#include "shockwave.qh"
-#ifndef IMPLEMENTATION
-CLASS(Shockwave, Weapon)
-/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none);
-/* impulse */ ATTRIB(Shockwave, impulse, int, 2);
-/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC);
-/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, 3000);
-/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
-/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
-#ifdef GAMEQC
-/* 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, "weaponshockwave");
-/* 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();
-.vector sw_shotorg;
-.vector sw_shotdir;
-.float sw_distance;
-.float sw_spread_max;
-.float sw_spread_min;
-.float sw_time;
-#endif
-#endif
-#ifdef IMPLEMENTATION
REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
#ifdef SVQC
-spawnfunc(weapon_shockwave)
+METHOD(Shockwave, m_spawnfunc_hookreplace, Weapon(Shockwave this, entity e))
{
//if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(this.classname != "droppedweapon")
+ if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
{
- weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
- return;
+ return WEP_MACHINEGUN;
}
- weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
+ return this;
}
const float MAX_SHOCKWAVE_HITS = 10;
this.realowner,
swing_damage,
(WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY),
+ this.weaponentity_fld,
(this.realowner.origin + this.realowner.view_ofs),
(v_forward * WEP_CVAR(shockwave, melee_force))
);
// handle accuracy
if(accuracy_isgooddamage(this.realowner, target_victim))
- { accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
+ { accuracy_add(this.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
- "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
+ LOG_INFOF(
+ "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.",
this.realowner.netname,
target_victim.netname,
swing_damage,
swing_factor,
time
- ));
+ );
#endif
// allow multiple hits with one swing, but not against the same player twice
meleetemp.owner = meleetemp.realowner = actor;
setthink(meleetemp, W_Shockwave_Melee_Think);
meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(actor);
- W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
+ meleetemp.weaponentity_fld = weaponentity;
+ W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range), thiswep.m_id | HITTYPE_SECONDARY);
}
// SHOCKWAVE ATTACK MODE
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);
- WriteCoord(MSG_BROADCAST, w_shotdir.x);
- WriteCoord(MSG_BROADCAST, w_shotdir.y);
- WriteCoord(MSG_BROADCAST, w_shotdir.z);
+ WriteVector(MSG_BROADCAST, w_shotorg);
+ WriteVector(MSG_BROADCAST, w_shotdir);
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, etof(actor));
}
-void W_Shockwave_Attack(entity actor, .entity weaponentity)
+void W_Shockwave_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
// declarations
float multiplier, multiplier_from_accuracy, multiplier_from_distance;
float i, queue = 0;
// set up the shot direction
- W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+ W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage), thiswep.m_id);
vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor);
vector attack_hitpos = trace_endpos;
WEP_CVAR(shockwave, blast_splash_edgedamage),
WEP_CVAR(shockwave, blast_splash_radius),
w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
- WEP_SHOCKWAVE.m_id,
+ thiswep.m_id,
0,
actor
);
false
);
- float lag = ANTILAG_LATENCY(actor);
+ float lag = ((IS_REAL_CLIENT(actor)) ? ANTILAG_LATENCY(actor) : 0);
+ bool noantilag = ((IS_CLIENT(actor)) ? CS(actor).cvar_cl_noantilag : false);
if(lag < 0.001)
lag = 0;
- if (!IS_REAL_CLIENT(actor))
- lag = 0;
- if(autocvar_g_antilag == 0 || actor.cvar_cl_noantilag)
+ if(autocvar_g_antilag == 0 || noantilag)
lag = 0; // only do hitscan, but no antilag
if(lag)
- {
- FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_takeback(it, CS(it), time - lag));
- IL_EACH(g_monsters, it != actor,
- {
- antilag_takeback(it, it, time - lag);
- });
- }
+ antilag_takeback_all(actor, lag);
while(head)
{
actor,
actor,
final_damage,
- WEP_SHOCKWAVE.m_id,
+ thiswep.m_id,
+ weaponentity,
head.origin,
final_force
);
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
+ LOG_INFOF(
"SELF HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+ "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
multiplier,
final_damage,
vlen(final_force),
multiplier_from_accuracy,
multiplier_from_distance
- ));
+ );
#endif
}
else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
+ LOG_INFOF(
"SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+ "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
multiplier,
final_damage,
vlen(final_force),
multiplier_from_accuracy,
multiplier_from_distance
- ));
+ );
#endif
}
}
if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
+ LOG_INFOF(
"BLAST HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+ "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
multiplier,
final_damage,
vlen(final_force),
multiplier_from_accuracy,
multiplier_from_distance
- ));
+ );
#endif
}
}
actor,
actor,
final_damage,
- WEP_SHOCKWAVE.m_id,
+ thiswep.m_id,
+ weaponentity,
head.origin,
final_force
);
if(accuracy_isgooddamage(actor, head))
- accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage);
+ accuracy_add(actor, thiswep, 0, final_damage);
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
- "SHOCKWAVE by %s: damage = %f, force = %f.\n",
+ LOG_INFOF(
+ "SHOCKWAVE by %s: damage = %f, force = %f.",
actor.netname,
final_damage,
vlen(final_force)
- ));
+ );
#endif
shockwave_hit[i-1] = NULL;
}
if(lag)
- {
- FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_restore(it, CS(it)));
- IL_EACH(g_monsters, it != actor,
- {
- antilag_restore(it, it);
- });
- }
+ antilag_restore_all(actor);
}
METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
{
- W_Shockwave_Attack(actor, weaponentity);
+ W_Shockwave_Attack(thiswep, actor, weaponentity);
actor.(weaponentity).shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
}
if(a < ALPHA_MIN_VISIBLE) { delete(this); }
// WEAPONTODO: save this only once when creating the entity
- vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));
+ vector sw_color = entcs_GetColor(this.sv_entnum - 1); // Team_ColorRGB(entcs_GetTeam(this.sv_entnum));
// WEAPONTODO: trace to find what we actually hit
vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));
- 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
+ VECTOR_VECTORS_NEW(this.sw_shotdir, _forward, right, up);
// WEAPONTODO: combine and simplify these calculations
vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min));
shockwave.draw = Draw_Shockwave;
IL_PUSH(g_drawables, shockwave);
- shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
- shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
+ shockwave.sw_shotorg = ReadVector();
+ shockwave.sw_shotdir = ReadVector();
shockwave.sw_distance = ReadShort();
shockwave.sw_spread_max = ReadByte();
}
#endif
-#endif