3 /* WEP_##id */ SHOCKWAVE,
4 /* function */ W_Shockwave,
5 /* ammotype */ IT_SHELLS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_LOW,
10 /* netname */ "shockwave",
11 /* fullname */ _("Shockwave")
14 #define SHOCKWAVE_SETTINGS(w_cvar,w_prop) \
15 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_damage) \
16 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_distance) \
17 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_edgedamage) \
18 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force) \
19 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_forwardbias) \
20 /*w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_velocitybias)*/ \
21 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_zscale) \
22 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_damage) \
23 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_edgedamage) \
24 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force) \
25 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_velocitybias) \
26 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_zscale) \
27 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_accuracy) \
28 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_distance) \
29 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_min) \
30 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_radius) \
31 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_accuracy) \
32 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_distance) \
33 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_min) \
34 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_damage) \
35 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_edgedamage) \
36 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force) \
37 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force_forwardbias) \
38 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_accuracy) \
39 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_distance) \
40 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_min) \
41 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_radius) \
42 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_max) \
43 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_min) \
44 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_animtime) \
45 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_damage) \
46 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_delay) \
47 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_force) \
48 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_multihit) \
49 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_no_doubleslap) \
50 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_nonplayerdamage) \
51 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_range) \
52 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_refire) \
53 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_side) \
54 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_up) \
55 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_time) \
56 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_traces) \
57 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_ammo) \
58 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_animtime) \
59 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bulletconstant) \
60 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bullets) \
61 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_damage) \
62 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_force) \
63 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_refire) \
64 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_speed) \
65 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_spread) \
66 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, primary) \
67 w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, secondary) \
68 w_prop(WEP_SHOCKWAVE, shockwave, reloading_ammo, reload_ammo) \
69 w_prop(WEP_SHOCKWAVE, shockwave, reloading_time, reload_time) \
70 w_prop(WEP_SHOCKWAVE, shockwave, switchdelay_raise, switchdelay_raise) \
71 w_prop(WEP_SHOCKWAVE, shockwave, switchdelay_drop, switchdelay_drop)
74 SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
78 void spawnfunc_weapon_shockwave()
80 //if(autocvar_sv_q3acompat_machineshockwaveswap)
81 if(autocvar_sv_q3acompat_machineshotgunswap)
82 if(self.classname != "droppedweapon")
84 weapon_defaultspawnfunc(WEP_UZI);
87 weapon_defaultspawnfunc(WEP_SHOCKWAVE);
91 .entity swing_alreadyhit;
92 .float shockwave_pelletstime;
93 entity shockwave_hit[32];
94 float shockwave_hit_damage[32];
95 vector shockwave_hit_force[32];
97 // LEGACY ATTACK MODE: Scattered bullets
98 void W_Shockwave_Pellets(void)
103 W_DecreaseAmmo(ammo_shells, WEP_CVAR(shockwave, pellets_ammo), WEP_CVAR(shockwave, reload_ammo));
105 W_SetupShot(self, TRUE, 5, "weapons/shockwave_fire.wav", CH_WEAPON_A, WEP_CVAR(shockwave, pellets_damage) * WEP_CVAR(shockwave, pellets_bullets));
107 for(sc = 0; sc < WEP_CVAR(shockwave, pellets_bullets); ++sc)
112 WEP_CVAR(shockwave, pellets_spread),
113 WEP_CVAR(shockwave, pellets_speed),
115 WEP_CVAR(shockwave, pellets_damage),
116 WEP_CVAR(shockwave, pellets_force),
119 WEP_CVAR(shockwave, pellets_bulletconstant)
122 endFireBallisticBullet();
124 pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR(shockwave, pellets_ammo));
127 if(autocvar_g_casings >= 1)
129 for(sc = 0;sc < WEP_CVAR(shockwave, pellets_ammo); ++sc)
133 ((random () * 50 + 50) * v_right)
135 (v_forward * (random () * 25 + 25))
137 ((random () * 5 - 30) * v_up)
140 vectoangles(v_forward),
149 // muzzle flash for 1st person view
151 setmodel(flash, "models/uziflash.md3"); // precision set below
152 flash.think = SUB_Remove;
153 flash.nextthink = time + 0.06;
154 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
155 W_AttachToShotorg(flash, '5 0 0');
159 void W_Shockwave_Melee_Think()
162 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
163 entity target_victim;
166 if(!self.cnt) // set start time of melee
169 W_PlayStrengthSound(self.realowner);
172 makevectors(self.realowner.v_angle); // update values for v_* vectors
174 // calculate swing percentage based on time
175 meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor();
176 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
177 f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
179 // check to see if we can still continue, otherwise give up now
180 if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap))
186 // if okay, perform the traces needed for this frame
187 for(i=self.swing_prev; i < f; ++i)
189 swing_factor = ((1 - (i / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
191 targpos = (self.realowner.origin + self.realowner.view_ofs
192 + (v_forward * WEP_CVAR(shockwave, melee_range))
193 + (v_up * swing_factor * WEP_CVAR(shockwave, melee_swing_up))
194 + (v_right * swing_factor * WEP_CVAR(shockwave, melee_swing_side)));
196 WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
198 // draw lightning beams for debugging
199 te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
200 te_customflash(targpos, 40, 2, '1 1 1');
202 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
204 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
205 && (trace_ent.takedamage == DAMAGE_AIM)
206 && (trace_ent != self.swing_alreadyhit)
207 && (is_player || WEP_CVAR(shockwave, melee_nonplayerdamage)))
209 target_victim = trace_ent; // so it persists through other calls
211 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
212 swing_damage = (WEP_CVAR(shockwave, melee_damage * min(1, swing_factor + 1)));
214 swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage * min(1, swing_factor + 1)));
216 //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
218 Damage(target_victim, self.realowner, self.realowner,
219 swing_damage, WEP_SHOCKWAVE | HITTYPE_SECONDARY,
220 self.realowner.origin + self.realowner.view_ofs,
221 v_forward * WEP_CVAR(shockwave, melee_force));
223 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
225 if(WEP_CVAR(shockwave, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
227 self.swing_alreadyhit = target_victim;
228 continue; // move along to next trace
238 if(time >= self.cnt + meleetime)
248 self.nextthink = time;
252 void W_Shockwave_Melee()
254 sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
255 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
259 meleetemp.owner = meleetemp.realowner = self;
260 meleetemp.think = W_Shockwave_Melee_Think;
261 meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
262 W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
265 // SHOCKWAVE ATTACK MODE
266 float W_Shockwave_Attack_CheckSpread(
268 vector nearest_on_line,
270 vector attack_endpos)
273 float distance_of_attack = vlen(sw_shotorg - attack_endpos);
274 float distance_from_line = vlen(targetorg - nearest_on_line);
276 spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
279 (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
281 (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit)
285 (spreadlimit && (distance_from_line <= spreadlimit))
287 ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)
289 { return bound(0, (distance_from_line / spreadlimit), 1); }
294 float W_Shockwave_Attack_IsVisible(
296 vector nearest_on_line,
298 vector attack_endpos)
300 vector nearest_to_attacker = head.WarpZone_findradius_nearest;
301 vector center = (head.origin + (head.mins + head.maxs) * 0.5);
305 // STEP ONE: Check if the nearest point is clear
306 if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
308 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, self);
309 if(trace_fraction == 1) { return TRUE; } // yes, the nearest point is clear and we can allow the damage
312 // STEP TWO: Check if shotorg to center point is clear
313 if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
315 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, self);
316 if(trace_fraction == 1) { return TRUE; } // yes, the center point is clear and we can allow the damage
319 // STEP THREE: Check each corner to see if they are clear
322 corner = get_corner_position(head, i);
323 if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
325 WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, self);
326 if(trace_fraction == 1) { return TRUE; } // yes, this corner is clear and we can allow the damage
333 float W_Shockwave_Attack_CheckHit(
339 if(!head) { return FALSE; }
344 for(i = 1; i <= queue; ++i)
346 if(shockwave_hit[i] == head)
348 if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
349 if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
354 shockwave_hit[queue] = head;
355 shockwave_hit_force[queue] = final_force;
356 shockwave_hit_damage[queue] = final_damage;
360 void W_Shockwave_Attack()
363 float multiplier, multiplier_from_accuracy, multiplier_from_distance;
364 float final_damage; //, final_spread;
365 vector final_force, center, vel;
370 // set up the shot direction
371 W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
372 vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
373 WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
374 vector attack_hitpos = trace_endpos;
375 float distance_to_end = vlen(w_shotorg - attack_endpos);
376 float distance_to_hit = vlen(w_shotorg - attack_hitpos);
377 //entity transform = WarpZone_trace_transform;
379 // do the firing effect now
380 //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO
383 WEP_CVAR(shockwave, blast_splash_damage),
384 WEP_CVAR(shockwave, blast_splash_edgedamage),
385 WEP_CVAR(shockwave, blast_splash_radius),
386 w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
392 // splash damage/jumping trace
393 head = WarpZone_FindRadius(
396 WEP_CVAR(shockwave, blast_splash_radius),
397 WEP_CVAR(shockwave, blast_jump_radius)
408 float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
410 if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
412 // calculate importance of distance and accuracy for this attack
413 multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius))) : 0));
414 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
417 WEP_CVAR(shockwave, blast_jump_multiplier_min),
419 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy))
421 (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))
425 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
428 (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
430 (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
433 // figure out the direction of force
434 vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0));
437 bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
439 WEP_CVAR(shockwave, blast_jump_force_velocitybias)
442 final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
444 // now multiply the direction by force units
445 final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
446 final_force_z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
448 // trigger damage with this calculated info
459 #ifdef DEBUG_SHOCKWAVE
461 "SELF HIT: multiplier = %f, damage = %f, force = %f... "
462 "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
466 multiplier_from_accuracy,
467 multiplier_from_distance
471 else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
473 multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius))) : 0));
474 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
477 WEP_CVAR(shockwave, blast_splash_multiplier_min),
479 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy))
481 (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))
485 final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias))));
486 //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
487 final_force = ((final_force * WEP_CVAR(shockwave, blast_splash_force)) * multiplier);
488 final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
491 (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
493 (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
496 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
497 //print("SPLASH HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
504 head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE);
509 if((head != self) && head.takedamage)
511 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
512 center = CENTER_OR_VIEWOFS(head);
514 // find the closest point on the enemy to the center of the attack
515 float ang; // angle between shotdir and h
516 float h; // hypotenuse, which is the distance between attacker to head
517 float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
519 h = vlen(center - self.origin);
520 ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
522 // WEAPONTODO: replace with simpler method
524 vector nearest_on_line = (w_shotorg + a * w_shotdir);
525 vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
526 float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
528 if((distance_to_target <= WEP_CVAR(shockwave, blast_distance))
529 && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
531 multiplier_from_accuracy = (1 - W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
532 multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
535 WEP_CVAR(shockwave, blast_multiplier_min),
537 (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
539 (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
543 final_force = normalize(center - (nearest_on_line - (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias))));
544 //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
545 final_force = ((final_force * WEP_CVAR(shockwave, blast_force)) * multiplier);
546 final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
547 final_damage = (WEP_CVAR(shockwave, blast_damage) * multiplier + WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier));
549 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
550 //print("CONE HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
556 for(i = 1; i <= queue; ++i)
558 head = shockwave_hit[i];
559 final_force = shockwave_hit_force[i];
560 final_damage = shockwave_hit_damage[i];
562 Damage(head, self, self, final_damage, WEP_SHOCKWAVE, head.origin, final_force);
563 print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
565 shockwave_hit[i] = world;
566 shockwave_hit_force[i] = '0 0 0';
567 shockwave_hit_damage[i] = 0;
569 //print("queue was ", ftos(queue), ".\n\n");
572 float W_Shockwave(float req)
579 if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
580 { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); }
582 { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
588 if(WEP_CVAR(shockwave, reload_ammo) && self.clip_load < WEP_CVAR(shockwave, pellets_ammo)) // forced reload
590 // don't force reload an empty shockwave if its melee attack is active
591 if(!(WEP_CVAR(shockwave, secondary) && self.ammo_shells < WEP_CVAR(shockwave, pellets_ammo)))
592 WEP_ACTION(self.weapon, WR_RELOAD);
598 switch(WEP_CVAR(shockwave, primary))
602 if(time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
604 if(weapon_prepareattack(0, WEP_CVAR(shockwave, pellets_animtime)))
606 W_Shockwave_Attack();
607 self.shockwave_pelletstime = time + WEP_CVAR(shockwave, pellets_refire) * W_WeaponRateFactor();
608 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, pellets_animtime), w_ready);
615 if(time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
617 if(weapon_prepareattack(0, WEP_CVAR(shockwave, pellets_animtime)))
619 W_Shockwave_Pellets();
620 self.shockwave_pelletstime = time + WEP_CVAR(shockwave, pellets_refire) * W_WeaponRateFactor();
621 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, pellets_animtime), w_ready);
629 if(self.clip_load >= 0) // we are not currently reloading
630 if(!self.crouch) // no crouchmelee please
631 if(self.BUTTON_ATCK2 && WEP_CVAR(shockwave, secondary))
632 if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
634 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
635 weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
643 precache_model("models/uziflash.md3");
644 precache_model("models/weapons/g_shockwave.md3");
645 precache_model("models/weapons/v_shockwave.md3");
646 precache_model("models/weapons/h_shockwave.iqm");
647 precache_sound("misc/itempickup.wav");
648 precache_sound("weapons/shockwave_fire.wav");
649 precache_sound("weapons/shockwave_melee.wav");
650 SHOCKWAVE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
655 self.current_ammo = ammo_shells;
660 ammo_amount = self.ammo_shells >= WEP_CVAR(shockwave, pellets_ammo);
661 ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= WEP_CVAR(shockwave, pellets_ammo);
666 // melee attack is always available
671 SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
676 W_Reload(WEP_CVAR(shockwave, pellets_ammo), "weapons/reload.wav");
679 case WR_SUICIDEMESSAGE:
681 return WEAPON_THINKING_WITH_PORTALS;
685 if(w_deathtype & HITTYPE_SECONDARY)
686 return WEAPON_SHOCKWAVE_MURDER_SLAP;
688 return WEAPON_SHOCKWAVE_MURDER;
695 float W_Shockwave(float req)
699 case WR_IMPACTEFFECT:
702 org2 = w_org + w_backoff * 2;
703 pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
708 //precache_sound("weapons/ric1.wav");
709 //precache_sound("weapons/ric2.wav");
710 //precache_sound("weapons/ric3.wav");