#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ SHOCKWAVE,
-/* function */ W_Shockwave,
-/* ammotype */ ammo_none,
-/* impulse */ 2,
-/* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED,
-/* rating */ BOT_PICKUP_RATING_LOW,
-/* color */ '0.5 0.25 0',
-/* modelname */ "shotgun",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairshotgun 0.7",
-/* wepimg */ "weaponshotgun",
-/* refname */ "shockwave",
-/* wepname */ _("Shockwave")
-);
-
-#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
-#define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, blast_animtime) \
- w_cvar(id, sn, NONE, blast_damage) \
- w_cvar(id, sn, NONE, blast_distance) \
- w_cvar(id, sn, NONE, blast_edgedamage) \
- w_cvar(id, sn, NONE, blast_force) \
- w_cvar(id, sn, NONE, blast_force_forwardbias) \
- w_cvar(id, sn, NONE, blast_force_zscale) \
- w_cvar(id, sn, NONE, blast_jump_damage) \
- w_cvar(id, sn, NONE, blast_jump_edgedamage) \
- w_cvar(id, sn, NONE, blast_jump_force) \
- w_cvar(id, sn, NONE, blast_jump_force_velocitybias) \
- w_cvar(id, sn, NONE, blast_jump_force_zscale) \
- w_cvar(id, sn, NONE, blast_jump_multiplier_accuracy) \
- w_cvar(id, sn, NONE, blast_jump_multiplier_distance) \
- w_cvar(id, sn, NONE, blast_jump_multiplier_min) \
- w_cvar(id, sn, NONE, blast_jump_radius) \
- w_cvar(id, sn, NONE, blast_multiplier_accuracy) \
- w_cvar(id, sn, NONE, blast_multiplier_distance) \
- w_cvar(id, sn, NONE, blast_multiplier_min) \
- w_cvar(id, sn, NONE, blast_refire) \
- w_cvar(id, sn, NONE, blast_splash_damage) \
- w_cvar(id, sn, NONE, blast_splash_edgedamage) \
- w_cvar(id, sn, NONE, blast_splash_force) \
- w_cvar(id, sn, NONE, blast_splash_force_forwardbias) \
- w_cvar(id, sn, NONE, blast_splash_multiplier_accuracy) \
- w_cvar(id, sn, NONE, blast_splash_multiplier_distance) \
- w_cvar(id, sn, NONE, blast_splash_multiplier_min) \
- w_cvar(id, sn, NONE, blast_splash_radius) \
- w_cvar(id, sn, NONE, blast_spread_max) \
- w_cvar(id, sn, NONE, blast_spread_min) \
- w_cvar(id, sn, NONE, melee_animtime) \
- w_cvar(id, sn, NONE, melee_damage) \
- w_cvar(id, sn, NONE, melee_delay) \
- w_cvar(id, sn, NONE, melee_force) \
- w_cvar(id, sn, NONE, melee_multihit) \
- w_cvar(id, sn, NONE, melee_no_doubleslap) \
- w_cvar(id, sn, NONE, melee_nonplayerdamage) \
- w_cvar(id, sn, NONE, melee_range) \
- w_cvar(id, sn, NONE, melee_refire) \
- w_cvar(id, sn, NONE, melee_swing_side) \
- w_cvar(id, sn, NONE, melee_swing_up) \
- w_cvar(id, sn, NONE, melee_time) \
- w_cvar(id, sn, NONE, melee_traces) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
-
-#ifdef SVQC
-SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+CLASS(Shockwave, Weapon)
+/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none)
+/* impulse */ ATTRIB(Shockwave, impulse, int, 2)
+/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED);
+/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
+/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
+#ifndef MENUQC
+/* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
#endif
+/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshotgun");
+/* refname */ ATTRIB(Shockwave, netname, string, "shockwave");
+/* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, blast_animtime, float, NONE) \
+ P(class, prefix, blast_damage, float, NONE) \
+ P(class, prefix, blast_distance, float, NONE) \
+ P(class, prefix, blast_edgedamage, float, NONE) \
+ P(class, prefix, blast_force, float, NONE) \
+ P(class, prefix, blast_force_forwardbias, float, NONE) \
+ P(class, prefix, blast_force_zscale, float, NONE) \
+ P(class, prefix, blast_jump_damage, float, NONE) \
+ P(class, prefix, blast_jump_edgedamage, float, NONE) \
+ P(class, prefix, blast_jump_force, float, NONE) \
+ P(class, prefix, blast_jump_force_velocitybias, float, NONE) \
+ P(class, prefix, blast_jump_force_zscale, float, NONE) \
+ P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \
+ P(class, prefix, blast_jump_multiplier_distance, float, NONE) \
+ P(class, prefix, blast_jump_multiplier_min, float, NONE) \
+ P(class, prefix, blast_jump_radius, float, NONE) \
+ P(class, prefix, blast_multiplier_accuracy, float, NONE) \
+ P(class, prefix, blast_multiplier_distance, float, NONE) \
+ P(class, prefix, blast_multiplier_min, float, NONE) \
+ P(class, prefix, blast_refire, float, NONE) \
+ P(class, prefix, blast_splash_damage, float, NONE) \
+ P(class, prefix, blast_splash_edgedamage, float, NONE) \
+ P(class, prefix, blast_splash_force, float, NONE) \
+ P(class, prefix, blast_splash_force_forwardbias, float, NONE) \
+ P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \
+ P(class, prefix, blast_splash_multiplier_distance, float, NONE) \
+ P(class, prefix, blast_splash_multiplier_min, float, NONE) \
+ P(class, prefix, blast_splash_radius, float, NONE) \
+ P(class, prefix, blast_spread_max, float, NONE) \
+ P(class, prefix, blast_spread_min, float, NONE) \
+ P(class, prefix, melee_animtime, float, NONE) \
+ P(class, prefix, melee_damage, float, NONE) \
+ P(class, prefix, melee_delay, float, NONE) \
+ P(class, prefix, melee_force, float, NONE) \
+ P(class, prefix, melee_multihit, float, NONE) \
+ P(class, prefix, melee_no_doubleslap, float, NONE) \
+ P(class, prefix, melee_nonplayerdamage, float, NONE) \
+ P(class, prefix, melee_range, float, NONE) \
+ P(class, prefix, melee_refire, float, NONE) \
+ P(class, prefix, melee_swing_side, float, NONE) \
+ P(class, prefix, melee_swing_up, float, NONE) \
+ P(class, prefix, melee_time, float, NONE) \
+ P(class, prefix, melee_traces, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Shockwave, shockwave)
+#undef X
+
+ENDCLASS(Shockwave)
+REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave));
+
+
#ifdef CSQC
-void Net_ReadShockwaveParticle(void);
+void Net_ReadShockwaveParticle();
.vector sw_shotorg;
.vector sw_shotdir;
.float sw_distance;
#endif
#endif
#ifdef IMPLEMENTATION
+
+REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
+
#ifdef SVQC
-void spawnfunc_weapon_shockwave(void)
-{SELFPARAM();
+spawnfunc(weapon_shockwave)
+{
//if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
- weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
+ weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
return;
}
- weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
+ weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
}
const float MAX_SHOCKWAVE_HITS = 10;
vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
// MELEE ATTACK MODE
-void W_Shockwave_Melee_Think(void)
-{SELFPARAM();
+void W_Shockwave_Melee_Think(entity this)
+{
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
entity target_victim;
vector targpos;
// check to see if we can still continue, otherwise give up now
- if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap))
+ if(IS_DEAD(self.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap))
{
remove(self);
return;
}
}
-void W_Shockwave_Melee(void)
-{SELFPARAM();
- sound(self, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
+void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
- entity meleetemp;
- meleetemp = spawn();
- meleetemp.owner = meleetemp.realowner = self;
- meleetemp.think = W_Shockwave_Melee_Think;
+ entity meleetemp = new_pure(meleetemp);
+ meleetemp.owner = meleetemp.realowner = actor;
+ setthink(meleetemp, 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(actor, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
}
// SHOCKWAVE ATTACK MODE
}
float W_Shockwave_Attack_IsVisible(
+ entity actor,
entity head,
vector nearest_on_line,
vector sw_shotorg,
vector attack_endpos)
-{SELFPARAM();
+{entity this = actor;
vector nearest_to_attacker = head.WarpZone_findradius_nearest;
vector center = (head.origin + (head.mins + head.maxs) * 0.5);
vector corner;
return true;
}
-void W_Shockwave_Send(void)
-{SELFPARAM();
- WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
+void W_Shockwave_Send(entity actor)
+{
+ WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
WriteCoord(MSG_BROADCAST, w_shotorg.x);
WriteCoord(MSG_BROADCAST, w_shotorg.y);
WriteCoord(MSG_BROADCAST, w_shotorg.z);
WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
- WriteByte(MSG_BROADCAST, num_for_edict(self));
+ WriteByte(MSG_BROADCAST, etof(actor));
}
-void W_Shockwave_Attack(void)
-{SELFPARAM();
+void W_Shockwave_Attack(entity actor)
+{entity this = actor;
// declarations
float multiplier, multiplier_from_accuracy, multiplier_from_distance;
float final_damage;
float i, queue = 0;
// set up the shot direction
- W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+ W_SetupShot(self, false, 3, SND_LASERGUN_FIRE, 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;
//entity transform = WarpZone_trace_transform;
// do the firing effect now
- W_Shockwave_Send();
+ W_Shockwave_Send(self);
Damage_DamageInfo(
attack_hitpos,
WEP_CVAR(shockwave, blast_splash_damage),
);
// figure out the direction of force
- vel = normalize(combine_to_vector(head.velocity.x, head.velocity.y, 0));
+ vel = normalize(vec3(head.velocity.x, head.velocity.y, 0));
vel *=
(
bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
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))
- && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
+ && (W_Shockwave_Attack_IsVisible(self, head, nearest_on_line, w_shotorg, attack_endpos)))
{
// calculate importance of distance and accuracy for this attack
multiplier_from_accuracy = (1 -
}
}
-bool W_Shockwave(int req)
-{SELFPARAM();
- switch(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); }
- else
- { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); }
-
- return true;
- }
- case WR_THINK:
- {
- if(self.BUTTON_ATCK)
- {
- if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
- {
- if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime)))
- {
- W_Shockwave_Attack();
- self.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
- }
- }
- }
- else if(self.BUTTON_ATCK2)
- {
- //if(self.clip_load >= 0) // we are not currently reloading
- if(!self.crouch) // no crouchmelee please
- 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);
- }
- }
-
- return true;
- }
- case WR_INIT:
- {
- SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
- }
- case WR_CHECKAMMO1:
- case WR_CHECKAMMO2:
- {
- // shockwave has infinite ammo
- return true;
- }
- case WR_CONFIG:
- {
- SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
- }
- case WR_SUICIDEMESSAGE:
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- case WR_KILLMESSAGE:
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SHOCKWAVE_MURDER_SLAP;
- else
- return WEAPON_SHOCKWAVE_MURDER;
- }
- }
- return false;
+METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
+ { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false); }
+ else
+ { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false); }
+}
+METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(fire & 1)
+ {
+ if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
+ {
+ W_Shockwave_Attack(actor);
+ actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
+ }
+ }
+ }
+ else if(fire & 2)
+ {
+ //if(actor.clip_load >= 0) // we are not currently reloading
+ if(!actor.crouch) // no crouchmelee please
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
+ {
+ // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee);
+ }
+ }
+}
+METHOD(Shockwave, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ return true; // infinite ammo
+}
+METHOD(Shockwave, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ // shockwave has infinite ammo
+ return true;
}
+METHOD(Shockwave, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Shockwave, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_SHOCKWAVE_MURDER_SLAP;
+ else
+ return WEAPON_SHOCKWAVE_MURDER;
+}
+
#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()
-{SELFPARAM();
+void Draw_Shockwave(entity this)
+{
// fading/removal control
- float a = bound(0, (SW_MAXALPHA - ((time - self.sw_time) / SW_FADETIME)), SW_MAXALPHA);
- if(a < ALPHA_MIN_VISIBLE) { remove(self); }
+ float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA);
+ if(a < ALPHA_MIN_VISIBLE) { remove(this); }
// WEAPONTODO: save this only once when creating the entity
- vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
+ vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));
// WEAPONTODO: trace to find what we actually hit
- vector endpos = (self.sw_shotorg + (self.sw_shotdir * self.sw_distance));
+ vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));
- vectorvectors(self.sw_shotdir);
+ vectorvectors(this.sw_shotdir);
vector right = v_right; // save this for when we do makevectors later
vector up = v_up; // save this for when we do makevectors later
// WEAPONTODO: combine and simplify these calculations
- vector min_end = ((self.sw_shotorg + (self.sw_shotdir * SW_DISTTOMIN)) + (up * self.sw_spread_min));
- vector max_end = (endpos + (up * self.sw_spread_max));
- float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - self.sw_shotdir);
- float spread_to_max = vlen(normalize(max_end - min_end) - self.sw_shotdir);
+ vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min));
+ vector max_end = (endpos + (up * this.sw_spread_max));
+ float spread_to_min = vlen(normalize(min_end - this.sw_shotorg) - this.sw_shotdir);
+ float spread_to_max = vlen(normalize(max_end - min_end) - this.sw_shotdir);
vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
// first do the spread_to_min effect
deviation = angle * spread_to_min;
- deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
+ deviation = ((this.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);
+ new_min_end = (this.sw_shotorg + (deviation * new_min_dist));
+ //te_lightning2(world, new_min_end, this.sw_shotorg);
// then calculate spread_to_max effect
deviation = angle * spread_to_max;
- deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
+ deviation = ((this.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);
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_PolygonVertex(this.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(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_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
R_EndPolygon();
// draw from min spread radius to max spread radius
}
}
-void Net_ReadShockwaveParticle(void)
+NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew)
+{
+ Net_ReadShockwaveParticle();
+ return true;
+}
+
+void Net_ReadShockwaveParticle()
{
entity shockwave;
shockwave = spawn();
shockwave.sw_time = time;
}
-bool W_Shockwave(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- // handled by Net_ReadShockwaveParticle
- //vector org2;
- //org2 = w_org + w_backoff * 2;
- //pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
- return false;
- }
- case WR_INIT:
- {
- return false;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
+METHOD(Shockwave, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ // handled by Net_ReadShockwaveParticle
+ //vector org2;
+ //org2 = w_org + w_backoff * 2;
+ //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
}
+
#endif
#endif