_Reload(autocvar_g_balance_shockwave_pellets_ammo, "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: @@ -285,7 +503,7 @@ float w_shockwave(float req) #endif #ifdef CSQC .float prevric; -float w_shockwave(float req) +float W_Shockwave(float req) { switch(req) {