+#include "shockwave.qh"
#ifndef IMPLEMENTATION
CLASS(Shockwave, Weapon)
-/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none)
-/* impulse */ ATTRIB(Shockwave, impulse, int, 2)
-/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED);
+/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none);
+/* impulse */ ATTRIB(Shockwave, impulse, int, 2);
+/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC);
/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
#endif
/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");
/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
-/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshotgun");
+/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave");
/* refname */ ATTRIB(Shockwave, netname, string, "shockwave");
/* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
{
//if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
+ if(this.classname != "droppedweapon")
{
weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
return;
vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
// MELEE ATTACK MODE
-void W_Shockwave_Melee_Think()
-{SELFPARAM();
+void W_Shockwave_Melee_Think(entity this)
+{
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
entity target_victim;
vector targpos;
// check to see if we can still continue, otherwise give up now
- if(IS_DEAD(self.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap))
+ if(IS_DEAD(this.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap))
{
- remove(self);
+ delete(this);
return;
}
// set start time of melee
- if(!self.cnt)
+ if(!this.cnt)
{
- self.cnt = time;
- W_PlayStrengthSound(self.realowner);
+ this.cnt = time;
+ W_PlayStrengthSound(this.realowner);
}
// update values for v_* vectors
- makevectors(self.realowner.v_angle);
+ makevectors(this.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);
+ meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor(this.realowner);
+ swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
// perform the traces needed for this frame
- for(i=self.swing_prev; i < f; ++i)
+ for(i=this.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 = (this.realowner.origin + this.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)));
WarpZone_traceline_antilag(
- self.realowner,
- (self.realowner.origin + self.realowner.view_ofs),
+ this.realowner,
+ (this.realowner.origin + this.realowner.view_ofs),
targpos,
false,
- self.realowner,
- ANTILAG_LATENCY(self.realowner)
+ this.realowner,
+ ANTILAG_LATENCY(this.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(NULL, targpos, this.realowner.origin + this.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" || IS_MONSTER(trace_ent));
- if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
+ if((trace_fraction < 1) // if trace is good, apply the damage and remove this if necessary
&& (trace_ent.takedamage == DAMAGE_AIM)
- && (trace_ent != self.swing_alreadyhit)
+ && (trace_ent != this.swing_alreadyhit)
&& (is_player || WEP_CVAR(shockwave, melee_nonplayerdamage)))
{
target_victim = trace_ent; // so it persists through other calls
// trigger damage with this calculated info
Damage(
target_victim,
- self.realowner,
- self.realowner,
+ this.realowner,
+ this.realowner,
swing_damage,
(WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY),
- (self.realowner.origin + self.realowner.view_ofs),
+ (this.realowner.origin + this.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.m_id, 0, swing_damage); }
+ if(accuracy_isgooddamage(this.realowner, target_victim))
+ { accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
#ifdef DEBUG_SHOCKWAVE
LOG_INFO(sprintf(
"MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
- self.realowner.netname,
+ this.realowner.netname,
target_victim.netname,
swing_damage,
swing_factor,
// allow multiple hits with one swing, but not against the same player twice
if(WEP_CVAR(shockwave, melee_multihit))
{
- self.swing_alreadyhit = target_victim;
+ this.swing_alreadyhit = target_victim;
continue; // move along to next trace
}
else
{
- remove(self);
+ delete(this);
return;
}
}
}
- if(time >= self.cnt + meleetime)
+ if(time >= this.cnt + meleetime)
{
// melee is finished
- remove(self);
+ delete(this);
return;
}
else
{
// set up next frame
- self.swing_prev = i;
- self.nextthink = time;
+ this.swing_prev = i;
+ this.nextthink = time;
}
}
sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
- entity meleetemp = new(meleetemp);
- make_pure(meleetemp);
+ entity meleetemp = new_pure(meleetemp);
meleetemp.owner = meleetemp.realowner = actor;
- meleetemp.think = W_Shockwave_Melee_Think;
- meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
- W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
+ setthink(meleetemp, W_Shockwave_Melee_Think);
+ meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(actor);
+ W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
}
// SHOCKWAVE ATTACK MODE
}
float W_Shockwave_Attack_IsVisible(
+ entity actor,
entity head,
vector nearest_on_line,
vector sw_shotorg,
vector attack_endpos)
-{SELFPARAM();
+{
vector nearest_to_attacker = head.WarpZone_findradius_nearest;
vector center = (head.origin + (head.mins + head.maxs) * 0.5);
vector corner;
// STEP ONE: Check if the nearest point is clear
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);
+ WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, actor);
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);
+ WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, actor);
if(trace_fraction == 1) { return true; } // yes, the center point is clear and we can allow the damage
}
corner = get_corner_position(head, i);
if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
{
- WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
+ WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, actor);
if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage
}
}
{
if(shockwave_hit[i] == head)
{
- if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
+ if(vlen2(final_force) > vlen2(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 true;
}
-void W_Shockwave_Send()
-{SELFPARAM();
+void W_Shockwave_Send(entity actor)
+{
WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
WriteCoord(MSG_BROADCAST, w_shotorg.x);
WriteCoord(MSG_BROADCAST, w_shotorg.y);
WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
- WriteByte(MSG_BROADCAST, etof(self));
+ WriteByte(MSG_BROADCAST, etof(actor));
}
-void W_Shockwave_Attack()
-{SELFPARAM();
+void W_Shockwave_Attack(entity actor, .entity weaponentity)
+{
// declarations
float multiplier, multiplier_from_accuracy, multiplier_from_distance;
float final_damage;
float i, queue = 0;
// set up the shot direction
- W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+ W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
- WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
+ WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor);
vector attack_hitpos = trace_endpos;
float distance_to_end = vlen(w_shotorg - attack_endpos);
float distance_to_hit = vlen(w_shotorg - attack_hitpos);
//entity transform = WarpZone_trace_transform;
// do the firing effect now
- W_Shockwave_Send();
+ W_Shockwave_Send(actor);
Damage_DamageInfo(
attack_hitpos,
WEP_CVAR(shockwave, blast_splash_damage),
w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
WEP_SHOCKWAVE.m_id,
0,
- self
+ actor
);
// splash damage/jumping trace
false
);
+ float lag = ANTILAG_LATENCY(actor);
+ if(lag < 0.001)
+ lag = 0;
+ if (!IS_REAL_CLIENT(actor))
+ lag = 0;
+ if(autocvar_g_antilag == 0 || actor.cvar_cl_noantilag)
+ lag = 0; // only do hitscan, but no antilag
+ if(lag)
+ {
+ FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_takeback(it, CS(it), time - lag));
+ IL_EACH(g_monsters, it != actor,
+ {
+ antilag_takeback(it, it, time - lag);
+ });
+ }
+
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)))
+ if((head == actor) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
{
// ========================
// BLAST JUMP CALCULATION
// trigger damage with this calculated info
Damage(
head,
- self,
- self,
+ actor,
+ actor,
final_damage,
WEP_SHOCKWAVE.m_id,
head.origin,
// 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)));
+ //te_lightning2(NULL, attack_hitpos, (attack_hitpos + (final_force * 200)));
// now multiply the direction by force units
final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), false);
while(head)
{
- if((head != self) && head.takedamage)
+ if((head != actor) && head.takedamage)
{
// ========================
// BLAST CONE CALCULATION
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);
- a = h * (normalize(center - self.origin) * w_shotdir);
+ h = vlen(center - actor.origin);
+ a = h * (normalize(center - actor.origin) * w_shotdir);
// 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);
- if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
- && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
+ if((vdist(head.WarpZone_findradius_dist, <=, WEP_CVAR(shockwave, blast_distance)))
+ && (W_Shockwave_Attack_IsVisible(actor, head, nearest_on_line, w_shotorg, attack_endpos)))
{
// calculate importance of distance and accuracy for this attack
multiplier_from_accuracy = (1 -
// 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)));
+ //te_lightning2(NULL, nearest_on_line, (attack_hitpos + (final_force * 200)));
// now multiply the direction by force units
final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
Damage(
head,
- self,
- self,
+ actor,
+ actor,
final_damage,
WEP_SHOCKWAVE.m_id,
head.origin,
final_force
);
- if(accuracy_isgooddamage(self.realowner, head))
- {
- LOG_INFO("wtf\n");
- accuracy_add(self.realowner, WEP_SHOCKWAVE.m_id, 0, final_damage);
- }
+ if(accuracy_isgooddamage(actor, head))
+ accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage);
#ifdef DEBUG_SHOCKWAVE
LOG_INFO(sprintf(
"SHOCKWAVE by %s: damage = %f, force = %f.\n",
- self.netname,
+ actor.netname,
final_damage,
vlen(final_force)
));
#endif
- shockwave_hit[i-1] = world;
+ shockwave_hit[i-1] = NULL;
shockwave_hit_force[i-1] = '0 0 0';
shockwave_hit_damage[i-1] = 0;
}
+
+ if(lag)
+ {
+ FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_restore(it, CS(it)));
+ IL_EACH(g_monsters, it != actor,
+ {
+ antilag_restore(it, it);
+ });
+ }
}
-METHOD(Shockwave, wr_aim, void(entity thiswep))
+METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor))
{
- if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
- { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false); }
+ if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR(shockwave, melee_range)))
+ { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false); }
else
- { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false); }
+ { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false); }
}
METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
{
- W_Shockwave_Attack();
- actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
+ W_Shockwave_Attack(actor, weaponentity);
+ actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
}
}
else if(fire & 2)
{
//if(actor.clip_load >= 0) // we are not currently reloading
- if(!actor.crouch) // no crouchmelee please
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
}
}
}
-METHOD(Shockwave, wr_checkammo1, bool(entity thiswep))
+METHOD(Shockwave, wr_checkammo1, bool(entity thiswep, entity actor))
{
return true; // infinite ammo
}
-METHOD(Shockwave, wr_checkammo2, bool(entity thiswep))
+METHOD(Shockwave, wr_checkammo2, bool(entity thiswep, entity actor))
{
// shockwave has infinite ammo
return true;
{
// fading/removal control
float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA);
- if(a < ALPHA_MIN_VISIBLE) { remove(this); }
+ if(a < ALPHA_MIN_VISIBLE) { delete(this); }
// WEAPONTODO: save this only once when creating the entity
vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));
deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
new_min_dist = SW_DISTTOMIN;
new_min_end = (this.sw_shotorg + (deviation * new_min_dist));
- //te_lightning2(world, new_min_end, this.sw_shotorg);
+ //te_lightning2(NULL, new_min_end, this.sw_shotorg);
// then calculate spread_to_max effect
deviation = angle * spread_to_max;
deviation = ((this.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);
+ //te_lightning2(NULL, new_end, prev_min_end);
if(counter == 0)
entity shockwave;
shockwave = spawn();
shockwave.draw = Draw_Shockwave;
+ IL_PUSH(g_drawables, shockwave);
shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
shockwave.sw_time = time;
}
-METHOD(Shockwave, wr_impacteffect, void(entity thiswep))
+METHOD(Shockwave, wr_impacteffect, void(entity thiswep, entity actor))
{
// handled by Net_ReadShockwaveParticle
//vector org2;