]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
Remove shell ammo from Shockwave
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index d0491b0d4cd620ee26a947cb9b50b4f37993f161..920a4f13c0d8bcd4cb384d1590fa0923e079f530 100644 (file)
@@ -2,7 +2,7 @@
 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,
@@ -11,63 +11,66 @@ REGISTER_WEAPON(
 /* 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, 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)
@@ -76,7 +79,7 @@ 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")
        {
@@ -97,36 +100,53 @@ vector shockwave_hit_force[32];
 void W_Shockwave_Pellets(void)
 {
        float sc;
-       float ammoamount;
-       float bullets;
-       float d;
-       float f;
-       float spread;
-       float bulletspeed;
-       float bulletconstant;
        entity flash;
 
-       ammoamount = WEP_CVAR(shockwave, pellets_ammo);
-       bullets = WEP_CVAR(shockwave, pellets_bullets);
-       d = WEP_CVAR(shockwave, pellets_damage);
-       f = WEP_CVAR(shockwave, pellets_force);
-       spread = WEP_CVAR(shockwave, pellets_spread);
-       bulletspeed = WEP_CVAR(shockwave, pellets_speed);
-       bulletconstant = WEP_CVAR(shockwave, pellets_bulletconstant);
+       //W_DecreaseAmmo(ammo_shells, WEP_CVAR(shockwave, pellets_ammo), WEP_CVAR(shockwave, reload_ammo));
 
-       W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shockwave_reload_ammo);
-
-       W_SetupShot(self, TRUE, 5, "weapons/shockwave_fire.wav", CH_WEAPON_A, d * bullets);
-       for(sc = 0;sc < bullets;sc = sc + 1)
-               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOCKWAVE, 0, bulletconstant);
+       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)
+       {
+               fireBallisticBullet(
+                       w_shotorg,
+                       w_shotdir,
+                       WEP_CVAR(shockwave, pellets_spread),
+                       WEP_CVAR(shockwave, pellets_speed),
+                       5,
+                       WEP_CVAR(shockwave, pellets_damage),
+                       WEP_CVAR(shockwave, pellets_force),
+                       WEP_SHOCKWAVE,
+                       0,
+                       WEP_CVAR(shockwave, pellets_bulletconstant)
+               );
+       }
        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 < ammoamount;sc = sc + 1)
-                       SpawnCasing(((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
+       {
+               for(sc = 0;sc < 5; ++sc)
+               {
+                       SpawnCasing(
+                               (
+                                       ((random () * 50 + 50) * v_right)
+                                       -
+                                       (v_forward * (random () * 25 + 25))
+                                       -
+                                       ((random () * 5 - 30) * v_up)
+                               ),
+                               2,
+                               vectoangles(v_forward),
+                               '0 250 0',
+                               100,
+                               1,
+                               self
+                       );
+               }
+       }
 
        // muzzle flash for 1st person view
        flash = spawn();
@@ -145,27 +165,29 @@ void W_Shockwave_Melee_Think()
        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);
@@ -175,7 +197,14 @@ void W_Shockwave_Melee_Think()
                        + (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); 
@@ -183,28 +212,46 @@ void W_Shockwave_Melee_Think()
                
                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
@@ -256,8 +303,13 @@ float W_Shockwave_Attack_CheckSpread(
        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 = (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit) + WEP_CVAR(shockwave, blast_spread_max) * spreadlimit);
-       
+       spreadlimit =
+               (
+                       (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
+                       +
+                       (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit)
+               );
+
        if(
                (spreadlimit && (distance_from_line <= spreadlimit))
                &&
@@ -313,7 +365,7 @@ float W_Shockwave_Attack_CheckHit(
        vector final_force,
        float final_damage)
 {
-       if not(head) { return FALSE; }
+       if(!head) { return FALSE; }
        float i;
 
        ++queue;
@@ -338,9 +390,9 @@ void W_Shockwave_Attack()
 {
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
-       float final_damage; //, final_spread;
+       float final_damage;
        vector final_force, center, vel;
-       entity head, next;
+       entity head;
 
        float i, queue = 0;
        
@@ -355,63 +407,186 @@ void W_Shockwave_Attack()
 
        // do the firing effect now
        //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO
-       Damage_DamageInfo(attack_hitpos, WEP_CVAR(shockwave, blast_splash_damage), WEP_CVAR(shockwave, blast_splash_edgedamage), WEP_CVAR(shockwave, blast_splash_radius), w_shotdir * WEP_CVAR(shockwave, blast_splash_force), WEP_SHOCKWAVE, 0, self);
+       Damage_DamageInfo(
+               attack_hitpos,
+               WEP_CVAR(shockwave, blast_splash_damage),
+               WEP_CVAR(shockwave, blast_splash_edgedamage),
+               WEP_CVAR(shockwave, blast_splash_radius),
+               w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
+               WEP_SHOCKWAVE,
+               0,
+               self
+       );
 
        // splash damage/jumping trace
-       head = WarpZone_FindRadius(attack_hitpos, max(WEP_CVAR(shockwave, blast_splash_radius), WEP_CVAR(shockwave, blast_jump_radius)), FALSE);
+       head = WarpZone_FindRadius(
+               attack_hitpos,
+               max(
+                       WEP_CVAR(shockwave, blast_splash_radius),
+                       WEP_CVAR(shockwave, blast_jump_radius)
+               ),
+               FALSE
+       );
+       
        while(head)
        {
-               next = head.chain;
-
                if(head.takedamage)
                {
-                       center = CENTER_OR_VIEWOFS(head);
-
                        float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
                        
                        if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
                        {
-                               multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius))) : 0));
-                               multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
-                               multiplier = max(WEP_CVAR(shockwave, blast_jump_multiplier_min), ((multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))));
-
-                               final_force = ((normalize(center - attack_hitpos) * WEP_CVAR(shockwave, blast_jump_force)) * multiplier);
-                               vel = head.velocity; vel_z = 0;
-                               vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * WEP_CVAR(shockwave, blast_jump_force_velocitybias);
-                               final_force = (vlen(final_force) * normalize(normalize(final_force) + vel));
+                               // ========================
+                               //  BLAST JUMP CALCULATION
+                               // ========================
+                               
+                               // calculate importance of distance and accuracy for this attack
+                               multiplier_from_accuracy = (1 -
+                                       (distance_to_head ?
+                                               min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius)))
+                                               :
+                                               0
+                                       )
+                               );
+                               multiplier_from_distance = (1 -
+                                       (distance_to_hit ?
+                                               min(1, (distance_to_hit / distance_to_end))
+                                               :
+                                               0
+                                       )
+                               );
+                               multiplier =
+                                       max(
+                                               WEP_CVAR(shockwave, blast_jump_multiplier_min),
+                                               (
+                                                       (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy))
+                                                       +
+                                                       (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))
+                                               )
+                                       );
+
+                               // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
+                               final_damage =
+                                       (
+                                               (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
+                                               +
+                                               (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
+                                       );
+
+                               // figure out the direction of force
+                               vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0));
+                               vel *=
+                                       (
+                                               bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
+                                               *
+                                               WEP_CVAR(shockwave, blast_jump_force_velocitybias)
+                                       );
+                               final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
+
+                               // 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_damage = (WEP_CVAR(shockwave, blast_jump_damage) * multiplier + WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier));
 
-                               Damage(head, self, self, final_damage, WEP_SHOCKWAVE, head.origin, final_force);
-                               //print("SELF 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");
+                               // trigger damage with this calculated info
+                               Damage(
+                                       head,
+                                       self,
+                                       self,
+                                       final_damage,
+                                       WEP_SHOCKWAVE,
+                                       head.origin,
+                                       final_force
+                               );
+
+                               #ifdef DEBUG_SHOCKWAVE
+                               print(sprintf(
+                                       "SELF HIT: multiplier = %f, damage = %f, force = %f... "
+                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+                                       multiplier,
+                                       final_damage,
+                                       vlen(final_force),
+                                       multiplier_from_accuracy,
+                                       multiplier_from_distance
+                               ));
+                               #endif
                        }
-                       else if (distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
-                       {       
-                               multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius))) : 0));
-                               multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
-                               multiplier = max(WEP_CVAR(shockwave, blast_splash_multiplier_min), ((multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))));
-
-                               final_force = normalize(center - (attack_hitpos - (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias))));
+                       else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
+                       {
+                               // ==========================
+                               //  BLAST SPLASH CALCULATION
+                               // ==========================
+                               
+                               // calculate importance of distance and accuracy for this attack
+                               multiplier_from_accuracy = (1 -
+                                       (distance_to_head ?
+                                               min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius)))
+                                               :
+                                               0
+                                       )
+                               );
+                               multiplier_from_distance = (1 -
+                                       (distance_to_hit ?
+                                               min(1, (distance_to_hit / distance_to_end))
+                                               :
+                                               0
+                                       )
+                               );
+                               multiplier =
+                                       max(
+                                               WEP_CVAR(shockwave, blast_splash_multiplier_min),
+                                               (
+                                                       (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy))
+                                                       +
+                                                       (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))
+                                               )
+                                       );
+
+                               // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
+                               final_damage =
+                                       (
+                                               (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
+                                               +
+                                               (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
+                                       );
+
+                               // figure out the direction of force
+                               final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
+                               final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
                                //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
-                               final_force = ((final_force * WEP_CVAR(shockwave, blast_splash_force)) * multiplier);
+
+                               // 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_damage = (WEP_CVAR(shockwave, blast_splash_damage) * multiplier + WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier));
 
+                               // queue damage with this calculated info
                                if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
-                               //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");
+
+                               #ifdef DEBUG_SHOCKWAVE
+                               print(sprintf(
+                                       "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
+                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+                                       multiplier,
+                                       final_damage,
+                                       vlen(final_force),
+                                       multiplier_from_accuracy,
+                                       multiplier_from_distance
+                               ));
+                               #endif
                        }
                }
-               head = next;
+               head = head.chain;
        }
 
        // cone damage trace
        head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE);
        while(head)
        {
-               next = head.chain;
-               
                if((head != self) && head.takedamage)
                {
+                       // ========================
+                       //  BLAST CONE CALCULATION
+                       // ========================
+
                        // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
                        center = CENTER_OR_VIEWOFS(head);
 
@@ -423,29 +598,75 @@ void W_Shockwave_Attack()
                        h = vlen(center - self.origin);
                        ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
                        a = h * cos(ang);
+                       // 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);
-                       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)))
                        {
-                               multiplier_from_accuracy = (1 - W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
-                               multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
-                               multiplier = max(WEP_CVAR(shockwave, blast_multiplier_min), ((multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))));
-
-                               final_force = normalize(center - (nearest_on_line - (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias))));
+                               // calculate importance of distance and accuracy for this attack
+                               multiplier_from_accuracy = (1 -
+                                       W_Shockwave_Attack_CheckSpread(
+                                               nearest_to_attacker,
+                                               nearest_on_line,
+                                               w_shotorg,
+                                               attack_endpos
+                                       )
+                               );
+                               multiplier_from_distance = (1 -
+                                       (distance_to_hit ?
+                                               min(1, (distance_to_target / distance_to_end))
+                                               :
+                                               0
+                                       )
+                               );
+                               multiplier =
+                                       max(
+                                               WEP_CVAR(shockwave, blast_multiplier_min),
+                                               (
+                                                       (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
+                                                       +
+                                                       (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
+                                               )
+                                       );
+
+                               // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
+                               final_damage =
+                                       (
+                                               (WEP_CVAR(shockwave, blast_damage) * multiplier)
+                                               +
+                                               (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
+                                       );
+
+                               // figure out the direction of force
+                               final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
+                               final_force = normalize(center - (nearest_on_line - final_force));
                                //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
-                               final_force = ((final_force * WEP_CVAR(shockwave, blast_force)) * multiplier);
+
+                               // 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_damage = (WEP_CVAR(shockwave, blast_damage) * multiplier + WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier));
 
+                               // queue damage with this calculated info
                                if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
-                               //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");
+
+                               #ifdef DEBUG_SHOCKWAVE
+                               print(sprintf(
+                                       "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
+                                       "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+                                       multiplier,
+                                       final_damage,
+                                       vlen(final_force),
+                                       multiplier_from_accuracy,
+                                       multiplier_from_distance
+                               ));
+                               #endif
                        }
                }
-               head = next;
+               head = head.chain;
        }
 
        for(i = 1; i <= queue; ++i)
@@ -454,24 +675,38 @@ void W_Shockwave_Attack()
                final_force = shockwave_hit_force[i];
                final_damage = shockwave_hit_damage[i];
                
-               Damage(head, self, self, final_damage, WEP_SHOCKWAVE, head.origin, final_force);
-               print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
+               Damage(
+                       head,
+                       self,
+                       self,
+                       final_damage,
+                       WEP_SHOCKWAVE,
+                       head.origin,
+                       final_force
+               );
+               
+               #ifdef DEBUG_SHOCKWAVE
+               print(sprintf(
+                       "SHOCKWAVE by %s: damage = %f, force = %f.\n",
+                       self.netname,
+                       final_damage,
+                       vlen(final_force)
+               ));
+               #endif
                
                shockwave_hit[i] = world;
                shockwave_hit_force[i] = '0 0 0';
                shockwave_hit_damage[i] = 0;
        }
-       //print("queue was ", ftos(queue), ".\n\n");
 }
 
 float W_Shockwave(float req)
 {
-       float ammo_amount;
        switch(req)
        {
                case WR_AIM:
                {
-                       if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
+                       if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range))
                                { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); }
                        else
                                { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); }
@@ -480,36 +715,48 @@ float W_Shockwave(float req)
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_shockwave_reload_ammo && self.clip_load < WEP_CVAR(shockwave, pellets_ammo)) // forced reload
+                       if(self.BUTTON_ATCK)
                        {
-                               // don't force reload an empty shockwave if its melee attack is active
-                               if(!(autocvar_g_balance_shockwave_secondary && self.ammo_shells < WEP_CVAR(shockwave, pellets_ammo)))
-                                       WEP_ACTION(self.weapon, WR_RELOAD);
-                       }
-                       else
-                       {
-                               if (self.BUTTON_ATCK)
+                               switch(WEP_CVAR(shockwave, primary))
                                {
-                                       if (time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
+                                       case 1:
                                        {
-                                               if(weapon_prepareattack(0, WEP_CVAR(shockwave, pellets_animtime)))
+                                               if(time >= self.shockwave_pelletstime) // handle refire separately so the secondary can be fired straight after a primary
                                                {
-                                                       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);
+                                                       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);
+                                                       }
                                                }
+                                               break;
+                                       }
+                                       case 2:
+                                       {
+                                               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)))
+                                                       {
+                                                               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;
                                        }
                                }
                        }
-                       if (self.clip_load >= 0) // we are not currently reloading
-                       if (!self.crouch) // no crouchmelee please
-                       if (self.BUTTON_ATCK2 && autocvar_g_balance_shockwave_secondary)
-                       if (weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
+                       
+                       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:
@@ -524,20 +771,10 @@ float W_Shockwave(float req)
                        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:
@@ -547,7 +784,7 @@ float W_Shockwave(float req)
                }
                case WR_RELOAD:
                {
-                       W_Reload(WEP_CVAR(shockwave, pellets_ammo), "weapons/reload.wav");
+                       W_Reload(0, "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE: