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 /* modelname */ "shotgun",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairshotgun 0.7",
13 /* refname */ "shockwave",
14 /* wepname */ _("Shockwave")
17 #define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
18 #define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19 w_cvar(id, sn, NONE, blast_animtime) \
20 w_cvar(id, sn, NONE, blast_damage) \
21 w_cvar(id, sn, NONE, blast_distance) \
22 w_cvar(id, sn, NONE, blast_edgedamage) \
23 w_cvar(id, sn, NONE, blast_force) \
24 w_cvar(id, sn, NONE, blast_force_forwardbias) \
25 w_cvar(id, sn, NONE, blast_force_zscale) \
26 w_cvar(id, sn, NONE, blast_jump_damage) \
27 w_cvar(id, sn, NONE, blast_jump_edgedamage) \
28 w_cvar(id, sn, NONE, blast_jump_force) \
29 w_cvar(id, sn, NONE, blast_jump_force_velocitybias) \
30 w_cvar(id, sn, NONE, blast_jump_force_zscale) \
31 w_cvar(id, sn, NONE, blast_jump_multiplier_accuracy) \
32 w_cvar(id, sn, NONE, blast_jump_multiplier_distance) \
33 w_cvar(id, sn, NONE, blast_jump_multiplier_min) \
34 w_cvar(id, sn, NONE, blast_jump_radius) \
35 w_cvar(id, sn, NONE, blast_multiplier_accuracy) \
36 w_cvar(id, sn, NONE, blast_multiplier_distance) \
37 w_cvar(id, sn, NONE, blast_multiplier_min) \
38 w_cvar(id, sn, NONE, blast_refire) \
39 w_cvar(id, sn, NONE, blast_splash_damage) \
40 w_cvar(id, sn, NONE, blast_splash_edgedamage) \
41 w_cvar(id, sn, NONE, blast_splash_force) \
42 w_cvar(id, sn, NONE, blast_splash_force_forwardbias) \
43 w_cvar(id, sn, NONE, blast_splash_multiplier_accuracy) \
44 w_cvar(id, sn, NONE, blast_splash_multiplier_distance) \
45 w_cvar(id, sn, NONE, blast_splash_multiplier_min) \
46 w_cvar(id, sn, NONE, blast_splash_radius) \
47 w_cvar(id, sn, NONE, blast_spread_max) \
48 w_cvar(id, sn, NONE, blast_spread_min) \
49 w_cvar(id, sn, NONE, melee_animtime) \
50 w_cvar(id, sn, NONE, melee_damage) \
51 w_cvar(id, sn, NONE, melee_delay) \
52 w_cvar(id, sn, NONE, melee_force) \
53 w_cvar(id, sn, NONE, melee_multihit) \
54 w_cvar(id, sn, NONE, melee_no_doubleslap) \
55 w_cvar(id, sn, NONE, melee_nonplayerdamage) \
56 w_cvar(id, sn, NONE, melee_range) \
57 w_cvar(id, sn, NONE, melee_refire) \
58 w_cvar(id, sn, NONE, melee_swing_side) \
59 w_cvar(id, sn, NONE, melee_swing_up) \
60 w_cvar(id, sn, NONE, melee_time) \
61 w_cvar(id, sn, NONE, melee_traces) \
62 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
63 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
64 w_prop(id, sn, string, weaponreplace, weaponreplace) \
65 w_prop(id, sn, float, weaponstart, weaponstart) \
66 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
69 SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
73 void spawnfunc_weapon_shockwave()
75 //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
76 if(autocvar_sv_q3acompat_machineshotgunswap)
77 if(self.classname != "droppedweapon")
79 weapon_defaultspawnfunc(WEP_MACHINEGUN);
82 weapon_defaultspawnfunc(WEP_SHOCKWAVE);
85 #define MAX_SHOCKWAVE_HITS 10
88 .entity swing_alreadyhit;
89 .float shockwave_blasttime;
90 entity shockwave_hit[MAX_SHOCKWAVE_HITS];
91 float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
92 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
95 void W_Shockwave_Melee_Think()
98 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
102 // check to see if we can still continue, otherwise give up now
103 if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap))
109 // set start time of melee
113 W_PlayStrengthSound(self.realowner);
116 // update values for v_* vectors
117 makevectors(self.realowner.v_angle);
119 // calculate swing percentage based on time
120 meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor();
121 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
122 f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
124 // perform the traces needed for this frame
125 for(i=self.swing_prev; i < f; ++i)
127 swing_factor = ((1 - (i / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
129 targpos = (self.realowner.origin + self.realowner.view_ofs
130 + (v_forward * WEP_CVAR(shockwave, melee_range))
131 + (v_up * swing_factor * WEP_CVAR(shockwave, melee_swing_up))
132 + (v_right * swing_factor * WEP_CVAR(shockwave, melee_swing_side)));
134 WarpZone_traceline_antilag(
136 (self.realowner.origin + self.realowner.view_ofs),
140 ANTILAG_LATENCY(self.realowner)
143 // draw lightning beams for debugging
144 te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
145 te_customflash(targpos, 40, 2, '1 1 1');
147 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
149 if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
150 && (trace_ent.takedamage == DAMAGE_AIM)
151 && (trace_ent != self.swing_alreadyhit)
152 && (is_player || WEP_CVAR(shockwave, melee_nonplayerdamage)))
154 target_victim = trace_ent; // so it persists through other calls
156 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught
157 swing_damage = (WEP_CVAR(shockwave, melee_damage) * min(1, swing_factor + 1));
159 swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage) * min(1, swing_factor + 1));
161 // trigger damage with this calculated info
167 (WEP_SHOCKWAVE | HITTYPE_SECONDARY),
168 (self.realowner.origin + self.realowner.view_ofs),
169 (v_forward * WEP_CVAR(shockwave, melee_force))
173 if(accuracy_isgooddamage(self.realowner, target_victim))
174 { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
176 #ifdef DEBUG_SHOCKWAVE
178 "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
179 self.realowner.netname,
180 target_victim.netname,
187 // allow multiple hits with one swing, but not against the same player twice
188 if(WEP_CVAR(shockwave, melee_multihit))
190 self.swing_alreadyhit = target_victim;
191 continue; // move along to next trace
201 if(time >= self.cnt + meleetime)
211 self.nextthink = time;
215 void W_Shockwave_Melee()
217 sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
218 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
222 meleetemp.owner = meleetemp.realowner = self;
223 meleetemp.think = W_Shockwave_Melee_Think;
224 meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
225 W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
228 // SHOCKWAVE ATTACK MODE
229 float W_Shockwave_Attack_CheckSpread(
231 vector nearest_on_line,
233 vector attack_endpos)
236 float distance_of_attack = vlen(sw_shotorg - attack_endpos);
237 float distance_from_line = vlen(targetorg - nearest_on_line);
239 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
242 (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
244 (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit)
248 (spreadlimit && (distance_from_line <= spreadlimit))
250 ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)
252 { return bound(0, (distance_from_line / spreadlimit), 1); }
257 float W_Shockwave_Attack_IsVisible(
259 vector nearest_on_line,
261 vector attack_endpos)
263 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
264 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
268 // STEP ONE: Check if the nearest point is clear
269 if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
271 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
272 if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
275 // STEP TWO: Check if shotorg to center point is clear
276 if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
278 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
279 if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
282 // STEP THREE: Check each corner to see if they are clear
285 corner = get_corner_position(head, i);
286 if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
288 WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
289 if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
296 float W_Shockwave_Attack_CheckHit(
302 if(!head) { return FALSE; }
305 for(i = 0; 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 = min(queue + 1, MAX_SHOCKWAVE_HITS); }
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);
538 if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
539 && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
541 // calculate importance of distance and accuracy for this attack
542 multiplier_from_accuracy = (1 -
543 W_Shockwave_Attack_CheckSpread(
550 multiplier_from_distance = (1 -
552 min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
559 WEP_CVAR(shockwave, blast_multiplier_min),
561 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
563 (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
567 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
570 (WEP_CVAR(shockwave, blast_damage) * multiplier)
572 (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
575 // figure out the direction of force
576 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
577 final_force = normalize(center - (nearest_on_line - final_force));
578 //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
580 // now multiply the direction by force units
581 final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
582 final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
584 // queue damage with this calculated info
585 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
587 #ifdef DEBUG_SHOCKWAVE
589 "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
590 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
594 multiplier_from_accuracy,
595 multiplier_from_distance
603 for(i = 0; i <= queue; ++i)
605 head = shockwave_hit[i];
606 final_force = shockwave_hit_force[i];
607 final_damage = shockwave_hit_damage[i];
619 #ifdef DEBUG_SHOCKWAVE
621 "SHOCKWAVE by %s: damage = %f, force = %f.\n",
628 shockwave_hit[i] = world;
629 shockwave_hit_force[i] = '0 0 0';
630 shockwave_hit_damage[i] = 0;
634 float W_Shockwave(float req)
640 if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
641 { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); }
643 { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
651 if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
653 if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime)))
655 W_Shockwave_Attack();
656 self.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
657 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
661 else if(self.BUTTON_ATCK2)
663 //if(self.clip_load >= 0) // we are not currently reloading
664 if(!self.crouch) // no crouchmelee please
665 if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
667 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
668 weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
676 precache_model("models/uziflash.md3");
677 precache_model("models/weapons/g_shockwave.md3");
678 precache_model("models/weapons/v_shockwave.md3");
679 precache_model("models/weapons/h_shockwave.iqm");
680 precache_sound("misc/itempickup.wav");
681 precache_sound("weapons/shockwave_fire.wav");
682 precache_sound("weapons/shockwave_melee.wav");
683 SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
689 // shockwave has infinite ammo
694 SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
697 case WR_SUICIDEMESSAGE:
699 return WEAPON_THINKING_WITH_PORTALS;
703 if(w_deathtype & HITTYPE_SECONDARY)
704 return WEAPON_SHOCKWAVE_MURDER_SLAP;
706 return WEAPON_SHOCKWAVE_MURDER;
713 float W_Shockwave(float req)
717 case WR_IMPACTEFFECT:
720 org2 = w_org + w_backoff * 2;
721 pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
726 //precache_sound("weapons/ric1.wav");
727 //precache_sound("weapons/ric2.wav");
728 //precache_sound("weapons/ric3.wav");
733 // no weapon specific image for this weapon