]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
Merge branch 'terencehill/preferred_focus' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index 999d6b21b00354727a99ee7f3a4f30313a8b9c66..3f40c5397fcfb8d34b96f4db4e0132c8b07bc5d1 100644 (file)
@@ -4,7 +4,7 @@ REGISTER_WEAPON(
 /* function  */ W_Shockwave,
 /* ammotype  */ ammo_none,
 /* impulse   */ 2,
-/* flags     */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN,
+/* flags     */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED,
 /* rating    */ BOT_PICKUP_RATING_LOW,
 /* color     */ '0.5 0.25 0',
 /* modelname */ "shotgun",
@@ -64,14 +64,24 @@ REGISTER_WEAPON(
        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)
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
 SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
+#ifdef CSQC
+void Net_ReadShockwaveParticle(void);
+.vector sw_shotorg;
+.vector sw_shotdir;
+.float sw_distance;
+.float sw_spread_max;
+.float sw_spread_min;
+.float sw_time;
+#endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_shockwave()
+void spawnfunc_weapon_shockwave(void)
 {
        //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
        if(autocvar_sv_q3acompat_machineshotgunswap)
@@ -83,8 +93,8 @@ void spawnfunc_weapon_shockwave()
        weapon_defaultspawnfunc(WEP_SHOCKWAVE);
 }
 
-#define MAX_SHOCKWAVE_HITS 10
-#define DEBUG_SHOCKWAVE
+const float MAX_SHOCKWAVE_HITS = 10;
+//#define DEBUG_SHOCKWAVE
 
 .float swing_prev;
 .entity swing_alreadyhit;
@@ -94,7 +104,7 @@ float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
 
 // MELEE ATTACK MODE
-void W_Shockwave_Melee_Think()
+void W_Shockwave_Melee_Think(void)
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -111,24 +121,24 @@ void W_Shockwave_Melee_Think()
        // set start time of melee
        if(!self.cnt)
        {
-               self.cnt = time; 
+               self.cnt = time;
                W_PlayStrengthSound(self.realowner);
        }
 
        // update values for v_* vectors
        makevectors(self.realowner.v_angle);
-       
+
        // calculate swing percentage based on time
        meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor();
        swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
        f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
-       
-       // 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 / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
-               
-               targpos = (self.realowner.origin + self.realowner.view_ofs 
+
+               targpos = (self.realowner.origin + self.realowner.view_ofs
                        + (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)));
@@ -137,24 +147,26 @@ void W_Shockwave_Melee_Think()
                        self.realowner,
                        (self.realowner.origin + self.realowner.view_ofs),
                        targpos,
-                       FALSE,
+                       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); 
+#ifdef DEBUG_SHOCKWAVE
+               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 = (trace_ent.classname == "player" || trace_ent.classname == "body");
+#endif
+
+               is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
 
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
-                       && (trace_ent.takedamage == DAMAGE_AIM)  
+                       && (trace_ent.takedamage == DAMAGE_AIM)
                        && (trace_ent != self.swing_alreadyhit)
                        && (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 = (WEP_CVAR(shockwave, melee_damage) * min(1, swing_factor + 1));
                        else
@@ -164,10 +176,10 @@ void W_Shockwave_Melee_Think()
                        Damage(
                                target_victim,
                                self.realowner,
-                               self.realowner, 
+                               self.realowner,
                                swing_damage,
-                               (WEP_SHOCKWAVE | HITTYPE_SECONDARY), 
-                               (self.realowner.origin + self.realowner.view_ofs), 
+                               (WEP_SHOCKWAVE | HITTYPE_SECONDARY),
+                               (self.realowner.origin + self.realowner.view_ofs),
                                (v_forward * WEP_CVAR(shockwave, melee_force))
                        );
 
@@ -199,7 +211,7 @@ void W_Shockwave_Melee_Think()
                        }
                }
        }
-       
+
        if(time >= self.cnt + meleetime)
        {
                // melee is finished
@@ -208,13 +220,13 @@ void W_Shockwave_Melee_Think()
        }
        else
        {
-               // set up next frame 
+               // set up next frame
                self.swing_prev = i;
                self.nextthink = time;
        }
 }
 
-void W_Shockwave_Melee()
+void W_Shockwave_Melee(void)
 {
        sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
@@ -224,7 +236,7 @@ void W_Shockwave_Melee()
        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));
+       W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
 }
 
 // SHOCKWAVE ATTACK MODE
@@ -237,7 +249,7 @@ float W_Shockwave_Attack_CheckSpread(
        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 =
                (
@@ -253,7 +265,7 @@ float W_Shockwave_Attack_CheckSpread(
        )
                { return bound(0, (distance_from_line / spreadlimit), 1); }
        else
-               { return FALSE; }
+               { return false; }
 }
 
 float W_Shockwave_Attack_IsVisible(
@@ -271,14 +283,14 @@ float W_Shockwave_Attack_IsVisible(
        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
+               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
+               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
@@ -288,11 +300,11 @@ float W_Shockwave_Attack_IsVisible(
                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
+                       if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage
                }
        }
 
-       return FALSE;
+       return false;
 }
 
 float W_Shockwave_Attack_CheckHit(
@@ -301,26 +313,42 @@ float W_Shockwave_Attack_CheckHit(
        vector final_force,
        float final_damage)
 {
-       if(!head) { return FALSE; }
+       if(!head) { return false; }
        float i;
-       
+
        for(i = 0; 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;
+                       return false;
                }
        }
 
        shockwave_hit[queue] = head;
        shockwave_hit_force[queue] = final_force;
        shockwave_hit_damage[queue] = final_damage;
-       return TRUE;
+       return true;
 }
 
-void W_Shockwave_Attack()
+void W_Shockwave_Send(void)
+{
+       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+       WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
+       WriteCoord(MSG_BROADCAST, w_shotorg.x);
+       WriteCoord(MSG_BROADCAST, w_shotorg.y);
+       WriteCoord(MSG_BROADCAST, w_shotorg.z);
+       WriteCoord(MSG_BROADCAST, w_shotdir.x);
+       WriteCoord(MSG_BROADCAST, w_shotdir.y);
+       WriteCoord(MSG_BROADCAST, w_shotdir.z);
+       WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
+       WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
+       WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
+       WriteByte(MSG_BROADCAST, num_for_edict(self));
+}
+
+void W_Shockwave_Attack(void)
 {
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
@@ -329,9 +357,9 @@ void W_Shockwave_Attack()
        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));
+       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;
@@ -340,7 +368,7 @@ void W_Shockwave_Attack()
        //entity transform = WarpZone_trace_transform;
 
        // do the firing effect now
-       //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO
+       W_Shockwave_Send();
        Damage_DamageInfo(
                attack_hitpos,
                WEP_CVAR(shockwave, blast_splash_damage),
@@ -359,21 +387,21 @@ void W_Shockwave_Attack()
                        WEP_CVAR(shockwave, blast_splash_radius),
                        WEP_CVAR(shockwave, blast_jump_radius)
                ),
-               FALSE
+               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 ?
@@ -408,7 +436,7 @@ void W_Shockwave_Attack()
                                        );
 
                                // figure out the direction of force
-                               vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0));
+                               vel = normalize(combine_to_vector(head.velocity.x, head.velocity.y, 0));
                                vel *=
                                        (
                                                bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
@@ -419,7 +447,7 @@ void W_Shockwave_Attack()
 
                                // 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);
+                               final_force.z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
 
                                // trigger damage with this calculated info
                                Damage(
@@ -449,7 +477,7 @@ void W_Shockwave_Attack()
                                // ==========================
                                //  BLAST SPLASH CALCULATION
                                // ==========================
-                               
+
                                // calculate importance of distance and accuracy for this attack
                                multiplier_from_accuracy = (1 -
                                        (distance_to_head ?
@@ -490,7 +518,7 @@ void W_Shockwave_Attack()
 
                                // 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);
+                               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 = min(queue + 1, MAX_SHOCKWAVE_HITS); }
@@ -512,7 +540,7 @@ void W_Shockwave_Attack()
        }
 
        // cone damage trace
-       head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE);
+       head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), false);
        while(head)
        {
                if((head != self) && head.takedamage)
@@ -521,23 +549,21 @@ void W_Shockwave_Attack()
                        //  BLAST CONE CALCULATION
                        // ========================
 
-                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
+                       // 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);
+                       a = h * (normalize(center - self.origin) * w_shotdir);
                        // 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);
 
-                       if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance)) 
+                       if((vlen(head.WarpZone_findradius_dist) <= 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
@@ -581,7 +607,7 @@ void W_Shockwave_Attack()
 
                                // now multiply the direction by force units
                                final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
-                               final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
+                               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 = min(queue + 1, MAX_SHOCKWAVE_HITS); }
@@ -607,7 +633,7 @@ void W_Shockwave_Attack()
                head = shockwave_hit[i-1];
                final_force = shockwave_hit_force[i-1];
                final_damage = shockwave_hit_damage[i-1];
-               
+
                Damage(
                        head,
                        self,
@@ -632,7 +658,7 @@ void W_Shockwave_Attack()
                        vlen(final_force)
                ));
                #endif
-               
+
                shockwave_hit[i-1] = world;
                shockwave_hit_force[i-1] = '0 0 0';
                shockwave_hit_damage[i-1] = 0;
@@ -646,11 +672,11 @@ float W_Shockwave(float req)
                case WR_AIM:
                {
                        if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
-                               { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); }
+                               { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); }
                        else
-                               { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
-                       
-                       return TRUE;
+                               { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); }
+
+                       return true;
                }
                case WR_THINK:
                {
@@ -676,31 +702,31 @@ float W_Shockwave(float req)
                                        weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        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_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/shockwave_fire.wav");
-                       precache_sound("weapons/shockwave_melee.wav");
-                       SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
-                       return TRUE;
+                       precache_sound("weapons/lasergun_fire.wav");
+                       precache_sound("weapons/shotgun_melee.wav");
+                       SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_CHECKAMMO1:
                case WR_CHECKAMMO2:
                {
                        // shockwave has infinite ammo
-                       return TRUE;
+                       return true;
                }
                case WR_CONFIG:
                {
-                       SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -714,35 +740,156 @@ float W_Shockwave(float req)
                                return WEAPON_SHOCKWAVE_MURDER;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
+// WEAPONTODO: add client side settings for these
+const float SW_MAXALPHA = 0.5;
+const float SW_FADETIME = 0.4;
+const float SW_DISTTOMIN = 200;
+void Draw_Shockwave()
+{
+       // fading/removal control
+       float a = bound(0, (SW_MAXALPHA - ((time - self.sw_time) / SW_FADETIME)), SW_MAXALPHA);
+       if(a < ALPHA_MIN_VISIBLE) { remove(self); }
+
+       // WEAPONTODO: save this only once when creating the entity
+       vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
+
+       // WEAPONTODO: trace to find what we actually hit
+       vector endpos = (self.sw_shotorg + (self.sw_shotdir * self.sw_distance));
+
+       vectorvectors(self.sw_shotdir);
+       vector right = v_right; // save this for when we do makevectors later
+       vector up = v_up; // save this for when we do makevectors later
+
+       // WEAPONTODO: combine and simplify these calculations
+       vector min_end = ((self.sw_shotorg + (self.sw_shotdir * SW_DISTTOMIN)) + (up * self.sw_spread_min));
+       vector max_end = (endpos + (up * self.sw_spread_max));
+       float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - self.sw_shotdir);
+       float spread_to_max = vlen(normalize(max_end - min_end) - self.sw_shotdir);
+
+       vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
+       vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
+       float new_max_dist, new_min_dist;
+
+       vector deviation, angle = '0 0 0';
+       float counter, divisions = 20;
+       for(counter = 0; counter < divisions; ++counter)
+       {
+               // perfect circle effect lines
+               makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions));
+               angle.y = v_forward.x;
+               angle.z = v_forward.y;
+
+               // first do the spread_to_min effect
+               deviation = angle * spread_to_min;
+               deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
+               new_min_dist = SW_DISTTOMIN;
+               new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
+               //te_lightning2(world, new_min_end, self.sw_shotorg);
+
+               // then calculate spread_to_max effect
+               deviation = angle * spread_to_max;
+               deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
+               new_max_dist = vlen(new_min_end - endpos);
+               new_max_end = (new_min_end + (deviation * new_max_dist));
+               //te_lightning2(world, new_end, prev_min_end);
+
+
+               if(counter == 0)
+               {
+                       first_min_end = new_min_end;
+                       first_max_end = new_max_end;
+               }
+
+               if(counter >= 1)
+               {
+                       // draw from shot origin to min spread radius
+                       R_BeginPolygon("", DRAWFLAG_NORMAL);
+                       R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+                       R_EndPolygon();
+
+                       // draw from min spread radius to max spread radius
+                       R_BeginPolygon("", DRAWFLAG_NORMAL);
+                       R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
+                       R_EndPolygon();
+               }
+
+               prev_min_end = new_min_end;
+               prev_max_end = new_max_end;
+
+               // last division only
+               if((counter + 1) == divisions)
+               {
+                       // draw from shot origin to min spread radius
+                       R_BeginPolygon("", DRAWFLAG_NORMAL);
+                       R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+                       R_EndPolygon();
+
+                       // draw from min spread radius to max spread radius
+                       R_BeginPolygon("", DRAWFLAG_NORMAL);
+                       R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
+                       R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
+                       R_EndPolygon();
+               }
+       }
+}
+
+void Net_ReadShockwaveParticle(void)
+{
+       entity shockwave;
+       shockwave = spawn();
+       shockwave.draw = Draw_Shockwave;
+
+       shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
+       shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
+
+       shockwave.sw_distance = ReadShort();
+       shockwave.sw_spread_max = ReadByte();
+       shockwave.sw_spread_min = ReadByte();
+
+       shockwave.sv_entnum = ReadByte();
+
+       shockwave.sw_time = time;
+}
+
 float W_Shockwave(float req)
 {
        switch(req)
        {
                case WR_IMPACTEFFECT:
                {
-                       vector org2;
-                       org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
-                       return TRUE;
+                       // handled by Net_ReadShockwaveParticle
+                       //vector org2;
+                       //org2 = w_org + w_backoff * 2;
+                       //pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
+                       return false;
                }
                case WR_INIT:
                {
                        //precache_sound("weapons/ric1.wav");
                        //precache_sound("weapons/ric2.wav");
                        //precache_sound("weapons/ric3.wav");
-                       return FALSE;
+                       return false;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #endif