X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_shockwave.qc;h=a051ec735a7d81dbcf35bf44fd13b6642fe0fdcc;hb=6c4f62990980e74d4a0963b7179c7c964f535398;hp=0f98789cc1cd0832b3421299fe7ff951230977e0;hpb=faee1b1e9a5c3069aa24df6458d87809cdea1889;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index 0f98789cc..a051ec735 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -1,166 +1,110 @@ #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