X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_shockwave.qc;h=236fadc32258ce9a3cae5e1a215ca4cfed6a7b84;hb=5c2b8d6a63d1a274fa3e474c33582196d604a833;hp=7ac25f2b9748afa3939d84c8c6e119ba2eaf6599;hpb=27df10dc4d7df0539ad7e4556d34b090c5d79645;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index 7ac25f2b9..236fadc32 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -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;