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 5
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; }
305 for(i = 1; i <= queue; ++i)
307 if(shockwave_hit[i] == head)
309 if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
310 if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
315 shockwave_hit[queue] = head;
316 shockwave_hit_force[queue] = final_force;
317 shockwave_hit_damage[queue] = final_damage;
321 void W_Shockwave_Attack()
324 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
326 vector final_force, center, vel;
331 // set up the shot direction
332 W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
333 vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
334 WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
335 vector attack_hitpos = trace_endpos;
336 float distance_to_end = vlen(w_shotorg - attack_endpos);
337 float distance_to_hit = vlen(w_shotorg - attack_hitpos);
338 //entity transform = WarpZone_trace_transform;
340 // do the firing effect now
341 //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO
344 WEP_CVAR(shockwave, blast_splash_damage),
345 WEP_CVAR(shockwave, blast_splash_edgedamage),
346 WEP_CVAR(shockwave, blast_splash_radius),
347 w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
353 // splash damage/jumping trace
354 head = WarpZone_FindRadius(
357 WEP_CVAR(shockwave, blast_splash_radius),
358 WEP_CVAR(shockwave, blast_jump_radius)
367 float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
369 if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
371 // ========================
372 // BLAST JUMP CALCULATION
373 // ========================
375 // calculate importance of distance and accuracy for this attack
376 multiplier_from_accuracy = (1 -
378 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius)))
383 multiplier_from_distance = (1 -
385 min(1, (distance_to_hit / distance_to_end))
392 WEP_CVAR(shockwave, blast_jump_multiplier_min),
394 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy))
396 (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))
400 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
403 (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
405 (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
408 // figure out the direction of force
409 vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0));
412 bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
414 WEP_CVAR(shockwave, blast_jump_force_velocitybias)
416 final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
418 // now multiply the direction by force units
419 final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
420 final_force_z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
422 // trigger damage with this calculated info
433 #ifdef DEBUG_SHOCKWAVE
435 "SELF HIT: multiplier = %f, damage = %f, force = %f... "
436 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
440 multiplier_from_accuracy,
441 multiplier_from_distance
445 else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
447 // ==========================
448 // BLAST SPLASH CALCULATION
449 // ==========================
451 // calculate importance of distance and accuracy for this attack
452 multiplier_from_accuracy = (1 -
454 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius)))
459 multiplier_from_distance = (1 -
461 min(1, (distance_to_hit / distance_to_end))
468 WEP_CVAR(shockwave, blast_splash_multiplier_min),
470 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy))
472 (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))
476 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
479 (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
481 (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
484 // figure out the direction of force
485 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
486 final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
487 //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
489 // now multiply the direction by force units
490 final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
491 final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
493 // queue damage with this calculated info
494 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
496 #ifdef DEBUG_SHOCKWAVE
498 "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
499 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
503 multiplier_from_accuracy,
504 multiplier_from_distance
513 head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE);
516 if((head != self) && head.takedamage)
518 // ========================
519 // BLAST CONE CALCULATION
520 // ========================
522 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
523 center = CENTER_OR_VIEWOFS(head);
525 // find the closest point on the enemy to the center of the attack
526 float ang; // angle between shotdir and h
527 float h; // hypotenuse, which is the distance between attacker to head
528 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
530 h = vlen(center - self.origin);
531 ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
533 // WEAPONTODO: replace with simpler method
535 vector nearest_on_line = (w_shotorg + a * w_shotdir);
536 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
537 float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // WEAPONTODO: use the findradius function for this
539 if((distance_to_target <= WEP_CVAR(shockwave, blast_distance))
540 && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
542 // calculate importance of distance and accuracy for this attack
543 multiplier_from_accuracy = (1 -
544 W_Shockwave_Attack_CheckSpread(
551 multiplier_from_distance = (1 -
553 min(1, (distance_to_target / distance_to_end))
560 WEP_CVAR(shockwave, blast_multiplier_min),
562 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
564 (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
568 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
571 (WEP_CVAR(shockwave, blast_damage) * multiplier)
573 (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
576 // figure out the direction of force
577 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
578 final_force = normalize(center - (nearest_on_line - final_force));
579 //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
581 // now multiply the direction by force units
582 final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
583 final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
585 // queue damage with this calculated info
586 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
588 #ifdef DEBUG_SHOCKWAVE
590 "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
591 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
595 multiplier_from_accuracy,
596 multiplier_from_distance
604 for(i = 1; i <= queue; ++i)
606 head = shockwave_hit[i];
607 final_force = shockwave_hit_force[i];
608 final_damage = shockwave_hit_damage[i];
620 #ifdef DEBUG_SHOCKWAVE
622 "SHOCKWAVE by %s: damage = %f, force = %f.\n",
629 shockwave_hit[i] = world;
630 shockwave_hit_force[i] = '0 0 0';
631 shockwave_hit_damage[i] = 0;
635 float W_Shockwave(float req)
641 if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
642 { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); }
644 { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
652 if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
654 if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime)))
656 W_Shockwave_Attack();
657 self.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
658 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
662 else if(self.BUTTON_ATCK2)
664 //if(self.clip_load >= 0) // we are not currently reloading
665 if(!self.crouch) // no crouchmelee please
666 if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
668 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
669 weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
677 precache_model("models/uziflash.md3");
678 precache_model("models/weapons/g_shockwave.md3");
679 precache_model("models/weapons/v_shockwave.md3");
680 precache_model("models/weapons/h_shockwave.iqm");
681 precache_sound("misc/itempickup.wav");
682 precache_sound("weapons/shockwave_fire.wav");
683 precache_sound("weapons/shockwave_melee.wav");
684 SHOCKWAVE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
690 // shockwave has infinite ammo
695 SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
698 case WR_SUICIDEMESSAGE:
700 return WEAPON_THINKING_WITH_PORTALS;
704 if(w_deathtype & HITTYPE_SECONDARY)
705 return WEAPON_SHOCKWAVE_MURDER_SLAP;
707 return WEAPON_SHOCKWAVE_MURDER;
714 float W_Shockwave(float req)
718 case WR_IMPACTEFFECT:
721 org2 = w_org + w_backoff * 2;
722 pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
727 //precache_sound("weapons/ric1.wav");
728 //precache_sound("weapons/ric2.wav");
729 //precache_sound("weapons/ric3.wav");
734 // no weapon specific image for this weapon