]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
Replace `vector_[xyz]` with `vector.[xyz]` where possible
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index 0f98789cc1cd0832b3421299fe7ff951230977e0..a051ec735a7d81dbcf35bf44fd13b6642fe0fdcc 100644 (file)
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ SHOCKWAVE,
-/* function */ W_Shockwave,
-/* ammotype */ IT_SHELLS,
-/* impulse  */ 2,
-/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating   */ BOT_PICKUP_RATING_LOW,
-/* model    */ "shotgun",
-/* netname  */ "shockwave",
-/* fullname */ _("Shockwave")
+/* WEP_##id  */ SHOCKWAVE,
+/* function  */ W_Shockwave,
+/* ammotype  */ ammo_none,
+/* impulse   */ 2,
+/* flags     */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED,
+/* rating    */ BOT_PICKUP_RATING_LOW,
+/* color     */ '0.5 0.25 0',
+/* modelname */ "shotgun",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairshotgun 0.7",
+/* wepimg    */ "weaponshotgun",
+/* refname   */ "shockwave",
+/* wepname   */ _("Shockwave")
 );
 
 #define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
 #define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, 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_velocitybias)*/ \
-       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_cvar(id, sn, NONE, blast_animtime) \
+       w_cvar(id, sn, NONE, blast_damage) \
+       w_cvar(id, sn, NONE, blast_distance) \
+       w_cvar(id, sn, NONE, blast_edgedamage) \
+       w_cvar(id, sn, NONE, blast_force) \
+       w_cvar(id, sn, NONE, blast_force_forwardbias) \
+       w_cvar(id, sn, NONE, blast_force_zscale) \
+       w_cvar(id, sn, NONE, blast_jump_damage) \
+       w_cvar(id, sn, NONE, blast_jump_edgedamage) \
+       w_cvar(id, sn, NONE, blast_jump_force) \
+       w_cvar(id, sn, NONE, blast_jump_force_velocitybias) \
+       w_cvar(id, sn, NONE, blast_jump_force_zscale) \
+       w_cvar(id, sn, NONE, blast_jump_multiplier_accuracy) \
+       w_cvar(id, sn, NONE, blast_jump_multiplier_distance) \
+       w_cvar(id, sn, NONE, blast_jump_multiplier_min) \
+       w_cvar(id, sn, NONE, blast_jump_radius) \
+       w_cvar(id, sn, NONE, blast_multiplier_accuracy) \
+       w_cvar(id, sn, NONE, blast_multiplier_distance) \
+       w_cvar(id, sn, NONE, blast_multiplier_min) \
+       w_cvar(id, sn, NONE, blast_refire) \
+       w_cvar(id, sn, NONE, blast_splash_damage) \
+       w_cvar(id, sn, NONE, blast_splash_edgedamage) \
+       w_cvar(id, sn, NONE, blast_splash_force) \
+       w_cvar(id, sn, NONE, blast_splash_force_forwardbias) \
+       w_cvar(id, sn, NONE, blast_splash_multiplier_accuracy) \
+       w_cvar(id, sn, NONE, blast_splash_multiplier_distance) \
+       w_cvar(id, sn, NONE, blast_splash_multiplier_min) \
+       w_cvar(id, sn, NONE, blast_splash_radius) \
+       w_cvar(id, sn, NONE, blast_spread_max) \
+       w_cvar(id, sn, NONE, blast_spread_min) \
+       w_cvar(id, sn, NONE, melee_animtime) \
+       w_cvar(id, sn, NONE, melee_damage) \
+       w_cvar(id, sn, NONE, melee_delay) \
+       w_cvar(id, sn, NONE, melee_force) \
+       w_cvar(id, sn, NONE, melee_multihit) \
+       w_cvar(id, sn, NONE, melee_no_doubleslap) \
+       w_cvar(id, sn, NONE, melee_nonplayerdamage) \
+       w_cvar(id, sn, NONE, melee_range) \
+       w_cvar(id, sn, NONE, melee_refire) \
+       w_cvar(id, sn, NONE, melee_swing_side) \
+       w_cvar(id, sn, NONE, melee_swing_up) \
+       w_cvar(id, sn, NONE, melee_time) \
+       w_cvar(id, sn, NONE, melee_traces) \
        w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
        w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
        w_prop(id, sn, string, weaponreplace, weaponreplace) \
        w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
 SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
+#ifdef CSQC
+void Net_ReadShockwaveParticle(void);
+.vector sw_shotorg;
+.vector sw_shotdir;
+.float sw_distance;
+.float sw_spread_max;
+.float sw_spread_min;
+.float sw_time;
+#endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_shockwave()
+void spawnfunc_weapon_shockwave(void)
 {
        //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
        if(autocvar_sv_q3acompat_machineshotgunswap)
        if(self.classname != "droppedweapon")
        {
-               weapon_defaultspawnfunc(WEP_UZI);
+               weapon_defaultspawnfunc(WEP_MACHINEGUN);
                return;
        }
        weapon_defaultspawnfunc(WEP_SHOCKWAVE);
 }
 
+const float MAX_SHOCKWAVE_HITS = 10;
+//#define DEBUG_SHOCKWAVE
+
 .float swing_prev;
 .entity swing_alreadyhit;
-.float shockwave_pelletstime;
-entity shockwave_hit[32];
-float shockwave_hit_damage[32];
-vector shockwave_hit_force[32];
-
-// LEGACY ATTACK MODE: Scattered bullets
-void W_Shockwave_Pellets(void)
-{
-       float sc;
-       entity flash;
-
-       W_DecreaseAmmo(ammo_shells, WEP_CVAR(shockwave, pellets_ammo), WEP_CVAR(shockwave, reload_ammo));
-
-       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("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR(shockwave, pellets_ammo));
-
-       // casing code
-       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();
-       setmodel(flash, "models/uziflash.md3"); // precision set below
-       flash.think = SUB_Remove;
-       flash.nextthink = time + 0.06;
-       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(flash, '5 0 0');
-}
+.float shockwave_blasttime;
+entity shockwave_hit[MAX_SHOCKWAVE_HITS];
+float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
+vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
 
 // MELEE ATTACK MODE
-void W_Shockwave_Melee_Think()
+void W_Shockwave_Melee_Think(void)
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -209,10 +153,12 @@ void W_Shockwave_Melee_Think()
                );
                
                // 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_customflash(targpos, 40,  2, '1 1 1');
+#endif
                
-               is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
+               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)  
@@ -280,7 +226,7 @@ void W_Shockwave_Melee_Think()
        }
 }
 
-void W_Shockwave_Melee()
+void W_Shockwave_Melee(void)
 {
        sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
@@ -369,10 +315,8 @@ float W_Shockwave_Attack_CheckHit(
 {
        if(!head) { return FALSE; }
        float i;
-
-       ++queue;
        
-       for(i = 1; i <= queue; ++i)
+       for(i = 0; i <= queue; ++i)
        {
                if(shockwave_hit[i] == head)
                {
@@ -388,7 +332,23 @@ float W_Shockwave_Attack_CheckHit(
        return TRUE;
 }
 
-void W_Shockwave_Attack()
+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);
+       WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
+       WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
+       WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
+       WriteByte(MSG_BROADCAST, num_for_edict(self));
+}
+
+void W_Shockwave_Attack(void)
 {
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
@@ -408,7 +368,7 @@ void W_Shockwave_Attack()
        //entity transform = WarpZone_trace_transform;
 
        // do the firing effect now
-       //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO
+       W_Shockwave_Send();
        Damage_DamageInfo(
                attack_hitpos,
                WEP_CVAR(shockwave, blast_splash_damage),
@@ -476,7 +436,7 @@ void W_Shockwave_Attack()
                                        );
 
                                // 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)
@@ -487,7 +447,7 @@ void W_Shockwave_Attack()
 
                                // 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(
@@ -558,10 +518,10 @@ void W_Shockwave_Attack()
 
                                // 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; }
+                               if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
 
                                #ifdef DEBUG_SHOCKWAVE
                                print(sprintf(
@@ -604,9 +564,8 @@ void W_Shockwave_Attack()
 
                        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); // WEAPONTODO: use the findradius function for this
 
-                       if((distance_to_target <= 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
@@ -620,7 +579,7 @@ void W_Shockwave_Attack()
                                );
                                multiplier_from_distance = (1 -
                                        (distance_to_hit ?
-                                               min(1, (distance_to_target / distance_to_end))
+                                               min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
                                                :
                                                0
                                        )
@@ -650,10 +609,10 @@ void W_Shockwave_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; }
+                               if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
 
                                #ifdef DEBUG_SHOCKWAVE
                                print(sprintf(
@@ -673,9 +632,9 @@ void W_Shockwave_Attack()
 
        for(i = 1; i <= queue; ++i)
        {
-               head = shockwave_hit[i];
-               final_force = shockwave_hit_force[i];
-               final_damage = shockwave_hit_damage[i];
+               head = shockwave_hit[i-1];
+               final_force = shockwave_hit_force[i-1];
+               final_damage = shockwave_hit_damage[i-1];
                
                Damage(
                        head,
@@ -686,7 +645,13 @@ void W_Shockwave_Attack()
                        head.origin,
                        final_force
                );
-               
+
+               if(accuracy_isgooddamage(self.realowner, head))
+               {
+                       print("wtf\n");
+                       accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, final_damage);
+               }
+
                #ifdef DEBUG_SHOCKWAVE
                print(sprintf(
                        "SHOCKWAVE by %s: damage = %f, force = %f.\n",
@@ -696,15 +661,14 @@ void W_Shockwave_Attack()
                ));
                #endif
                
-               shockwave_hit[i] = world;
-               shockwave_hit_force[i] = '0 0 0';
-               shockwave_hit_damage[i] = 0;
+               shockwave_hit[i-1] = world;
+               shockwave_hit_force[i-1] = '0 0 0';
+               shockwave_hit_damage[i-1] = 0;
        }
 }
 
 float W_Shockwave(float req)
 {
-       float ammo_amount;
        switch(req)
        {
                case WR_AIM:
@@ -718,50 +682,22 @@ float W_Shockwave(float req)
                }
                case WR_THINK:
                {
-                       if(WEP_CVAR(shockwave, reload_ammo) && self.clip_load < WEP_CVAR(shockwave, pellets_ammo)) // forced reload
+                       if(self.BUTTON_ATCK)
                        {
-                               // don't force reload an empty shockwave if its melee attack is active
-                               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(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
                                {
-                                       switch(WEP_CVAR(shockwave, primary))
+                                       if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_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:
-                                               {
-                                                       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;
-                                               }
+                                               W_Shockwave_Attack();
+                                               self.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
+                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
                                        }
                                }
-                               
-                               if(self.clip_load >= 0) // we are not currently reloading
+                       }
+                       else if(self.BUTTON_ATCK2)
+                       {
+                               //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...
@@ -774,29 +710,19 @@ float W_Shockwave(float req)
                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_model("models/weapons/g_shotgun.md3");
+                       precache_model("models/weapons/v_shotgun.md3");
+                       precache_model("models/weapons/h_shotgun.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:
-               {
-                       self.current_ammo = ammo_shells;
+                       precache_sound("weapons/lasergun_fire.wav");
+                       precache_sound("weapons/shotgun_melee.wav");
+                       SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
-               {
-                       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:
                {
-                       // melee attack is always available
+                       // shockwave has infinite ammo
                        return TRUE;
                }
                case WR_CONFIG:
@@ -804,11 +730,6 @@ float W_Shockwave(float req)
                        SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
                        return TRUE;
                }
-               case WR_RELOAD:
-               {
-                       W_Reload(WEP_CVAR(shockwave, pellets_ammo), "weapons/reload.wav");
-                       return TRUE;
-               }
                case WR_SUICIDEMESSAGE:
                {
                        return WEAPON_THINKING_WITH_PORTALS;
@@ -821,20 +742,141 @@ float W_Shockwave(float req)
                                return WEAPON_SHOCKWAVE_MURDER;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
+// WEAPONTODO: add client side settings for these
+const float SW_MAXALPHA = 0.5;
+const float SW_FADETIME = 0.4;
+const float SW_DISTTOMIN = 200;
+void Draw_Shockwave()
+{
+       // fading/removal control
+       float a = bound(0, (SW_MAXALPHA - ((time - self.sw_time) / SW_FADETIME)), SW_MAXALPHA);
+       if(a < ALPHA_MIN_VISIBLE) { remove(self); }
+
+       // WEAPONTODO: save this only once when creating the entity
+       vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
+
+       // WEAPONTODO: trace to find what we actually hit
+       vector endpos = (self.sw_shotorg + (self.sw_shotdir * self.sw_distance));
+
+       vectorvectors(self.sw_shotdir);
+       vector right = v_right; // save this for when we do makevectors later
+       vector up = v_up; // save this for when we do makevectors later
+
+       // WEAPONTODO: combine and simplify these calculations
+       vector min_end = ((self.sw_shotorg + (self.sw_shotdir * SW_DISTTOMIN)) + (up * self.sw_spread_min));
+       vector max_end = (endpos + (up * self.sw_spread_max));
+       float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - self.sw_shotdir);
+       float spread_to_max = vlen(normalize(max_end - min_end) - self.sw_shotdir);
+
+       vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
+       vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
+       float new_max_dist, new_min_dist;
+
+       vector deviation, angle = '0 0 0';
+       float counter, divisions = 20;
+       for(counter = 0; counter < divisions; ++counter)
+       {
+               // perfect circle effect lines
+               makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions));
+               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)));
+               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)));
+               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)
+               {
+                       first_min_end = new_min_end;
+                       first_max_end = new_max_end;
+               }
+
+               if(counter >= 1)
+               {
+                       // draw from shot origin to min spread radius
+                       R_BeginPolygon("", DRAWFLAG_NORMAL);
+                       R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+                       R_EndPolygon();
+
+                       // draw from min spread radius to max spread radius
+                       R_BeginPolygon("", DRAWFLAG_NORMAL);
+                       R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
+                       R_EndPolygon();
+               }
+
+               prev_min_end = new_min_end;
+               prev_max_end = new_max_end;
+
+               // last division only
+               if((counter + 1) == divisions)
+               {
+                       // draw from shot origin to min spread radius
+                       R_BeginPolygon("", DRAWFLAG_NORMAL);
+                       R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+                       R_EndPolygon();
+
+                       // draw from min spread radius to max spread radius
+                       R_BeginPolygon("", DRAWFLAG_NORMAL);
+                       R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
+                       R_EndPolygon();
+               }
+       }
+}
+
+void Net_ReadShockwaveParticle(void)
+{
+       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_distance = ReadShort();
+       shockwave.sw_spread_max = ReadByte();
+       shockwave.sw_spread_min = ReadByte();
+
+       shockwave.sv_entnum = ReadByte();
+
+       shockwave.sw_time = time;
+}
+
 float W_Shockwave(float req)
 {
        switch(req)
        {
                case WR_IMPACTEFFECT:
                {
-                       vector org2;
-                       org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
-                       return TRUE;
+                       // handled by Net_ReadShockwaveParticle
+                       //vector org2;
+                       //org2 = w_org + w_backoff * 2;
+                       //pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
+                       return FALSE;
                }
                case WR_INIT:
                {
@@ -843,8 +885,13 @@ float W_Shockwave(float req)
                        //precache_sound("weapons/ric3.wav");
                        return FALSE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif