]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
Some more consistency please
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index 7ac25f2b9748afa3939d84c8c6e119ba2eaf6599..236fadc32258ce9a3cae5e1a215ca4cfed6a7b84 100644 (file)
@@ -2,7 +2,7 @@
 REGISTER_WEAPON(
 /* WEP_##id */ SHOCKWAVE,
 /* function */ W_Shockwave,
-/* ammotype */ IT_SHELLS,
+/* ammotype */ ammo_shells,
 /* impulse  */ 2,
 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
 /* rating   */ BOT_PICKUP_RATING_LOW,
@@ -10,11 +10,78 @@ REGISTER_WEAPON(
 /* netname  */ "shockwave",
 /* fullname */ _("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, MO_NONE, blast_damage) \
+       w_cvar(id, sn, MO_NONE, blast_distance) \
+       w_cvar(id, sn, MO_NONE, blast_edgedamage) \
+       w_cvar(id, sn, MO_NONE, blast_force) \
+       w_cvar(id, sn, MO_NONE, blast_force_forwardbias) \
+       w_cvar(id, sn, MO_NONE, blast_force_zscale) \
+       w_cvar(id, sn, MO_NONE, blast_jump_damage) \
+       w_cvar(id, sn, MO_NONE, blast_jump_edgedamage) \
+       w_cvar(id, sn, MO_NONE, blast_jump_force) \
+       w_cvar(id, sn, MO_NONE, blast_jump_force_velocitybias) \
+       w_cvar(id, sn, MO_NONE, blast_jump_force_zscale) \
+       w_cvar(id, sn, MO_NONE, blast_jump_multiplier_accuracy) \
+       w_cvar(id, sn, MO_NONE, blast_jump_multiplier_distance) \
+       w_cvar(id, sn, MO_NONE, blast_jump_multiplier_min) \
+       w_cvar(id, sn, MO_NONE, blast_jump_radius) \
+       w_cvar(id, sn, MO_NONE, blast_multiplier_accuracy) \
+       w_cvar(id, sn, MO_NONE, blast_multiplier_distance) \
+       w_cvar(id, sn, MO_NONE, blast_multiplier_min) \
+       w_cvar(id, sn, MO_NONE, blast_splash_damage) \
+       w_cvar(id, sn, MO_NONE, blast_splash_edgedamage) \
+       w_cvar(id, sn, MO_NONE, blast_splash_force) \
+       w_cvar(id, sn, MO_NONE, blast_splash_force_forwardbias) \
+       w_cvar(id, sn, MO_NONE, blast_splash_multiplier_accuracy) \
+       w_cvar(id, sn, MO_NONE, blast_splash_multiplier_distance) \
+       w_cvar(id, sn, MO_NONE, blast_splash_multiplier_min) \
+       w_cvar(id, sn, MO_NONE, blast_splash_radius) \
+       w_cvar(id, sn, MO_NONE, blast_spread_max) \
+       w_cvar(id, sn, MO_NONE, blast_spread_min) \
+       w_cvar(id, sn, MO_NONE, melee_animtime) \
+       w_cvar(id, sn, MO_NONE, melee_damage) \
+       w_cvar(id, sn, MO_NONE, melee_delay) \
+       w_cvar(id, sn, MO_NONE, melee_force) \
+       w_cvar(id, sn, MO_NONE, melee_multihit) \
+       w_cvar(id, sn, MO_NONE, melee_no_doubleslap) \
+       w_cvar(id, sn, MO_NONE, melee_nonplayerdamage) \
+       w_cvar(id, sn, MO_NONE, melee_range) \
+       w_cvar(id, sn, MO_NONE, melee_refire) \
+       w_cvar(id, sn, MO_NONE, melee_swing_side) \
+       w_cvar(id, sn, MO_NONE, melee_swing_up) \
+       w_cvar(id, sn, MO_NONE, melee_time) \
+       w_cvar(id, sn, MO_NONE, melee_traces) \
+       w_cvar(id, sn, MO_NONE, pellets_ammo) \
+       w_cvar(id, sn, MO_NONE, pellets_animtime) \
+       w_cvar(id, sn, MO_NONE, pellets_bulletconstant) \
+       w_cvar(id, sn, MO_NONE, pellets_bullets) \
+       w_cvar(id, sn, MO_NONE, pellets_damage) \
+       w_cvar(id, sn, MO_NONE, pellets_force) \
+       w_cvar(id, sn, MO_NONE, pellets_refire) \
+       w_cvar(id, sn, MO_NONE, pellets_speed) \
+       w_cvar(id, sn, MO_NONE, pellets_spread) \
+       w_cvar(id, sn, MO_NONE, primary) \
+       w_cvar(id, sn, MO_NONE, secondary) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       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)
+
+#ifdef SVQC
+SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
 #else
 #ifdef SVQC
 void spawnfunc_weapon_shockwave()
 {
-       if(autocvar_sv_q3acompat_machineshockwaveswap)
+       //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
+       if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
                weapon_defaultspawnfunc(WEP_UZI);
@@ -22,6 +89,7 @@ void spawnfunc_weapon_shockwave()
        }
        weapon_defaultspawnfunc(WEP_SHOCKWAVE);
 }
+
 .float swing_prev;
 .entity swing_alreadyhit;
 .float shockwave_pelletstime;
@@ -33,36 +101,53 @@ vector shockwave_hit_force[32];
 void W_Shockwave_Pellets(void)
 {
        float sc;
-       float ammoamount;
-       float bullets;
-       float d;
-       float f;
-       float spread;
-       float bulletspeed;
-       float bulletconstant;
        entity flash;
 
-       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);
+       W_DecreaseAmmo(ammo_shells, WEP_CVAR(shockwave, pellets_ammo), WEP_CVAR(shockwave, reload_ammo));
 
-       W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 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, 1, bulletconstant);
+       W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR(shockwave, pellets_damage) * WEP_CVAR(shockwave, pellets_bullets));
+       
+       for(sc = 0; sc < WEP_CVAR(shockwave, pellets_bullets); ++sc)
+       {
+               fireBallisticBullet(
+                       w_shotorg,
+                       w_shotdir,
+                       WEP_CVAR(shockwave, pellets_spread),
+                       WEP_CVAR(shockwave, pellets_speed),
+                       5,
+                       WEP_CVAR(shockwave, pellets_damage),
+                       WEP_CVAR(shockwave, pellets_force),
+                       WEP_SHOCKWAVE,
+                       0,
+                       WEP_CVAR(shockwave, pellets_bulletconstant)
+               );
+       }
        endFireBallisticBullet();
 
-       pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shockwave_pellets_ammo);
+       pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR(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 < WEP_CVAR(shockwave, pellets_ammo); ++sc)
+               {
+                       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();
@@ -81,37 +166,46 @@ void W_Shockwave_Melee_Think()
        entity target_victim;
        vector targpos;
 
-       if(!self.cnt) // set start time of melee
+       // check to see if we can still continue, otherwise give up now
+       if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap))
+       {
+               remove(self);
+               return;
+       }
+
+       // set start time of melee
+       if(!self.cnt)
        {
                self.cnt = time; 
                W_PlayStrengthSound(self.realowner);
        }
 
-       makevectors(self.realowner.v_angle); // update values for v_* vectors
+       // update values for v_* vectors
+       makevectors(self.realowner.v_angle);
        
        // 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);
-       
-       // 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;
-       }
+       f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
        
-       // if okay, perform the traces needed for this frame 
+       // 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));
-
-               WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
+                       + (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)
+               );
                
                // draw lightning beams for debugging
                te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); 
@@ -119,28 +213,46 @@ void W_Shockwave_Melee_Think()
                
                is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
 
-               if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+               if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
                        && (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));
+                       if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught
+                               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));
-                       
-                       //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);
-                               
-                       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.
+                               swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage) * min(1, swing_factor + 1));
+
+                       // trigger damage with this calculated info
+                       Damage(
+                               target_victim,
+                               self.realowner,
+                               self.realowner, 
+                               swing_damage,
+                               (WEP_SHOCKWAVE | HITTYPE_SECONDARY), 
+                               (self.realowner.origin + self.realowner.view_ofs), 
+                               (v_forward * WEP_CVAR(shockwave, melee_force))
+                       );
+
+                       // handle accuracy
+                       if(accuracy_isgooddamage(self.realowner, target_victim))
+                               { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
+
+                       #ifdef DEBUG_SHOCKWAVE
+                       print(sprintf(
+                               "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
+                               self.realowner.netname,
+                               target_victim.netname,
+                               swing_damage,
+                               swing_factor,
+                               time
+                       ));
+                       #endif
+
+                       // allow multiple hits with one swing, but not against the same player twice
+                       if(WEP_CVAR(shockwave, melee_multihit))
                        {
                                self.swing_alreadyhit = target_victim;
                                continue; // move along to next trace
@@ -170,14 +282,14 @@ 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
@@ -192,8 +304,13 @@ 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))
                &&
@@ -249,7 +366,7 @@ float W_Shockwave_Attack_CheckHit(
        vector final_force,
        float final_damage)
 {
-       if not(head) { return FALSE; }
+       if(!head) { return FALSE; }
        float i;
 
        ++queue;
@@ -274,15 +391,15 @@ void W_Shockwave_Attack()
 {
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
-       float final_damage; //, final_spread;
+       float final_damage;
        vector final_force, center, vel;
-       entity head, next;
+       entity head;
 
        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);
@@ -290,64 +407,187 @@ 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); // WEAPONTODO
+       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);
-
                        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_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");
+                               // ========================
+                               //  BLAST JUMP CALCULATION
+                               // ========================
+                               
+                               // calculate importance of distance and accuracy for this attack
+                               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(
+                                               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))
+                                               )
+                                       );
+
+                               // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
+                               final_damage =
+                                       (
+                                               (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
+                                               +
+                                               (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
+                                       );
+
+                               // figure out the direction of force
+                               vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0));
+                               vel *=
+                                       (
+                                               bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
+                                               *
+                                               WEP_CVAR(shockwave, blast_jump_force_velocitybias)
+                                       );
+                               final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
+
+                               // now multiply the direction by force units
+                               final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
+                               final_force_z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
+
+                               // trigger damage with this calculated info
+                               Damage(
+                                       head,
+                                       self,
+                                       self,
+                                       final_damage,
+                                       WEP_SHOCKWAVE,
+                                       head.origin,
+                                       final_force
+                               );
+
+                               #ifdef DEBUG_SHOCKWAVE
+                               print(sprintf(
+                                       "SELF HIT: multiplier = %f, damage = %f, force = %f... "
+                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+                                       multiplier,
+                                       final_damage,
+                                       vlen(final_force),
+                                       multiplier_from_accuracy,
+                                       multiplier_from_distance
+                               ));
+                               #endif
                        }
-                       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)));
+                       else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
+                       {
+                               // ==========================
+                               //  BLAST SPLASH CALCULATION
+                               // ==========================
+                               
+                               // calculate importance of distance and accuracy for this attack
+                               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(
+                                               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))
+                                               )
+                                       );
+
+                               // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
+                               final_damage =
+                                       (
+                                               (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
+                                               +
+                                               (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
+                                       );
+
+                               // figure out the direction of force
+                               final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
+                               final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
                                //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));
 
+                               // now multiply the direction by force units
+                               final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
+                               final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
+
+                               // queue damage with this calculated info
                                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");
+
+                               #ifdef DEBUG_SHOCKWAVE
+                               print(sprintf(
+                                       "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
+                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+                                       multiplier,
+                                       final_damage,
+                                       vlen(final_force),
+                                       multiplier_from_accuracy,
+                                       multiplier_from_distance
+                               ));
+                               #endif
                        }
                }
-               head = next;
+               head = head.chain;
        }
 
        // 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;
-               
                if((head != self) && head.takedamage)
                {
+                       // ========================
+                       //  BLAST CONE CALCULATION
+                       // ========================
+
                        // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
                        center = CENTER_OR_VIEWOFS(head);
 
@@ -359,29 +599,75 @@ void W_Shockwave_Attack()
                        h = vlen(center - self.origin);
                        ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
                        a = h * cos(ang);
+                       // WEAPONTODO: replace with simpler method
 
                        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
+                       float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // WEAPONTODO: 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)));
-
-                               final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias)));
+                               // calculate importance of distance and accuracy for this attack
+                               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(
+                                               WEP_CVAR(shockwave, blast_multiplier_min),
+                                               (
+                                                       (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
+                                                       +
+                                                       (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
+                                               )
+                                       );
+
+                               // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
+                               final_damage =
+                                       (
+                                               (WEP_CVAR(shockwave, blast_damage) * multiplier)
+                                               +
+                                               (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
+                                       );
+
+                               // figure out the direction of force
+                               final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
+                               final_force = normalize(center - (nearest_on_line - final_force));
                                //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));
 
+                               // now multiply the direction by force units
+                               final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
+                               final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
+
+                               // queue damage with this calculated info
                                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");
+
+                               #ifdef DEBUG_SHOCKWAVE
+                               print(sprintf(
+                                       "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
+                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+                                       multiplier,
+                                       final_damage,
+                                       vlen(final_force),
+                                       multiplier_from_accuracy,
+                                       multiplier_from_distance
+                               ));
+                               #endif
                        }
                }
-               head = next;
+               head = head.chain;
        }
 
        for(i = 1; i <= queue; ++i)
@@ -390,79 +676,110 @@ void W_Shockwave_Attack()
                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");
+               Damage(
+                       head,
+                       self,
+                       self,
+                       final_damage,
+                       WEP_SHOCKWAVE,
+                       head.origin,
+                       final_force
+               );
+               
+               #ifdef DEBUG_SHOCKWAVE
+               print(sprintf(
+                       "SHOCKWAVE by %s: damage = %f, force = %f.\n",
+                       self.netname,
+                       final_damage,
+                       vlen(final_force)
+               ));
+               #endif
                
                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 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
-                       {
-                               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;
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_shockwave_reload_ammo && self.clip_load < autocvar_g_balance_shockwave_pellets_ammo) // forced reload
+                       if(WEP_CVAR(shockwave, reload_ammo) && self.clip_load < WEP_CVAR(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(!(WEP_CVAR(shockwave, secondary) && self.ammo_shells < WEP_CVAR(shockwave, pellets_ammo)))
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else
                        {
-                               if (self.BUTTON_ATCK)
+                               if(self.BUTTON_ATCK)
                                {
-                                       if (time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
+                                       switch(WEP_CVAR(shockwave, primary))
                                        {
-                                               if(weapon_prepareattack(0, autocvar_g_balance_shockwave_pellets_animtime))
+                                               case 1:
+                                               {
+                                                       if(time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
+                                                       {
+                                                               if(weapon_prepareattack(0, WEP_CVAR(shockwave, pellets_animtime)))
+                                                               {
+                                                                       W_Shockwave_Attack();
+                                                                       self.shockwave_pelletstime = time + WEP_CVAR(shockwave, pellets_refire) * W_WeaponRateFactor();
+                                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, pellets_animtime), w_ready);
+                                                               }
+                                                       }
+                                                       break;
+                                               }
+                                               case 2:
                                                {
-                                                       W_Shockwave_Attack();
-                                                       self.shockwave_pelletstime = time + autocvar_g_balance_shockwave_pellets_refire * W_WeaponRateFactor();
-                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shockwave_pellets_animtime, w_ready);
+                                                       if(time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
+                                                       {
+                                                               if(weapon_prepareattack(0, WEP_CVAR(shockwave, pellets_animtime)))
+                                                               {
+                                                                       W_Shockwave_Pellets();
+                                                                       self.shockwave_pelletstime = time + WEP_CVAR(shockwave, pellets_refire) * W_WeaponRateFactor();
+                                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, pellets_animtime), w_ready);
+                                                               }
+                                                       }
+                                                       break;
                                                }
                                        }
                                }
-                       }
-                       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))
-                       {
-                               // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                               weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
+                               
+                               if(self.clip_load >= 0) // we are not currently reloading
+                               if(!self.crouch) // no crouchmelee please
+                               if(self.BUTTON_ATCK2 && WEP_CVAR(shockwave, secondary))
+                               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:
                {
-                       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:
@@ -472,8 +789,8 @@ 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.ammo_shells >= WEP_CVAR(shockwave, pellets_ammo);
+                       ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= WEP_CVAR(shockwave, pellets_ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
@@ -481,9 +798,14 @@ 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(WEP_CVAR(shockwave, pellets_ammo), "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -502,7 +824,6 @@ float W_Shockwave(float req)
 }
 #endif
 #ifdef CSQC
-.float prevric;
 float W_Shockwave(float req)
 {
        switch(req)
@@ -512,24 +833,14 @@ 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;