REGISTER_WEAPON(
/* WEP_##id */ SHOCKWAVE,
/* function */ W_Shockwave,
-/* ammotype */ IT_SHELLS,
+/* ammotype */ ammo_none,
/* impulse */ 2,
/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
/* rating */ BOT_PICKUP_RATING_LOW,
/* fullname */ _("Shockwave")
);
-#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_edgedamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_forwardbias) \
- /*w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_velocitybias)*/ \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_zscale) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_edgedamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_velocitybias) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_zscale) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_accuracy) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_radius) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_accuracy) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_edgedamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force_forwardbias) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_accuracy) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_radius) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_max) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_animtime) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_delay) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_multihit) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_no_doubleslap) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_nonplayerdamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_range) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_refire) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_side) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_up) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_time) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_traces) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_ammo) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_animtime) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bulletconstant) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bullets) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_refire) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_speed) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_spread) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, primary) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, secondary) \
- w_prop(WEP_SHOCKWAVE, shockwave, reloading_ammo, reload_ammo) \
- w_prop(WEP_SHOCKWAVE, shockwave, reloading_time, reload_time) \
- w_prop(WEP_SHOCKWAVE, shockwave, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_SHOCKWAVE, shockwave, switchdelay_drop, switchdelay_drop)
+#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
+#define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_NONE, blast_damage) \
+ w_cvar(id, sn, MO_NONE, blast_distance) \
+ w_cvar(id, sn, MO_NONE, blast_edgedamage) \
+ w_cvar(id, sn, MO_NONE, blast_force) \
+ w_cvar(id, sn, MO_NONE, blast_force_forwardbias) \
+ w_cvar(id, sn, MO_NONE, blast_force_zscale) \
+ w_cvar(id, sn, MO_NONE, blast_jump_damage) \
+ w_cvar(id, sn, MO_NONE, blast_jump_edgedamage) \
+ w_cvar(id, sn, MO_NONE, blast_jump_force) \
+ w_cvar(id, sn, MO_NONE, blast_jump_force_velocitybias) \
+ w_cvar(id, sn, MO_NONE, blast_jump_force_zscale) \
+ w_cvar(id, sn, MO_NONE, blast_jump_multiplier_accuracy) \
+ w_cvar(id, sn, MO_NONE, blast_jump_multiplier_distance) \
+ w_cvar(id, sn, MO_NONE, blast_jump_multiplier_min) \
+ w_cvar(id, sn, MO_NONE, blast_jump_radius) \
+ w_cvar(id, sn, MO_NONE, blast_multiplier_accuracy) \
+ w_cvar(id, sn, MO_NONE, blast_multiplier_distance) \
+ w_cvar(id, sn, MO_NONE, blast_multiplier_min) \
+ w_cvar(id, sn, MO_NONE, blast_splash_damage) \
+ w_cvar(id, sn, MO_NONE, blast_splash_edgedamage) \
+ w_cvar(id, sn, MO_NONE, blast_splash_force) \
+ w_cvar(id, sn, MO_NONE, blast_splash_force_forwardbias) \
+ w_cvar(id, sn, MO_NONE, blast_splash_multiplier_accuracy) \
+ w_cvar(id, sn, MO_NONE, blast_splash_multiplier_distance) \
+ w_cvar(id, sn, MO_NONE, blast_splash_multiplier_min) \
+ w_cvar(id, sn, MO_NONE, blast_splash_radius) \
+ w_cvar(id, sn, MO_NONE, blast_spread_max) \
+ w_cvar(id, sn, MO_NONE, blast_spread_min) \
+ w_cvar(id, sn, MO_NONE, melee_animtime) \
+ w_cvar(id, sn, MO_NONE, melee_damage) \
+ w_cvar(id, sn, MO_NONE, melee_delay) \
+ w_cvar(id, sn, MO_NONE, melee_force) \
+ w_cvar(id, sn, MO_NONE, melee_multihit) \
+ w_cvar(id, sn, MO_NONE, melee_no_doubleslap) \
+ w_cvar(id, sn, MO_NONE, melee_nonplayerdamage) \
+ w_cvar(id, sn, MO_NONE, melee_range) \
+ w_cvar(id, sn, MO_NONE, melee_refire) \
+ w_cvar(id, sn, MO_NONE, melee_swing_side) \
+ w_cvar(id, sn, MO_NONE, melee_swing_up) \
+ w_cvar(id, sn, MO_NONE, melee_time) \
+ w_cvar(id, sn, MO_NONE, melee_traces) \
+ w_cvar(id, sn, MO_NONE, pellets_animtime) \
+ w_cvar(id, sn, MO_NONE, pellets_bulletconstant) \
+ w_cvar(id, sn, MO_NONE, pellets_bullets) \
+ w_cvar(id, sn, MO_NONE, pellets_damage) \
+ w_cvar(id, sn, MO_NONE, pellets_force) \
+ w_cvar(id, sn, MO_NONE, pellets_refire) \
+ w_cvar(id, sn, MO_NONE, pellets_speed) \
+ w_cvar(id, sn, MO_NONE, pellets_spread) \
+ w_cvar(id, sn, MO_NONE, primary) \
+ w_cvar(id, sn, MO_NONE, secondary) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ 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)
#ifdef SVQC
SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#ifdef SVQC
void spawnfunc_weapon_shockwave()
{
- //if(autocvar_sv_q3acompat_machineshockwaveswap)
+ //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
float sc;
entity flash;
- W_DecreaseAmmo(ammo_shells, WEP_CVAR(shockwave, pellets_ammo), WEP_CVAR(shockwave, reload_ammo));
+ //W_DecreaseAmmo(ammo_shells, WEP_CVAR(shockwave, pellets_ammo), WEP_CVAR(shockwave, reload_ammo));
- W_SetupShot(self, TRUE, 5, "weapons/shockwave_fire.wav", CH_WEAPON_A, WEP_CVAR(shockwave, pellets_damage) * WEP_CVAR(shockwave, pellets_bullets));
+ W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR(shockwave, pellets_damage) * WEP_CVAR(shockwave, pellets_bullets));
for(sc = 0; sc < WEP_CVAR(shockwave, pellets_bullets); ++sc)
{
}
endFireBallisticBullet();
- pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR(shockwave, pellets_ammo));
+ pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, 5); // WEAPONTODO: why 5? this was pellets_ammo before
// casing code
if(autocvar_g_casings >= 1)
{
- for(sc = 0;sc < WEP_CVAR(shockwave, pellets_ammo); ++sc)
+ for(sc = 0;sc < 5; ++sc)
{
SpawnCasing(
(
entity target_victim;
vector targpos;
- if(!self.cnt) // set start time of melee
+ // check to see if we can still continue, otherwise give up now
+ if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap))
+ {
+ remove(self);
+ return;
+ }
+
+ // set start time of melee
+ if(!self.cnt)
{
self.cnt = time;
W_PlayStrengthSound(self.realowner);
}
- makevectors(self.realowner.v_angle); // update values for v_* vectors
+ // 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));
- // check to see if we can still continue, otherwise give up now
- if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap))
- {
- remove(self);
- return;
- }
-
- // if okay, 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);
+ (v_up * swing_factor * WEP_CVAR(shockwave, melee_swing_up))
+ (v_right * swing_factor * WEP_CVAR(shockwave, melee_swing_side)));
- WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
+ WarpZone_traceline_antilag(
+ self.realowner,
+ (self.realowner.origin + self.realowner.view_ofs),
+ targpos,
+ 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);
is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
- if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+ if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
&& (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)));
+ 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
- swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage * min(1, swing_factor + 1)));
-
- //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
-
- Damage(target_victim, self.realowner, self.realowner,
- swing_damage, WEP_SHOCKWAVE | HITTYPE_SECONDARY,
- self.realowner.origin + self.realowner.view_ofs,
- v_forward * WEP_CVAR(shockwave, melee_force));
-
- if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
-
- if(WEP_CVAR(shockwave, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
+ swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage) * min(1, swing_factor + 1));
+
+ // trigger damage with this calculated info
+ Damage(
+ target_victim,
+ self.realowner,
+ self.realowner,
+ swing_damage,
+ (WEP_SHOCKWAVE | HITTYPE_SECONDARY),
+ (self.realowner.origin + self.realowner.view_ofs),
+ (v_forward * WEP_CVAR(shockwave, melee_force))
+ );
+
+ // handle accuracy
+ if(accuracy_isgooddamage(self.realowner, target_victim))
+ { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
+
+ #ifdef DEBUG_SHOCKWAVE
+ print(sprintf(
+ "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
+ self.realowner.netname,
+ target_victim.netname,
+ swing_damage,
+ swing_factor,
+ time
+ ));
+ #endif
+
+ // allow multiple hits with one swing, but not against the same player twice
+ if(WEP_CVAR(shockwave, melee_multihit))
{
self.swing_alreadyhit = target_victim;
continue; // move along to next trace
vector nearest_on_line = (w_shotorg + a * w_shotdir);
vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
- float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
+ float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // WEAPONTODO: use the findradius function for this
if((distance_to_target <= WEP_CVAR(shockwave, blast_distance))
&& (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
float W_Shockwave(float req)
{
- float ammo_amount;
switch(req)
{
case WR_AIM:
}
case WR_THINK:
{
- if(WEP_CVAR(shockwave, reload_ammo) && self.clip_load < WEP_CVAR(shockwave, pellets_ammo)) // forced reload
- {
- // don't force reload an empty shockwave if its melee attack is active
- if(!(WEP_CVAR(shockwave, secondary) && self.ammo_shells < WEP_CVAR(shockwave, pellets_ammo)))
- WEP_ACTION(self.weapon, WR_RELOAD);
- }
- else
+ if(self.BUTTON_ATCK)
{
- if(self.BUTTON_ATCK)
+ switch(WEP_CVAR(shockwave, primary))
{
- switch(WEP_CVAR(shockwave, primary))
+ case 1:
{
- case 1:
+ if(time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
{
- if(time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
+ if(weapon_prepareattack(0, WEP_CVAR(shockwave, pellets_animtime)))
{
- if(weapon_prepareattack(0, WEP_CVAR(shockwave, pellets_animtime)))
- {
- W_Shockwave_Attack();
- self.shockwave_pelletstime = time + WEP_CVAR(shockwave, pellets_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, pellets_animtime), w_ready);
- }
+ W_Shockwave_Attack();
+ self.shockwave_pelletstime = time + WEP_CVAR(shockwave, pellets_refire) * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, pellets_animtime), w_ready);
}
- break;
}
- case 2:
+ break;
+ }
+ case 2:
+ {
+ if(time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
{
- if(time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
+ if(weapon_prepareattack(0, WEP_CVAR(shockwave, pellets_animtime)))
{
- if(weapon_prepareattack(0, WEP_CVAR(shockwave, pellets_animtime)))
- {
- W_Shockwave_Pellets();
- self.shockwave_pelletstime = time + WEP_CVAR(shockwave, pellets_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, pellets_animtime), w_ready);
- }
+ W_Shockwave_Pellets();
+ self.shockwave_pelletstime = time + WEP_CVAR(shockwave, pellets_refire) * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, pellets_animtime), w_ready);
}
- break;
}
+ break;
}
}
-
- if(self.clip_load >= 0) // we are not currently reloading
- if(!self.crouch) // no crouchmelee please
- if(self.BUTTON_ATCK2 && WEP_CVAR(shockwave, secondary))
- if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
- {
- // attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
- }
}
+ if(self.clip_load >= 0) // we are not currently reloading
+ if(!self.crouch) // no crouchmelee please
+ if(self.BUTTON_ATCK2 && WEP_CVAR(shockwave, secondary))
+ if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
+ {
+ // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+ weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee);
+ }
+
return TRUE;
}
case WR_INIT:
SHOCKWAVE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
- case WR_SETUP:
- {
- self.current_ammo = ammo_shells;
- return TRUE;
- }
case WR_CHECKAMMO1:
- {
- ammo_amount = self.ammo_shells >= WEP_CVAR(shockwave, pellets_ammo);
- ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= WEP_CVAR(shockwave, pellets_ammo);
- return ammo_amount;
- }
case WR_CHECKAMMO2:
{
- // melee attack is always available
+ // shockwave has infinite ammo
return TRUE;
}
case WR_CONFIG:
}
case WR_RELOAD:
{
- W_Reload(WEP_CVAR(shockwave, pellets_ammo), "weapons/reload.wav");
+ W_Reload(0, "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE: