3 /* WEP_##id */ SHOCKWAVE,
4 /* function */ W_Shockwave,
5 /* ammotype */ ammo_none,
7 /* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_LOW,
9 /* color */ '0.5 0.25 0',
10 /* model */ "shotgun",
11 /* netname */ "shockwave",
12 /* fullname */ _("Shockwave")
15 #define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
16 #define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17 w_cvar(id, sn, NONE, blast_animtime) \
18 w_cvar(id, sn, NONE, blast_damage) \
19 w_cvar(id, sn, NONE, blast_distance) \
20 w_cvar(id, sn, NONE, blast_edgedamage) \
21 w_cvar(id, sn, NONE, blast_force) \
22 w_cvar(id, sn, NONE, blast_force_forwardbias) \
23 w_cvar(id, sn, NONE, blast_force_zscale) \
24 w_cvar(id, sn, NONE, blast_jump_damage) \
25 w_cvar(id, sn, NONE, blast_jump_edgedamage) \
26 w_cvar(id, sn, NONE, blast_jump_force) \
27 w_cvar(id, sn, NONE, blast_jump_force_velocitybias) \
28 w_cvar(id, sn, NONE, blast_jump_force_zscale) \
29 w_cvar(id, sn, NONE, blast_jump_multiplier_accuracy) \
30 w_cvar(id, sn, NONE, blast_jump_multiplier_distance) \
31 w_cvar(id, sn, NONE, blast_jump_multiplier_min) \
32 w_cvar(id, sn, NONE, blast_jump_radius) \
33 w_cvar(id, sn, NONE, blast_multiplier_accuracy) \
34 w_cvar(id, sn, NONE, blast_multiplier_distance) \
35 w_cvar(id, sn, NONE, blast_multiplier_min) \
36 w_cvar(id, sn, NONE, blast_refire) \
37 w_cvar(id, sn, NONE, blast_splash_damage) \
38 w_cvar(id, sn, NONE, blast_splash_edgedamage) \
39 w_cvar(id, sn, NONE, blast_splash_force) \
40 w_cvar(id, sn, NONE, blast_splash_force_forwardbias) \
41 w_cvar(id, sn, NONE, blast_splash_multiplier_accuracy) \
42 w_cvar(id, sn, NONE, blast_splash_multiplier_distance) \
43 w_cvar(id, sn, NONE, blast_splash_multiplier_min) \
44 w_cvar(id, sn, NONE, blast_splash_radius) \
45 w_cvar(id, sn, NONE, blast_spread_max) \
46 w_cvar(id, sn, NONE, blast_spread_min) \
47 w_cvar(id, sn, NONE, melee_animtime) \
48 w_cvar(id, sn, NONE, melee_damage) \
49 w_cvar(id, sn, NONE, melee_delay) \
50 w_cvar(id, sn, NONE, melee_force) \
51 w_cvar(id, sn, NONE, melee_multihit) \
52 w_cvar(id, sn, NONE, melee_no_doubleslap) \
53 w_cvar(id, sn, NONE, melee_nonplayerdamage) \
54 w_cvar(id, sn, NONE, melee_range) \
55 w_cvar(id, sn, NONE, melee_refire) \
56 w_cvar(id, sn, NONE, melee_swing_side) \
57 w_cvar(id, sn, NONE, melee_swing_up) \
58 w_cvar(id, sn, NONE, melee_time) \
59 w_cvar(id, sn, NONE, melee_traces) \
60 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
61 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
62 w_prop(id, sn, string, weaponreplace, weaponreplace) \
63 w_prop(id, sn, float, weaponstart, weaponstart) \
64 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
67 SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
71 void spawnfunc_weapon_shockwave()
73 //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
74 if(autocvar_sv_q3acompat_machineshotgunswap)
75 if(self.classname != "droppedweapon")
77 weapon_defaultspawnfunc(WEP_MACHINEGUN);
80 weapon_defaultspawnfunc(WEP_SHOCKWAVE);
83 #define MAX_SHOCKWAVE_HITS 10
86 .entity swing_alreadyhit;
87 .float shockwave_blasttime;
88 entity shockwave_hit[MAX_SHOCKWAVE_HITS];
89 float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
90 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
93 void W_Shockwave_Melee_Think()
96 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
100 // check to see if we can still continue, otherwise give up now
101 if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap))
107 // set start time of melee
111 W_PlayStrengthSound(self.realowner);
114 // update values for v_* vectors
115 makevectors(self.realowner.v_angle);
117 // calculate swing percentage based on time
118 meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor();
119 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
120 f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
122 // perform the traces needed for this frame
123 for(i=self.swing_prev; i < f; ++i)
125 swing_factor = ((1 - (i / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
127 targpos = (self.realowner.origin + self.realowner.view_ofs
128 + (v_forward * WEP_CVAR(shockwave, melee_range))
129 + (v_up * swing_factor * WEP_CVAR(shockwave, melee_swing_up))
130 + (v_right * swing_factor * WEP_CVAR(shockwave, melee_swing_side)));
132 WarpZone_traceline_antilag(
134 (self.realowner.origin + self.realowner.view_ofs),
138 ANTILAG_LATENCY(self.realowner)
141 // draw lightning beams for debugging
142 te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
143 te_customflash(targpos, 40, 2, '1 1 1');
145 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
147 if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
148 && (trace_ent.takedamage == DAMAGE_AIM)
149 && (trace_ent != self.swing_alreadyhit)
150 && (is_player || WEP_CVAR(shockwave, melee_nonplayerdamage)))
152 target_victim = trace_ent; // so it persists through other calls
154 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught
155 swing_damage = (WEP_CVAR(shockwave, melee_damage) * min(1, swing_factor + 1));
157 swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage) * min(1, swing_factor + 1));
159 // trigger damage with this calculated info
165 (WEP_SHOCKWAVE | HITTYPE_SECONDARY),
166 (self.realowner.origin + self.realowner.view_ofs),
167 (v_forward * WEP_CVAR(shockwave, melee_force))
171 if(accuracy_isgooddamage(self.realowner, target_victim))
172 { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
174 #ifdef DEBUG_SHOCKWAVE
176 "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
177 self.realowner.netname,
178 target_victim.netname,
185 // allow multiple hits with one swing, but not against the same player twice
186 if(WEP_CVAR(shockwave, melee_multihit))
188 self.swing_alreadyhit = target_victim;
189 continue; // move along to next trace
199 if(time >= self.cnt + meleetime)
209 self.nextthink = time;
213 void W_Shockwave_Melee()
215 sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
216 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
220 meleetemp.owner = meleetemp.realowner = self;
221 meleetemp.think = W_Shockwave_Melee_Think;
222 meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
223 W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
226 // SHOCKWAVE ATTACK MODE
227 float W_Shockwave_Attack_CheckSpread(
229 vector nearest_on_line,
231 vector attack_endpos)
234 float distance_of_attack = vlen(sw_shotorg - attack_endpos);
235 float distance_from_line = vlen(targetorg - nearest_on_line);
237 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
240 (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
242 (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit)
246 (spreadlimit && (distance_from_line <= spreadlimit))
248 ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)
250 { return bound(0, (distance_from_line / spreadlimit), 1); }
255 float W_Shockwave_Attack_IsVisible(
257 vector nearest_on_line,
259 vector attack_endpos)
261 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
262 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
266 // STEP ONE: Check if the nearest point is clear
267 if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
269 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
270 if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
273 // STEP TWO: Check if shotorg to center point is clear
274 if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
276 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
277 if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
280 // STEP THREE: Check each corner to see if they are clear
283 corner = get_corner_position(head, i);
284 if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
286 WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
287 if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
294 float W_Shockwave_Attack_CheckHit(
300 if(!head) { return FALSE; }
303 for(i = 0; i <= queue; ++i)
305 if(shockwave_hit[i] == head)
307 if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
308 if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
313 shockwave_hit[queue] = head;
314 shockwave_hit_force[queue] = final_force;
315 shockwave_hit_damage[queue] = final_damage;
319 void W_Shockwave_Attack()
322 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
324 vector final_force, center, vel;
329 // set up the shot direction
330 W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
331 vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
332 WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
333 vector attack_hitpos = trace_endpos;
334 float distance_to_end = vlen(w_shotorg - attack_endpos);
335 float distance_to_hit = vlen(w_shotorg - attack_hitpos);
336 //entity transform = WarpZone_trace_transform;
338 // do the firing effect now
339 //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO
342 WEP_CVAR(shockwave, blast_splash_damage),
343 WEP_CVAR(shockwave, blast_splash_edgedamage),
344 WEP_CVAR(shockwave, blast_splash_radius),
345 w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
351 // splash damage/jumping trace
352 head = WarpZone_FindRadius(
355 WEP_CVAR(shockwave, blast_splash_radius),
356 WEP_CVAR(shockwave, blast_jump_radius)
365 float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
367 if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
369 // ========================
370 // BLAST JUMP CALCULATION
371 // ========================
373 // calculate importance of distance and accuracy for this attack
374 multiplier_from_accuracy = (1 -
376 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius)))
381 multiplier_from_distance = (1 -
383 min(1, (distance_to_hit / distance_to_end))
390 WEP_CVAR(shockwave, blast_jump_multiplier_min),
392 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy))
394 (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))
398 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
401 (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
403 (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
406 // figure out the direction of force
407 vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0));
410 bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
412 WEP_CVAR(shockwave, blast_jump_force_velocitybias)
414 final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
416 // now multiply the direction by force units
417 final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
418 final_force_z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
420 // trigger damage with this calculated info
431 #ifdef DEBUG_SHOCKWAVE
433 "SELF HIT: multiplier = %f, damage = %f, force = %f... "
434 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
438 multiplier_from_accuracy,
439 multiplier_from_distance
443 else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
445 // ==========================
446 // BLAST SPLASH CALCULATION
447 // ==========================
449 // calculate importance of distance and accuracy for this attack
450 multiplier_from_accuracy = (1 -
452 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius)))
457 multiplier_from_distance = (1 -
459 min(1, (distance_to_hit / distance_to_end))
466 WEP_CVAR(shockwave, blast_splash_multiplier_min),
468 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy))
470 (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))
474 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
477 (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
479 (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
482 // figure out the direction of force
483 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
484 final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
485 //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
487 // now multiply the direction by force units
488 final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
489 final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
491 // queue damage with this calculated info
492 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
494 #ifdef DEBUG_SHOCKWAVE
496 "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
497 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
501 multiplier_from_accuracy,
502 multiplier_from_distance
511 head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE);
514 if((head != self) && head.takedamage)
516 // ========================
517 // BLAST CONE CALCULATION
518 // ========================
520 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
521 center = CENTER_OR_VIEWOFS(head);
523 // find the closest point on the enemy to the center of the attack
524 float ang; // angle between shotdir and h
525 float h; // hypotenuse, which is the distance between attacker to head
526 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
528 h = vlen(center - self.origin);
529 ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
531 // WEAPONTODO: replace with simpler method
533 vector nearest_on_line = (w_shotorg + a * w_shotdir);
534 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
536 if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
537 && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
539 // calculate importance of distance and accuracy for this attack
540 multiplier_from_accuracy = (1 -
541 W_Shockwave_Attack_CheckSpread(
548 multiplier_from_distance = (1 -
550 min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
557 WEP_CVAR(shockwave, blast_multiplier_min),
559 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
561 (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
565 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
568 (WEP_CVAR(shockwave, blast_damage) * multiplier)
570 (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
573 // figure out the direction of force
574 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
575 final_force = normalize(center - (nearest_on_line - final_force));
576 //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
578 // now multiply the direction by force units
579 final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
580 final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
582 // queue damage with this calculated info
583 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
585 #ifdef DEBUG_SHOCKWAVE
587 "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
588 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
592 multiplier_from_accuracy,
593 multiplier_from_distance
601 for(i = 0; i <= queue; ++i)
603 head = shockwave_hit[i];
604 final_force = shockwave_hit_force[i];
605 final_damage = shockwave_hit_damage[i];
617 #ifdef DEBUG_SHOCKWAVE
619 "SHOCKWAVE by %s: damage = %f, force = %f.\n",
626 shockwave_hit[i] = world;
627 shockwave_hit_force[i] = '0 0 0';
628 shockwave_hit_damage[i] = 0;
632 float W_Shockwave(float req)
638 if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
639 { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); }
641 { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
649 if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
651 if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime)))
653 W_Shockwave_Attack();
654 self.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
655 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
659 else if(self.BUTTON_ATCK2)
661 //if(self.clip_load >= 0) // we are not currently reloading
662 if(!self.crouch) // no crouchmelee please
663 if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
665 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
666 weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
674 precache_model("models/uziflash.md3");
675 precache_model("models/weapons/g_shockwave.md3");
676 precache_model("models/weapons/v_shockwave.md3");
677 precache_model("models/weapons/h_shockwave.iqm");
678 precache_sound("misc/itempickup.wav");
679 precache_sound("weapons/shockwave_fire.wav");
680 precache_sound("weapons/shockwave_melee.wav");
681 SHOCKWAVE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
687 // shockwave has infinite ammo
692 SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
695 case WR_SUICIDEMESSAGE:
697 return WEAPON_THINKING_WITH_PORTALS;
701 if(w_deathtype & HITTYPE_SECONDARY)
702 return WEAPON_SHOCKWAVE_MURDER_SLAP;
704 return WEAPON_SHOCKWAVE_MURDER;
711 float W_Shockwave(float req)
715 case WR_IMPACTEFFECT:
718 org2 = w_org + w_backoff * 2;
719 pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
724 //precache_sound("weapons/ric1.wav");
725 //precache_sound("weapons/ric2.wav");
726 //precache_sound("weapons/ric3.wav");
731 // no weapon specific image for this weapon