#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ SHOCKWAVE,
-/* function */ W_Shockwave,
-/* ammotype */ ammo_none,
-/* impulse */ 2,
-/* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_LOW,
-/* color */ '0.5 0.25 0',
-/* model */ "shotgun",
-/* crosshair */ "gfx/crosshairshotgun",
-/* 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)
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)
weapon_defaultspawnfunc(WEP_SHOCKWAVE);
}
-#define MAX_SHOCKWAVE_HITS 10
+const float MAX_SHOCKWAVE_HITS = 10;
+//#define DEBUG_SHOCKWAVE
.float swing_prev;
.entity swing_alreadyhit;
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;
);
// 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)
}
}
-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);
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;
//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),
);
// 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(
// 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); }
// 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 = head.chain;
}
- for(i = 0; i <= queue; ++i)
+ 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,
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",
));
#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;
}
}
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)
+ 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:
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:
{
return FALSE;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#endif