]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
More work on Shockwave/Blaster cleanup
authorSamual Lenks <samual@xonotic.org>
Wed, 11 Sep 2013 01:02:20 +0000 (21:02 -0400)
committerSamual Lenks <samual@xonotic.org>
Wed, 11 Sep 2013 01:02:20 +0000 (21:02 -0400)
qcsrc/common/weapons/w_blaster.qc
qcsrc/common/weapons/w_shockwave.qc

index f5cb9f772906f6cd24ba7fc3b9e3b7ba3ea9c8bd..eddcbae6fd012b1b52d11bc2965eca2db98f3c29 100644 (file)
@@ -15,8 +15,6 @@ REGISTER_WEAPON(
 void spawnfunc_weapon_laser() { weapon_defaultspawnfunc(WEP_LASER); }
 void(float imp) W_SwitchWeapon;
 void() W_LastWeapon;
-.float swing_prev;
-.entity swing_alreadyhit;
 
 void SendCSQCShockwaveParticle(vector endpos) 
 {
@@ -62,322 +60,6 @@ void W_Laser_Think()
        CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
 }
 
-
-float W_Laser_Shockwave_CheckSpread(vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
-{
-       float spreadlimit;
-       float distance_of_attack = vlen(sw_shotorg - attack_endpos);
-       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);
-       
-       if(spreadlimit && (distance_from_line <= spreadlimit) && ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90))
-               return bound(0, (distance_from_line / spreadlimit), 1);
-       else
-               return FALSE;
-}
-
-float W_Laser_Shockwave_IsVisible(entity head, vector nearest_on_line, vector sw_shotorg, vector attack_endpos)
-{
-       vector nearest_to_attacker = head.WarpZone_findradius_nearest;
-       vector center = (head.origin + (head.mins + head.maxs) * 0.5);
-       vector corner;
-       float i;
-
-       // STEP ONE: Check if the nearest point is clear
-       if(W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
-       {
-               WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
-               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_Laser_Shockwave_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
-       {
-               WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
-               if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
-       }
-
-       // STEP THREE: Check each corner to see if they are clear
-       for(i=1; i<=8; ++i)
-       {
-               corner = get_corner_position(head, i);
-               if(W_Laser_Shockwave_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
-               {
-                       WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
-                       if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
-               }
-       }
-
-       return FALSE;
-}
-
-#define PLAYER_CENTER(ent) (ent.origin + ((ent.classname == "player") ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
-
-entity shockwave_hit[32];
-float shockwave_hit_damage[32];
-vector shockwave_hit_force[32];
-
-float W_Laser_Shockwave_CheckHit(float queue, entity head, vector final_force, float final_damage)
-{
-       if not(head) { return FALSE; }
-       float i;
-
-       ++queue;
-       
-       for(i = 1; i <= queue; ++i)
-       {
-               if(shockwave_hit[i] == head)
-               {
-                       if(vlen(final_force) > vlen(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;
-               }
-       }
-
-       shockwave_hit[queue] = head;
-       shockwave_hit_force[queue] = final_force;
-       shockwave_hit_damage[queue] = final_damage;
-       return TRUE;
-}
-
-void W_Laser_Shockwave()
-{
-       // declarations
-       float multiplier, multiplier_from_accuracy, multiplier_from_distance;
-       float final_damage; //, final_spread;
-       vector final_force, center, vel;
-       entity head, next;
-
-       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));
-       WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
-       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
-       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_LASER, 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);
-       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))
-                       {
-                               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_LASER, 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");
-                       }
-                       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)));
-                               //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));
-
-                               if(W_Laser_Shockwave_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");
-                       }
-               }
-               head = next;
-       }
-
-       // cone damage trace
-       head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
-       while(head)
-       {
-               next = head.chain;
-               
-               if((head != self) && head.takedamage)
-               {
-                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
-                       center = PLAYER_CENTER(head);
-
-                       // find the closest point on the enemy to the center of the attack
-                       float ang; // angle between shotdir and h
-                       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);
-                       ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
-                       a = h * cos(ang);
-
-                       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
-
-                       if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance) 
-                               && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
-                       {
-                               multiplier_from_accuracy = (1 - W_Laser_Shockwave_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)));
-                               //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));
-
-                               if(W_Laser_Shockwave_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");
-                       }
-               }
-               head = next;
-       }
-
-       for(i = 1; i <= queue; ++i)
-       {
-               head = shockwave_hit[i];
-               final_force = shockwave_hit_force[i];
-               final_damage = shockwave_hit_damage[i];
-               
-               Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
-               print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
-               
-               shockwave_hit[i] = world;
-               shockwave_hit_force[i] = '0 0 0';
-               shockwave_hit_damage[i] = 0;
-       }
-       //print("queue was ", ftos(queue), ".\n\n");
-}
-
-void W_Laser_Melee_Think()
-{
-       // declarations
-       float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
-       entity target_victim;
-       vector targpos;
-
-       if(!self.cnt) // set start time of melee
-       {
-               self.cnt = time; 
-               W_PlayStrengthSound(self.realowner);
-       }
-
-       makevectors(self.realowner.v_angle); // update values for v_* vectors
-       
-       // calculate swing percentage based on time
-       meleetime = autocvar_g_balance_laser_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;
-       }
-       
-       // if okay, 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);
-               
-               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));
-               
-               // draw lightning beams for debugging
-               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');
-               
-               is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
-
-               if((trace_fraction < 1) // if trace is good, apply the damage and remove self
-                       && (trace_ent.takedamage == DAMAGE_AIM)  
-                       && (trace_ent != self.swing_alreadyhit)
-                       && (is_player || autocvar_g_balance_laser_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));
-                       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_LASER | 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_LASER, 0, swing_damage); }
-                       
-                       if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
-                       {
-                               self.swing_alreadyhit = target_victim;
-                               continue; // move along to next trace
-                       }
-                       else
-                       {
-                               remove(self);
-                               return;
-                       }
-               }
-       }
-       
-       if(time >= self.cnt + meleetime)
-       {
-               // melee is finished
-               remove(self);
-               return;
-       }
-       else
-       {
-               // set up next frame 
-               self.swing_prev = i;
-               self.nextthink = time;
-       }
-}
-
-void W_Laser_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);
-
-       entity meleetemp;
-       meleetemp = spawn();
-       meleetemp.owner = meleetemp.realowner = self;
-       meleetemp.think = W_Laser_Melee_Think;
-       meleetemp.nextthink = time + autocvar_g_balance_laser_melee_delay * W_WeaponRateFactor();
-       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_melee_damage, autocvar_g_balance_laser_melee_range);
-}
-
 void W_Laser_Attack(float issecondary)
 {
        entity missile;
index 534843bf581061159bc2c9d837f1943693af3701..7ac25f2b9748afa3939d84c8c6e119ba2eaf6599 100644 (file)
@@ -1,7 +1,7 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
 /* WEP_##id */ SHOCKWAVE,
-/* function */ w_shockwave,
+/* function */ W_Shockwave,
 /* ammotype */ IT_SHELLS,
 /* impulse  */ 2,
 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
@@ -22,8 +22,14 @@ void spawnfunc_weapon_shockwave()
        }
        weapon_defaultspawnfunc(WEP_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;
@@ -36,13 +42,13 @@ void W_Shockwave_Pellets(void)
        float bulletconstant;
        entity flash;
 
-       ammoamount = autocvar_g_balance_shockwave_primary_ammo;
-       bullets = autocvar_g_balance_shockwave_primary_bullets;
-       d = autocvar_g_balance_shockwave_primary_damage;
-       f = autocvar_g_balance_shockwave_primary_force;
-       spread = autocvar_g_balance_shockwave_primary_spread;
-       bulletspeed = autocvar_g_balance_shockwave_primary_speed;
-       bulletconstant = autocvar_g_balance_shockwave_primary_bulletconstant;
+       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);
 
@@ -51,7 +57,7 @@ void W_Shockwave_Pellets(void)
                fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOCKWAVE, 0, 1, bulletconstant);
        endFireBallisticBullet();
 
-       pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shockwave_primary_ammo);
+       pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shockwave_pellets_ammo);
 
        // casing code
        if (autocvar_g_casings >= 1)
@@ -67,9 +73,8 @@ void W_Shockwave_Pellets(void)
        W_AttachToShotorg(flash, '5 0 0');
 }
 
-.float swing_prev;
-.entity swing_alreadyhit;
-void shockwave_meleethink (void)
+// MELEE ATTACK MODE
+void W_Shockwave_Melee_Think()
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -85,12 +90,12 @@ void shockwave_meleethink (void)
        makevectors(self.realowner.v_angle); // update values for v_* vectors
        
        // calculate swing percentage based on time
-       meleetime = autocvar_g_balance_shockwave_secondary_melee_time * W_WeaponRateFactor();
+       meleetime = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor();
        swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
-       f = ((1 - swing) * autocvar_g_balance_shockwave_secondary_melee_traces);
+       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_shockwave_secondary_melee_no_doubleslap)
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_melee_no_doubleslap)
        {
                remove(self);
                return;
@@ -99,46 +104,43 @@ void shockwave_meleethink (void)
        // if okay, perform the traces needed for this frame 
        for(i=self.swing_prev; i < f; ++i)
        {
-               swing_factor = ((1 - (i / autocvar_g_balance_shockwave_secondary_melee_traces)) * 2 - 1);
+               swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1);
                
                targpos = (self.realowner.origin + self.realowner.view_ofs 
-                       + (v_forward * autocvar_g_balance_shockwave_secondary_melee_range)
-                       + (v_up * swing_factor * autocvar_g_balance_shockwave_secondary_melee_swing_up)
-                       + (v_right * swing_factor * autocvar_g_balance_shockwave_secondary_melee_swing_side));
+                       + (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, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
+               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); 
-               //te_customflash(targpos, 40,  2, '1 1 1');
+               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');
                
-               is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
+               is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
 
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self
                        && (trace_ent.takedamage == DAMAGE_AIM)  
                        && (trace_ent != self.swing_alreadyhit)
-                       && (is_player || autocvar_g_balance_shockwave_secondary_melee_nonplayerdamage))
+                       && (is_player || autocvar_g_balance_laser_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_shockwave_secondary_damage * min(1, swing_factor + 1));
+                               swing_damage = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1));
                        else
-                               swing_damage = (autocvar_g_balance_shockwave_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+                               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_shockwave_secondary_force);
+                               v_forward * autocvar_g_balance_laser_melee_force);
                                
                        if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
-                               
-                       // draw large red flash for debugging
-                       //te_customflash(targpos, 200, 2, '15 0 0');
                        
-                       if(autocvar_g_balance_shockwave_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+                       if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
                        {
                                self.swing_alreadyhit = target_victim;
                                continue; // move along to next trace
@@ -165,24 +167,240 @@ void shockwave_meleethink (void)
        }
 }
 
-void W_Shockwave_Attack2 (void)
+void W_Shockwave_Melee()
 {
-       sound (self, CH_WEAPON_A, "weapons/shockwave_melee.wav", VOL_BASE, ATTEN_NORM);
-       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shockwave_secondary_animtime, w_ready);
+       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);
 
        entity meleetemp;
        meleetemp = spawn();
-       meleetemp.realowner = self;
-       meleetemp.think = shockwave_meleethink;
-       meleetemp.nextthink = time + autocvar_g_balance_shockwave_secondary_melee_delay * W_WeaponRateFactor();
-       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shockwave_secondary_damage, autocvar_g_balance_shockwave_secondary_melee_range);
+       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);
+}
+
+// SHOCKWAVE ATTACK MODE
+float W_Shockwave_Attack_CheckSpread(
+       vector targetorg,
+       vector nearest_on_line,
+       vector sw_shotorg,
+       vector attack_endpos)
+{
+       float spreadlimit;
+       float distance_of_attack = vlen(sw_shotorg - attack_endpos);
+       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);
+       
+       if(
+               (spreadlimit && (distance_from_line <= spreadlimit))
+               &&
+               ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)
+       )
+               { return bound(0, (distance_from_line / spreadlimit), 1); }
+       else
+               { return FALSE; }
 }
 
-void spawnfunc_weapon_shockwave(); // defined in t_items.qc
+float W_Shockwave_Attack_IsVisible(
+       entity head,
+       vector nearest_on_line,
+       vector sw_shotorg,
+       vector attack_endpos)
+{
+       vector nearest_to_attacker = head.WarpZone_findradius_nearest;
+       vector center = (head.origin + (head.mins + head.maxs) * 0.5);
+       vector corner;
+       float i;
+
+       // 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);
+               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);
+               if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
+       }
 
-.float shockwave_primarytime;
+       // STEP THREE: Check each corner to see if they are clear
+       for(i=1; i<=8; ++i)
+       {
+               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);
+                       if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
+               }
+       }
+
+       return FALSE;
+}
+
+float W_Shockwave_Attack_CheckHit(
+       float queue,
+       entity head,
+       vector final_force,
+       float final_damage)
+{
+       if not(head) { return FALSE; }
+       float i;
+
+       ++queue;
+       
+       for(i = 1; i <= queue; ++i)
+       {
+               if(shockwave_hit[i] == head)
+               {
+                       if(vlen(final_force) > vlen(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;
+               }
+       }
+
+       shockwave_hit[queue] = head;
+       shockwave_hit_force[queue] = final_force;
+       shockwave_hit_damage[queue] = final_damage;
+       return TRUE;
+}
+
+void W_Shockwave_Attack()
+{
+       // declarations
+       float multiplier, multiplier_from_accuracy, multiplier_from_distance;
+       float final_damage; //, final_spread;
+       vector final_force, center, vel;
+       entity head, next;
+
+       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));
+       WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
+       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
+       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);
+
+       // 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);
+       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))
+                       {
+                               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");
+                       }
+                       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)));
+                               //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));
+
+                               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");
+                       }
+               }
+               head = next;
+       }
+
+       // cone damage trace
+       head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
+       while(head)
+       {
+               next = head.chain;
+               
+               if((head != self) && head.takedamage)
+               {
+                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
+                       center = CENTER_OR_VIEWOFS(head);
+
+                       // find the closest point on the enemy to the center of the attack
+                       float ang; // angle between shotdir and h
+                       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);
+                       ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
+                       a = h * cos(ang);
+
+                       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
+
+                       if((distance_to_target <= autocvar_g_balance_laser_shockwave_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)));
+                               //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));
+
+                               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");
+                       }
+               }
+               head = next;
+       }
+
+       for(i = 1; i <= queue; ++i)
+       {
+               head = shockwave_hit[i];
+               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");
+               
+               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 W_Shockwave(float req)
 {
        float ammo_amount;
        
@@ -197,30 +415,30 @@ float w_shockwave(float req)
                                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_primary_speed, 0, 0.001, FALSE);
+                                       self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shockwave_pellets_speed, 0, 0.001, FALSE);
                        }
                        
                        return TRUE;
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_shockwave_reload_ammo && self.clip_load < autocvar_g_balance_shockwave_primary_ammo) // forced reload
+                       if(autocvar_g_balance_shockwave_reload_ammo && self.clip_load < autocvar_g_balance_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_primary_ammo)
+                               if not(autocvar_g_balance_shockwave_secondary && self.ammo_shells < autocvar_g_balance_shockwave_pellets_ammo)
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else
                        {
                                if (self.BUTTON_ATCK)
                                {
-                                       if (time >= self.shockwave_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                                       if (time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
                                        {
-                                               if(weapon_prepareattack(0, autocvar_g_balance_shockwave_primary_animtime))
+                                               if(weapon_prepareattack(0, autocvar_g_balance_shockwave_pellets_animtime))
                                                {
                                                        W_Shockwave_Attack();
-                                                       self.shockwave_primarytime = time + autocvar_g_balance_shockwave_primary_refire * W_WeaponRateFactor();
-                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shockwave_primary_animtime, w_ready);
+                                                       self.shockwave_pelletstime = time + autocvar_g_balance_shockwave_pellets_refire * W_WeaponRateFactor();
+                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shockwave_pellets_animtime, w_ready);
                                                }
                                        }
                                }
@@ -231,7 +449,7 @@ float w_shockwave(float req)
                        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_Attack2);
+                               weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
                        }
                        
                        return TRUE;
@@ -254,8 +472,8 @@ float w_shockwave(float req)
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_shells >= autocvar_g_balance_shockwave_primary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= autocvar_g_balance_shockwave_primary_ammo;
+                       ammo_amount = self.ammo_shells >= autocvar_g_balance_shockwave_pellets_ammo;
+                       ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= autocvar_g_balance_shockwave_pellets_ammo;
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
@@ -265,7 +483,7 @@ float w_shockwave(float req)
                }
                case WR_RELOAD:
                {
-                       W_Reload(autocvar_g_balance_shockwave_primary_ammo, "weapons/reload.wav");
+                       W_Reload(autocvar_g_balance_shockwave_pellets_ammo, "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -285,7 +503,7 @@ float w_shockwave(float req)
 #endif
 #ifdef CSQC
 .float prevric;
-float w_shockwave(float req)
+float W_Shockwave(float req)
 {
        switch(req)
        {