]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
No need for that extra prefix
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index bc47f7bc3b9187534e4a678f1a3e411af83cb27c..4528351a67b3a89e644b9617663f4cac28b426ed 100644 (file)
 #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
@@ -165,107 +207,489 @@ void shotgun_meleethink (void)
        }
 }
 
-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:
@@ -275,17 +699,16 @@ float w_shotgun(float req)
                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)
        {
@@ -293,25 +716,15 @@ float w_shotgun(float 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;