1 #include "shockwave.qh"
3 REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
6 METHOD(Shockwave, m_spawnfunc_hookreplace, Weapon(Shockwave this, entity e))
8 //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
9 if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
11 return WEP_MACHINEGUN;
16 const float MAX_SHOCKWAVE_HITS = 10;
17 //#define DEBUG_SHOCKWAVE
20 .entity swing_alreadyhit;
21 .float shockwave_blasttime;
22 entity shockwave_hit[MAX_SHOCKWAVE_HITS];
23 float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
24 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
27 void W_Shockwave_Melee_Think(entity this)
30 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
34 // check to see if we can still continue, otherwise give up now
35 if(IS_DEAD(this.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap))
41 // set start time of melee
45 W_PlayStrengthSound(this.realowner);
48 // update values for v_* vectors
49 makevectors(this.realowner.v_angle);
51 // calculate swing percentage based on time
52 meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor(this.realowner);
53 swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
54 f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
56 // perform the traces needed for this frame
57 for(i=this.swing_prev; i < f; ++i)
59 swing_factor = ((1 - (i / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
61 targpos = (this.realowner.origin + this.realowner.view_ofs
62 + (v_forward * WEP_CVAR(shockwave, melee_range))
63 + (v_up * swing_factor * WEP_CVAR(shockwave, melee_swing_up))
64 + (v_right * swing_factor * WEP_CVAR(shockwave, melee_swing_side)));
66 WarpZone_traceline_antilag(
68 (this.realowner.origin + this.realowner.view_ofs),
72 ANTILAG_LATENCY(this.realowner)
75 // draw lightning beams for debugging
76 #ifdef DEBUG_SHOCKWAVE
77 te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
78 te_customflash(targpos, 40, 2, '1 1 1');
81 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
83 if((trace_fraction < 1) // if trace is good, apply the damage and remove this if necessary
84 && (trace_ent.takedamage == DAMAGE_AIM)
85 && (trace_ent != this.swing_alreadyhit)
86 && (is_player || WEP_CVAR(shockwave, melee_nonplayerdamage)))
88 target_victim = trace_ent; // so it persists through other calls
90 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught
91 swing_damage = (WEP_CVAR(shockwave, melee_damage) * min(1, swing_factor + 1));
93 swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage) * min(1, swing_factor + 1));
95 // trigger damage with this calculated info
101 (WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY),
102 this.weaponentity_fld,
103 (this.realowner.origin + this.realowner.view_ofs),
104 (v_forward * WEP_CVAR(shockwave, melee_force))
108 if(accuracy_isgooddamage(this.realowner, target_victim))
109 { accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
111 #ifdef DEBUG_SHOCKWAVE
113 "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.",
114 this.realowner.netname,
115 target_victim.netname,
122 // allow multiple hits with one swing, but not against the same player twice
123 if(WEP_CVAR(shockwave, melee_multihit))
125 this.swing_alreadyhit = target_victim;
126 continue; // move along to next trace
136 if(time >= this.cnt + meleetime)
146 this.nextthink = time;
150 void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int fire)
152 sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
153 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
155 entity meleetemp = new_pure(meleetemp);
156 meleetemp.owner = meleetemp.realowner = actor;
157 setthink(meleetemp, W_Shockwave_Melee_Think);
158 meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(actor);
159 meleetemp.weaponentity_fld = weaponentity;
160 W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range), WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY);
163 // SHOCKWAVE ATTACK MODE
164 float W_Shockwave_Attack_CheckSpread(
166 vector nearest_on_line,
168 vector attack_endpos)
171 float distance_of_attack = vlen(sw_shotorg - attack_endpos);
172 float distance_from_line = vlen(targetorg - nearest_on_line);
174 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
177 (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
179 (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit)
183 (spreadlimit && (distance_from_line <= spreadlimit))
185 ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)
187 { return bound(0, (distance_from_line / spreadlimit), 1); }
192 float W_Shockwave_Attack_IsVisible(
195 vector nearest_on_line,
197 vector attack_endpos)
199 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
200 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
204 // STEP ONE: Check if the nearest point is clear
205 if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
207 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, actor);
208 if(trace_fraction == 1) { return true; } // yes, the nearest point is clear and we can allow the damage
211 // STEP TWO: Check if shotorg to center point is clear
212 if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
214 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, actor);
215 if(trace_fraction == 1) { return true; } // yes, the center point is clear and we can allow the damage
218 // STEP THREE: Check each corner to see if they are clear
221 corner = get_corner_position(head, i);
222 if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
224 WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, actor);
225 if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage
232 float W_Shockwave_Attack_CheckHit(
238 if(!head) { return false; }
241 for(i = 0; i <= queue; ++i)
243 if(shockwave_hit[i] == head)
245 if(vlen2(final_force) > vlen2(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
246 if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
251 shockwave_hit[queue] = head;
252 shockwave_hit_force[queue] = final_force;
253 shockwave_hit_damage[queue] = final_damage;
257 void W_Shockwave_Send(entity actor)
259 WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
260 WriteVector(MSG_BROADCAST, w_shotorg);
261 WriteVector(MSG_BROADCAST, w_shotdir);
262 WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
263 WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
264 WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
265 WriteByte(MSG_BROADCAST, etof(actor));
268 void W_Shockwave_Attack(entity actor, .entity weaponentity)
271 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
273 vector final_force, center, vel;
278 // set up the shot direction
279 W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage), WEP_SHOCKWAVE.m_id);
280 vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
281 WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor);
282 vector attack_hitpos = trace_endpos;
283 float distance_to_end = vlen(w_shotorg - attack_endpos);
284 float distance_to_hit = vlen(w_shotorg - attack_hitpos);
285 //entity transform = WarpZone_trace_transform;
287 // do the firing effect now
288 W_Shockwave_Send(actor);
291 WEP_CVAR(shockwave, blast_splash_damage),
292 WEP_CVAR(shockwave, blast_splash_edgedamage),
293 WEP_CVAR(shockwave, blast_splash_radius),
294 w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
300 // splash damage/jumping trace
301 head = WarpZone_FindRadius(
304 WEP_CVAR(shockwave, blast_splash_radius),
305 WEP_CVAR(shockwave, blast_jump_radius)
310 float lag = ((IS_REAL_CLIENT(actor)) ? ANTILAG_LATENCY(actor) : 0);
311 bool noantilag = ((IS_CLIENT(actor)) ? CS(actor).cvar_cl_noantilag : false);
314 if(autocvar_g_antilag == 0 || noantilag)
315 lag = 0; // only do hitscan, but no antilag
317 antilag_takeback_all(actor, lag);
323 float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
325 if((head == actor) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
327 // ========================
328 // BLAST JUMP CALCULATION
329 // ========================
331 // calculate importance of distance and accuracy for this attack
332 multiplier_from_accuracy = (1 -
334 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius)))
339 multiplier_from_distance = (1 -
341 min(1, (distance_to_hit / distance_to_end))
348 WEP_CVAR(shockwave, blast_jump_multiplier_min),
350 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy))
352 (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))
356 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
359 (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
361 (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
364 // figure out the direction of force
365 vel = normalize(vec2(head.velocity));
368 bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
370 WEP_CVAR(shockwave, blast_jump_force_velocitybias)
372 final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
374 // now multiply the direction by force units
375 final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
376 final_force.z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
378 // trigger damage with this calculated info
390 #ifdef DEBUG_SHOCKWAVE
392 "SELF HIT: multiplier = %f, damage = %f, force = %f... "
393 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
397 multiplier_from_accuracy,
398 multiplier_from_distance
402 else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
404 // ==========================
405 // BLAST SPLASH CALCULATION
406 // ==========================
408 // calculate importance of distance and accuracy for this attack
409 multiplier_from_accuracy = (1 -
411 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius)))
416 multiplier_from_distance = (1 -
418 min(1, (distance_to_hit / distance_to_end))
425 WEP_CVAR(shockwave, blast_splash_multiplier_min),
427 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy))
429 (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))
433 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
436 (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
438 (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
441 // figure out the direction of force
442 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
443 final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
444 //te_lightning2(NULL, attack_hitpos, (attack_hitpos + (final_force * 200)));
446 // now multiply the direction by force units
447 final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
448 final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
450 // queue damage with this calculated info
451 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
453 #ifdef DEBUG_SHOCKWAVE
455 "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
456 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
460 multiplier_from_accuracy,
461 multiplier_from_distance
470 head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), false);
473 if((head != actor) && head.takedamage)
475 // ========================
476 // BLAST CONE CALCULATION
477 // ========================
479 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
480 center = CENTER_OR_VIEWOFS(head);
482 // find the closest point on the enemy to the center of the attack
483 float h; // hypotenuse, which is the distance between attacker to head
484 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
486 h = vlen(center - actor.origin);
487 a = h * (normalize(center - actor.origin) * w_shotdir);
488 // WEAPONTODO: replace with simpler method
490 vector nearest_on_line = (w_shotorg + a * w_shotdir);
491 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
493 if((vdist(head.WarpZone_findradius_dist, <=, WEP_CVAR(shockwave, blast_distance)))
494 && (W_Shockwave_Attack_IsVisible(actor, head, nearest_on_line, w_shotorg, attack_endpos)))
496 // calculate importance of distance and accuracy for this attack
497 multiplier_from_accuracy = (1 -
498 W_Shockwave_Attack_CheckSpread(
505 multiplier_from_distance = (1 -
507 min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
514 WEP_CVAR(shockwave, blast_multiplier_min),
516 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
518 (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
522 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
525 (WEP_CVAR(shockwave, blast_damage) * multiplier)
527 (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
530 // figure out the direction of force
531 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
532 final_force = normalize(center - (nearest_on_line - final_force));
533 //te_lightning2(NULL, nearest_on_line, (attack_hitpos + (final_force * 200)));
535 // now multiply the direction by force units
536 final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
537 final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
539 // queue damage with this calculated info
540 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
542 #ifdef DEBUG_SHOCKWAVE
544 "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
545 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
549 multiplier_from_accuracy,
550 multiplier_from_distance
558 for(i = 1; i <= queue; ++i)
560 head = shockwave_hit[i-1];
561 final_force = shockwave_hit_force[i-1];
562 final_damage = shockwave_hit_damage[i-1];
575 if(accuracy_isgooddamage(actor, head))
576 accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage);
578 #ifdef DEBUG_SHOCKWAVE
580 "SHOCKWAVE by %s: damage = %f, force = %f.",
587 shockwave_hit[i-1] = NULL;
588 shockwave_hit_force[i-1] = '0 0 0';
589 shockwave_hit_damage[i-1] = 0;
593 antilag_restore_all(actor);
596 METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
598 if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR(shockwave, melee_range)))
599 { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); }
601 { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); }
603 METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
607 if(time >= actor.(weaponentity).shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
609 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
611 W_Shockwave_Attack(actor, weaponentity);
612 actor.(weaponentity).shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
613 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
619 //if(actor.clip_load >= 0) // we are not currently reloading
620 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
622 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
623 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee);
627 METHOD(Shockwave, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
629 return true; // infinite ammo
631 METHOD(Shockwave, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
633 // shockwave has infinite ammo
636 METHOD(Shockwave, wr_suicidemessage, Notification(entity thiswep))
638 return WEAPON_THINKING_WITH_PORTALS;
640 METHOD(Shockwave, wr_killmessage, Notification(entity thiswep))
642 if(w_deathtype & HITTYPE_SECONDARY)
643 return WEAPON_SHOCKWAVE_MURDER_SLAP;
645 return WEAPON_SHOCKWAVE_MURDER;
650 // WEAPONTODO: add client side settings for these
651 const float SW_MAXALPHA = 0.5;
652 const float SW_FADETIME = 0.4;
653 const float SW_DISTTOMIN = 200;
654 void Draw_Shockwave(entity this)
656 // fading/removal control
657 float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA);
658 if(a < ALPHA_MIN_VISIBLE) { delete(this); }
660 // WEAPONTODO: save this only once when creating the entity
661 vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));
663 // WEAPONTODO: trace to find what we actually hit
664 vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));
666 vectorvectors(this.sw_shotdir);
667 vector right = v_right; // save this for when we do makevectors later
668 vector up = v_up; // save this for when we do makevectors later
670 // WEAPONTODO: combine and simplify these calculations
671 vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min));
672 vector max_end = (endpos + (up * this.sw_spread_max));
673 float spread_to_min = vlen(normalize(min_end - this.sw_shotorg) - this.sw_shotdir);
674 float spread_to_max = vlen(normalize(max_end - min_end) - this.sw_shotdir);
676 vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
677 vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
678 float new_max_dist, new_min_dist;
680 vector deviation, angle = '0 0 0';
681 float counter, divisions = 20;
682 for(counter = 0; counter < divisions; ++counter)
684 // perfect circle effect lines
685 makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions));
686 angle.y = v_forward.x;
687 angle.z = v_forward.y;
689 // first do the spread_to_min effect
690 deviation = angle * spread_to_min;
691 deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
692 new_min_dist = SW_DISTTOMIN;
693 new_min_end = (this.sw_shotorg + (deviation * new_min_dist));
694 //te_lightning2(NULL, new_min_end, this.sw_shotorg);
696 // then calculate spread_to_max effect
697 deviation = angle * spread_to_max;
698 deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
699 new_max_dist = vlen(new_min_end - endpos);
700 new_max_end = (new_min_end + (deviation * new_max_dist));
701 //te_lightning2(NULL, new_end, prev_min_end);
706 first_min_end = new_min_end;
707 first_max_end = new_max_end;
712 // draw from shot origin to min spread radius
713 R_BeginPolygon("", DRAWFLAG_NORMAL);
714 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
715 R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
716 R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
719 // draw from min spread radius to max spread radius
720 R_BeginPolygon("", DRAWFLAG_NORMAL);
721 R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
722 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
723 R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
724 R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
728 prev_min_end = new_min_end;
729 prev_max_end = new_max_end;
731 // last division only
732 if((counter + 1) == divisions)
734 // draw from shot origin to min spread radius
735 R_BeginPolygon("", DRAWFLAG_NORMAL);
736 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
737 R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
738 R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
741 // draw from min spread radius to max spread radius
742 R_BeginPolygon("", DRAWFLAG_NORMAL);
743 R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
744 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
745 R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
746 R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
752 NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew)
754 Net_ReadShockwaveParticle();
758 void Net_ReadShockwaveParticle()
762 shockwave.draw = Draw_Shockwave;
763 IL_PUSH(g_drawables, shockwave);
765 shockwave.sw_shotorg = ReadVector();
766 shockwave.sw_shotdir = ReadVector();
768 shockwave.sw_distance = ReadShort();
769 shockwave.sw_spread_max = ReadByte();
770 shockwave.sw_spread_min = ReadByte();
772 shockwave.sv_entnum = ReadByte();
774 shockwave.sw_time = time;
777 METHOD(Shockwave, wr_impacteffect, void(entity thiswep, entity actor))
779 // handled by Net_ReadShockwaveParticle
781 //org2 = w_org + w_backoff * 2;
782 //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);