/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshotgun");
/* refname */ ATTRIB(Shockwave, netname, string, "shockwave");
-/* wepname */ ATTRIB(Shockwave, message, string, _("Shockwave"));
+/* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
ENDCLASS(Shockwave)
REGISTER_WEAPON(SHOCKWAVE, NEW(Shockwave));
SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#ifdef CSQC
-void Net_ReadShockwaveParticle(void);
+void Net_ReadShockwaveParticle();
.vector sw_shotorg;
.vector sw_shotdir;
.float sw_distance;
#endif
#endif
#ifdef IMPLEMENTATION
+
+REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
+
#ifdef SVQC
-void spawnfunc_weapon_shockwave(void)
-{SELFPARAM();
+spawnfunc(weapon_shockwave)
+{
//if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
- weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
+ weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
return;
}
- weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
+ weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
}
const float MAX_SHOCKWAVE_HITS = 10;
vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
// MELEE ATTACK MODE
-void W_Shockwave_Melee_Think(void)
+void W_Shockwave_Melee_Think()
{SELFPARAM();
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
}
}
-void W_Shockwave_Melee(void)
-{SELFPARAM();
- sound(self, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
+void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
- entity meleetemp;
- meleetemp = spawn();
- meleetemp.owner = meleetemp.realowner = self;
+ entity meleetemp = new(meleetemp);
+ make_pure(meleetemp);
+ meleetemp.owner = meleetemp.realowner = actor;
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(actor, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
}
// SHOCKWAVE ATTACK MODE
return true;
}
-void W_Shockwave_Send(void)
+void W_Shockwave_Send()
{SELFPARAM();
- WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
+ WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
WriteCoord(MSG_BROADCAST, w_shotorg.x);
WriteCoord(MSG_BROADCAST, w_shotorg.y);
WriteCoord(MSG_BROADCAST, w_shotorg.z);
WriteByte(MSG_BROADCAST, num_for_edict(self));
}
-void W_Shockwave_Attack(void)
+void W_Shockwave_Attack()
{SELFPARAM();
// declarations
float multiplier, multiplier_from_accuracy, multiplier_from_distance;
);
// figure out the direction of force
- vel = normalize(combine_to_vector(head.velocity.x, head.velocity.y, 0));
+ vel = normalize(vec3(head.velocity.x, head.velocity.y, 0));
vel *=
(
bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
}
}
- METHOD(Shockwave, wr_aim, bool(entity thiswep))
+ METHOD(Shockwave, wr_aim, void(entity thiswep))
{
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); }
-
- return true;
}
- METHOD(Shockwave, wr_think, bool(entity thiswep, bool fire1, bool fire2))
+ METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(fire1)
+ if(fire & 1)
{
- if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
+ if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
{
- if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
{
W_Shockwave_Attack();
- self.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
+ actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
}
}
}
- else if(fire2)
+ else if(fire & 2)
{
- //if(self.clip_load >= 0) // we are not currently reloading
- if(!self.crouch) // no crouchmelee please
- if(weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire)))
+ //if(actor.clip_load >= 0) // we are not currently reloading
+ if(!actor.crouch) // no crouchmelee please
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, 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);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee);
}
}
-
- return true;
}
- METHOD(Shockwave, wr_init, bool(entity thiswep))
+ METHOD(Shockwave, wr_init, void(entity thiswep))
{
SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
METHOD(Shockwave, wr_checkammo1, bool(entity thiswep))
{
// shockwave has infinite ammo
return true;
}
- METHOD(Shockwave, wr_config, bool(entity thiswep))
+ METHOD(Shockwave, wr_config, void(entity thiswep))
{
SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- METHOD(Shockwave, wr_suicidemessage, bool(entity thiswep))
+ METHOD(Shockwave, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- METHOD(Shockwave, wr_killmessage, bool(entity thiswep))
+ METHOD(Shockwave, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
return WEAPON_SHOCKWAVE_MURDER_SLAP;
const float SW_MAXALPHA = 0.5;
const float SW_FADETIME = 0.4;
const float SW_DISTTOMIN = 200;
-void Draw_Shockwave()
-{SELFPARAM();
+void Draw_Shockwave(entity this)
+{
// fading/removal control
float a = bound(0, (SW_MAXALPHA - ((time - self.sw_time) / SW_FADETIME)), SW_MAXALPHA);
if(a < ALPHA_MIN_VISIBLE) { remove(self); }
}
}
-void Net_ReadShockwaveParticle(void)
+NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew)
+{
+ Net_ReadShockwaveParticle();
+ return true;
+}
+
+void Net_ReadShockwaveParticle()
{
entity shockwave;
shockwave = spawn();
shockwave.sw_time = time;
}
- METHOD(Shockwave, wr_impacteffect, bool(entity thiswep))
+ METHOD(Shockwave, wr_impacteffect, void(entity thiswep))
{
// handled by Net_ReadShockwaveParticle
//vector org2;
//org2 = w_org + w_backoff * 2;
- //pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
- return false;
- }
- METHOD(Shockwave, wr_init, bool(entity thiswep))
- {
- return false;
- }
- METHOD(Shockwave, wr_zoomreticle, bool(entity thiswep))
- {
- // no weapon specific image for this weapon
- return false;
+ //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
}
#endif