#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ SHOTGUN,
-/* function */ w_shotgun,
-/* ammotype */ IT_SHELLS,
+/* WEP_##id */ SHOCKWAVE,
+/* function */ W_Shockwave,
+/* ammotype */ ammo_none,
/* impulse */ 2,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN,
/* rating */ BOT_PICKUP_RATING_LOW,
/* model */ "shotgun",
-/* netname */ "shotgun",
-/* fullname */ _("Shotgun")
+/* 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, 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)
+
+#ifdef SVQC
+SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_shotgun()
+void spawnfunc_weapon_shockwave()
{
+ //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weapon_defaultspawnfunc(WEP_UZI);
return;
}
- weapon_defaultspawnfunc(WEP_SHOTGUN);
-}
-
-
-void W_Shotgun_Attack (void)
-{
- float sc;
- float ammoamount;
- float bullets;
- float d;
- float f;
- float spread;
- float bulletspeed;
- float bulletconstant;
- entity flash;
-
- ammoamount = autocvar_g_balance_shotgun_primary_ammo;
- bullets = autocvar_g_balance_shotgun_primary_bullets;
- d = autocvar_g_balance_shotgun_primary_damage;
- f = autocvar_g_balance_shotgun_primary_force;
- spread = autocvar_g_balance_shotgun_primary_spread;
- bulletspeed = autocvar_g_balance_shotgun_primary_speed;
- bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
-
- W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
-
- W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_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_SHOTGUN, 0, 1, bulletconstant);
- endFireBallisticBullet();
-
- pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_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);
-
- // 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');
+ weapon_defaultspawnfunc(WEP_SHOCKWAVE);
}
.float swing_prev;
.entity swing_alreadyhit;
-void shotgun_meleethink (void)
+.float shockwave_blasttime;
+entity shockwave_hit[32];
+float shockwave_hit_damage[32];
+vector shockwave_hit_force[32];
+
+// MELEE ATTACK MODE
+void W_Shockwave_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
+ // 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_shotgun_secondary_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_shotgun_secondary_melee_traces);
-
- // check to see if we can still continue, otherwise give up now
- if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_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_shotgun_secondary_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_shotgun_secondary_melee_range)
- + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
- + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
+ + (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, 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
+ 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_shotgun_secondary_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_shotgun_secondary_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_shotgun_secondary_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_SHOTGUN | HITTYPE_SECONDARY,
- self.realowner.origin + self.realowner.view_ofs,
- v_forward * autocvar_g_balance_shotgun_secondary_force);
-
- if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
-
- // draw large red flash for debugging
- //te_customflash(targpos, 200, 2, '15 0 0');
-
- if(autocvar_g_balance_shotgun_secondary_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
}
}
-void W_Shotgun_Attack2 (void)
+void W_Shockwave_Melee()
{
- sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
+ sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
entity meleetemp;
meleetemp = spawn();
- meleetemp.realowner = self;
- meleetemp.think = shotgun_meleethink;
- meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
- W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
+ meleetemp.owner = meleetemp.realowner = self;
+ meleetemp.think = W_Shockwave_Melee_Think;
+ 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
+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 =
+ (
+ (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
+ +
+ (WEP_CVAR(shockwave, blast_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_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
+ }
+
+ // 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;
}
-void spawnfunc_weapon_shotgun(); // defined in t_items.qc
+float W_Shockwave_Attack_CheckHit(
+ float queue,
+ entity head,
+ vector final_force,
+ float final_damage)
+{
+ if(!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;
+ }
+ }
-.float shotgun_primarytime;
+ shockwave_hit[queue] = head;
+ shockwave_hit_force[queue] = final_force;
+ shockwave_hit_damage[queue] = final_damage;
+ return TRUE;
+}
-float w_shotgun(float req)
+void W_Shockwave_Attack()
{
- float ammo_amount;
+ // declarations
+ float multiplier, multiplier_from_accuracy, multiplier_from_distance;
+ float final_damage;
+ vector final_force, center, vel;
+ entity head;
+
+ float i, queue = 0;
+ // set up the shot direction
+ 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);
+ float distance_to_hit = vlen(w_shotorg - attack_hitpos);
+ //entity transform = WarpZone_trace_transform;
+
+ // do the firing effect now
+ //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(
+ WEP_CVAR(shockwave, blast_splash_radius),
+ WEP_CVAR(shockwave, blast_jump_radius)
+ ),
+ FALSE
+ );
+
+ while(head)
+ {
+ if(head.takedamage)
+ {
+ float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
+
+ if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
+ {
+ // ========================
+ // 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 <= 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)));
+
+ // 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; }
+
+ #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 = head.chain;
+ }
+
+ // cone damage trace
+ head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE);
+ while(head)
+ {
+ 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);
+
+ // 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);
+ // 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); // WEAPONTODO: use the findradius function for this
+
+ if((distance_to_target <= 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
+ 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)));
+
+ // 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; }
+
+ #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 = head.chain;
+ }
+
+ 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
+ );
+
+ #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;
+ }
+}
+
+float W_Shockwave(float req)
+{
switch(req)
{
case WR_AIM:
{
- if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_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_shotgun_primary_speed, 0, 0.001, FALSE);
- }
+ { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
return TRUE;
}
case WR_THINK:
{
- if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
- {
- // don't force reload an empty shotgun if its melee attack is active
- if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
- WEP_ACTION(self.weapon, WR_RELOAD);
- }
- else
+ if(self.BUTTON_ATCK)
{
- if (self.BUTTON_ATCK)
+ if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
{
- if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime)))
{
- if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
- {
- W_Shotgun_Attack();
- self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
- }
+ 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
- if (!self.crouch) // no crouchmelee please
- if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
- if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
+ else if(self.BUTTON_ATCK2)
{
- // attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+ //if(self.clip_load >= 0) // we are not currently reloading
+ if(!self.crouch) // no crouchmelee please
+ 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_shotgun.md3");
- precache_model ("models/weapons/v_shotgun.md3");
- precache_model ("models/weapons/h_shotgun.iqm");
- precache_sound ("misc/itempickup.wav");
- precache_sound ("weapons/shotgun_fire.wav");
- precache_sound ("weapons/shotgun_melee.wav");
- return TRUE;
- }
- case WR_SETUP:
- {
- self.current_ammo = ammo_shells;
+ 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_CHECKAMMO1:
- {
- ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
- return ammo_amount;
- }
case WR_CHECKAMMO2:
{
- // melee attack is always available
+ // shockwave has infinite ammo
return TRUE;
}
- case WR_RELOAD:
+ case WR_CONFIG:
{
- W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
+ SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_SUICIDEMESSAGE:
case WR_KILLMESSAGE:
{
if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SHOTGUN_MURDER_SLAP;
+ return WEAPON_SHOCKWAVE_MURDER_SLAP;
else
- return WEAPON_SHOTGUN_MURDER;
+ return WEAPON_SHOCKWAVE_MURDER;
}
}
return TRUE;
}
#endif
#ifdef CSQC
-.float prevric;
-float w_shotgun(float req)
+float W_Shockwave(float req)
{
switch(req)
{
{
vector org2;
org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum("shotgun_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, ATTN_NORM);
- else if(w_random < 0.033)
- sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
- else if(w_random < 0.05)
- sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
- self.prevric = time;
- }
+ pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
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;