weapon_defaultspawnfunc(WEP_SHOCKWAVE);
}
-#define MAX_SHOCKWAVE_HITS 10
+const float MAX_SHOCKWAVE_HITS = 10;
//#define DEBUG_SHOCKWAVE
.float swing_prev;
// set start time of melee
if(!self.cnt)
{
- self.cnt = time;
+ self.cnt = time;
W_PlayStrengthSound(self.realowner);
}
// update values for v_* vectors
makevectors(self.realowner.v_angle);
-
+
// calculate swing percentage based on time
meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor();
swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
-
- // 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 / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
-
- targpos = (self.realowner.origin + self.realowner.view_ofs
+
+ targpos = (self.realowner.origin + self.realowner.view_ofs
+ (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)));
self.realowner,
(self.realowner.origin + self.realowner.view_ofs),
targpos,
- FALSE,
+ false,
self.realowner,
ANTILAG_LATENCY(self.realowner)
);
-
+
// draw lightning beams for debugging
#ifdef DEBUG_SHOCKWAVE
- te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
te_customflash(targpos, 40, 2, '1 1 1');
#endif
-
+
is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
- && (trace_ent.takedamage == DAMAGE_AIM)
+ && (trace_ent.takedamage == DAMAGE_AIM)
&& (trace_ent != self.swing_alreadyhit)
&& (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 = (WEP_CVAR(shockwave, melee_damage) * min(1, swing_factor + 1));
else
Damage(
target_victim,
self.realowner,
- self.realowner,
+ self.realowner,
swing_damage,
- (WEP_SHOCKWAVE | HITTYPE_SECONDARY),
- (self.realowner.origin + self.realowner.view_ofs),
+ (WEP_SHOCKWAVE | HITTYPE_SECONDARY),
+ (self.realowner.origin + self.realowner.view_ofs),
(v_forward * WEP_CVAR(shockwave, melee_force))
);
}
}
}
-
+
if(time >= self.cnt + meleetime)
{
// melee is finished
}
else
{
- // set up next frame
+ // set up next frame
self.swing_prev = i;
self.nextthink = time;
}
meleetemp.owner = meleetemp.realowner = self;
meleetemp.think = 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(self, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
}
// SHOCKWAVE ATTACK MODE
float spreadlimit;
float distance_of_attack = vlen(sw_shotorg - attack_endpos);
float distance_from_line = vlen(targetorg - nearest_on_line);
-
+
spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
spreadlimit =
(
)
{ return bound(0, (distance_from_line / spreadlimit), 1); }
else
- { return FALSE; }
+ { return false; }
}
float W_Shockwave_Attack_IsVisible(
if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
{
WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
+ if(trace_fraction == 1) { return true; } // yes, the nearest point is clear and we can allow the damage
}
// STEP TWO: Check if shotorg to center point is clear
if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
{
WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
+ if(trace_fraction == 1) { return true; } // yes, the center point is clear and we can allow the damage
}
// STEP THREE: Check each corner to see if they are clear
if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
{
WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
- if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
+ if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage
}
}
- return FALSE;
+ return false;
}
float W_Shockwave_Attack_CheckHit(
vector final_force,
float final_damage)
{
- if(!head) { return FALSE; }
+ if(!head) { return false; }
float i;
-
+
for(i = 0; i <= queue; ++i)
{
if(shockwave_hit[i] == head)
{
if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
- return FALSE;
+ return false;
}
}
shockwave_hit[queue] = head;
shockwave_hit_force[queue] = final_force;
shockwave_hit_damage[queue] = final_damage;
- return TRUE;
+ return true;
}
void W_Shockwave_Send(void)
{
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte(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);
+ 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);
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));
entity head;
float i, queue = 0;
-
+
// set up the shot direction
- W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+ 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;
WEP_CVAR(shockwave, blast_splash_radius),
WEP_CVAR(shockwave, blast_jump_radius)
),
- FALSE
+ false
);
-
+
while(head)
{
if(head.takedamage)
{
float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
-
+
if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
{
// ========================
// BLAST JUMP CALCULATION
// ========================
-
+
// calculate importance of distance and accuracy for this attack
multiplier_from_accuracy = (1 -
(distance_to_head ?
);
// figure out the direction of force
- vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0));
+ vel = normalize(combine_to_vector(head.velocity.x, head.velocity.y, 0));
vel *=
(
bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
// 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);
+ final_force.z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
// trigger damage with this calculated info
Damage(
// ==========================
// BLAST SPLASH CALCULATION
// ==========================
-
+
// calculate importance of distance and accuracy for this attack
multiplier_from_accuracy = (1 -
(distance_to_head ?
// 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);
+ 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 = min(queue + 1, MAX_SHOCKWAVE_HITS); }
}
// cone damage trace
- head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE);
+ head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), false);
while(head)
{
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)
+ // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
center = CENTER_OR_VIEWOFS(head);
// find the closest point on the enemy to the center of the attack
float ang; // angle between shotdir and h
float h; // hypotenuse, which is the distance between attacker to head
float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
-
+
h = vlen(center - self.origin);
ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
a = h * cos(ang);
vector nearest_on_line = (w_shotorg + a * w_shotdir);
vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
- if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
+ if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
&& (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
{
// calculate importance of distance and accuracy for this attack
// now multiply the direction by force units
final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
- final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
+ 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 = min(queue + 1, MAX_SHOCKWAVE_HITS); }
head = shockwave_hit[i-1];
final_force = shockwave_hit_force[i-1];
final_damage = shockwave_hit_damage[i-1];
-
+
Damage(
head,
self,
vlen(final_force)
));
#endif
-
+
shockwave_hit[i-1] = world;
shockwave_hit_force[i-1] = '0 0 0';
shockwave_hit_damage[i-1] = 0;
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); }
+ { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); }
else
- { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
-
- return TRUE;
+ { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); }
+
+ return true;
}
case WR_THINK:
{
weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("misc/itempickup.wav");
precache_sound("weapons/lasergun_fire.wav");
precache_sound("weapons/shotgun_melee.wav");
- SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_CHECKAMMO1:
case WR_CHECKAMMO2:
{
// shockwave has infinite ammo
- return TRUE;
+ return true;
}
case WR_CONFIG:
{
- SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_SHOCKWAVE_MURDER;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
// WEAPONTODO: add client side settings for these
-#define SW_MAXALPHA 0.5
-#define SW_FADETIME 0.4
-#define SW_DISTTOMIN 200
+const float SW_MAXALPHA = 0.5;
+const float SW_FADETIME = 0.4;
+const float SW_DISTTOMIN = 200;
void Draw_Shockwave()
{
// fading/removal control
{
// perfect circle effect lines
makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions));
- angle_y = v_forward_x;
- angle_z = v_forward_y;
+ angle.y = v_forward.x;
+ angle.z = v_forward.y;
// first do the spread_to_min effect
deviation = angle * spread_to_min;
- deviation = ((self.sw_shotdir + (right * deviation_y) + (up * deviation_z)));
+ deviation = ((self.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);
// then calculate spread_to_max effect
deviation = angle * spread_to_max;
- deviation = ((self.sw_shotdir + (right * deviation_y) + (up * deviation_z)));
+ deviation = ((self.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);
-
+
if(counter == 0)
{
entity shockwave;
shockwave = spawn();
shockwave.draw = Draw_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_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
shockwave.sw_distance = ReadShort();
shockwave.sw_spread_max = ReadByte();
//vector org2;
//org2 = w_org + w_backoff * 2;
//pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
- return FALSE;
+ return false;
}
case WR_INIT:
{
//precache_sound("weapons/ric1.wav");
//precache_sound("weapons/ric2.wav");
//precache_sound("weapons/ric3.wav");
- return FALSE;
+ return false;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif