-#ifndef IMPLEMENTATION
-CLASS(Shockwave, Weapon)
-/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none)
-/* impulse */ ATTRIB(Shockwave, impulse, int, 2)
-/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED | WEP_TYPE_MELEE_SEC);
-/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
-/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
-/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
-#ifndef MENUQC
-/* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
-#endif
-/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");
-/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
-/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave");
-/* refname */ ATTRIB(Shockwave, netname, string, "shockwave");
-/* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, blast_animtime, float, NONE) \
- P(class, prefix, blast_damage, float, NONE) \
- P(class, prefix, blast_distance, float, NONE) \
- P(class, prefix, blast_edgedamage, float, NONE) \
- P(class, prefix, blast_force, float, NONE) \
- P(class, prefix, blast_force_forwardbias, float, NONE) \
- P(class, prefix, blast_force_zscale, float, NONE) \
- P(class, prefix, blast_jump_damage, float, NONE) \
- P(class, prefix, blast_jump_edgedamage, float, NONE) \
- P(class, prefix, blast_jump_force, float, NONE) \
- P(class, prefix, blast_jump_force_velocitybias, float, NONE) \
- P(class, prefix, blast_jump_force_zscale, float, NONE) \
- P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \
- P(class, prefix, blast_jump_multiplier_distance, float, NONE) \
- P(class, prefix, blast_jump_multiplier_min, float, NONE) \
- P(class, prefix, blast_jump_radius, float, NONE) \
- P(class, prefix, blast_multiplier_accuracy, float, NONE) \
- P(class, prefix, blast_multiplier_distance, float, NONE) \
- P(class, prefix, blast_multiplier_min, float, NONE) \
- P(class, prefix, blast_refire, float, NONE) \
- P(class, prefix, blast_splash_damage, float, NONE) \
- P(class, prefix, blast_splash_edgedamage, float, NONE) \
- P(class, prefix, blast_splash_force, float, NONE) \
- P(class, prefix, blast_splash_force_forwardbias, float, NONE) \
- P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \
- P(class, prefix, blast_splash_multiplier_distance, float, NONE) \
- P(class, prefix, blast_splash_multiplier_min, float, NONE) \
- P(class, prefix, blast_splash_radius, float, NONE) \
- P(class, prefix, blast_spread_max, float, NONE) \
- P(class, prefix, blast_spread_min, float, NONE) \
- P(class, prefix, melee_animtime, float, NONE) \
- P(class, prefix, melee_damage, float, NONE) \
- P(class, prefix, melee_delay, float, NONE) \
- P(class, prefix, melee_force, float, NONE) \
- P(class, prefix, melee_multihit, float, NONE) \
- P(class, prefix, melee_no_doubleslap, float, NONE) \
- P(class, prefix, melee_nonplayerdamage, float, NONE) \
- P(class, prefix, melee_range, float, NONE) \
- P(class, prefix, melee_refire, float, NONE) \
- P(class, prefix, melee_swing_side, float, NONE) \
- P(class, prefix, melee_swing_up, float, NONE) \
- P(class, prefix, melee_time, float, NONE) \
- P(class, prefix, melee_traces, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Shockwave, shockwave)
-#undef X
-
-ENDCLASS(Shockwave)
-REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave));
-
-
-#ifdef CSQC
-void Net_ReadShockwaveParticle();
-.vector sw_shotorg;
-.vector sw_shotdir;
-.float sw_distance;
-.float sw_spread_max;
-.float sw_spread_min;
-.float sw_time;
-#endif
-#endif
-#ifdef IMPLEMENTATION
+#include "shockwave.qh"
REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
// check to see if we can still continue, otherwise give up now
if(IS_DEAD(this.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap))
{
- remove(this);
+ delete(this);
return;
}
{ accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
- "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
+ LOG_INFOF(
+ "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.",
this.realowner.netname,
target_victim.netname,
swing_damage,
swing_factor,
time
- ));
+ );
#endif
// allow multiple hits with one swing, but not against the same player twice
}
else
{
- remove(this);
+ delete(this);
return;
}
}
if(time >= this.cnt + meleetime)
{
// melee is finished
- remove(this);
+ delete(this);
return;
}
else
meleetemp.owner = meleetemp.realowner = actor;
setthink(meleetemp, W_Shockwave_Melee_Think);
meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(actor);
- W_SetupShot_Range(actor, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
+ W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
}
// SHOCKWAVE ATTACK MODE
WriteByte(MSG_BROADCAST, etof(actor));
}
-void W_Shockwave_Attack(entity actor)
+void W_Shockwave_Attack(entity actor, .entity weaponentity)
{
// declarations
float multiplier, multiplier_from_accuracy, multiplier_from_distance;
float i, queue = 0;
// set up the shot direction
- W_SetupShot(actor, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+ W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, 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, actor);
vector attack_hitpos = trace_endpos;
false
);
- float lag = ANTILAG_LATENCY(actor);
+ float lag = ((IS_REAL_CLIENT(actor)) ? ANTILAG_LATENCY(actor) : 0);
+ bool noantilag = ((IS_CLIENT(actor)) ? CS(actor).cvar_cl_noantilag : false);
if(lag < 0.001)
lag = 0;
- if (!IS_REAL_CLIENT(actor))
- lag = 0;
- if(autocvar_g_antilag == 0 || actor.cvar_cl_noantilag)
+ if(autocvar_g_antilag == 0 || noantilag)
lag = 0; // only do hitscan, but no antilag
if(lag)
{
);
// figure out the direction of force
- vel = normalize(vec3(head.velocity.x, head.velocity.y, 0));
+ vel = normalize(vec2(head.velocity));
vel *=
(
bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
);
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
+ LOG_INFOF(
"SELF HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+ "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
multiplier,
final_damage,
vlen(final_force),
multiplier_from_accuracy,
multiplier_from_distance
- ));
+ );
#endif
}
else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
+ LOG_INFOF(
"SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+ "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
multiplier,
final_damage,
vlen(final_force),
multiplier_from_accuracy,
multiplier_from_distance
- ));
+ );
#endif
}
}
if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
+ LOG_INFOF(
"BLAST HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+ "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
multiplier,
final_damage,
vlen(final_force),
multiplier_from_accuracy,
multiplier_from_distance
- ));
+ );
#endif
}
}
accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage);
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
- "SHOCKWAVE by %s: damage = %f, force = %f.\n",
+ LOG_INFOF(
+ "SHOCKWAVE by %s: damage = %f, force = %f.",
actor.netname,
final_damage,
vlen(final_force)
- ));
+ );
#endif
shockwave_hit[i-1] = NULL;
}
}
-METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor))
+METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR(shockwave, melee_range)))
- { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false); }
+ { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); }
else
- { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false); }
+ { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); }
}
METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(fire & 1)
{
- if(time >= actor.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
+ if(time >= actor.(weaponentity).shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
{
- W_Shockwave_Attack(actor);
- actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
+ W_Shockwave_Attack(actor, weaponentity);
+ actor.(weaponentity).shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
}
}
else if(fire & 2)
{
//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...
}
}
}
-METHOD(Shockwave, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Shockwave, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
return true; // infinite ammo
}
-METHOD(Shockwave, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Shockwave, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
// shockwave has infinite ammo
return true;
{
// fading/removal control
float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA);
- if(a < ALPHA_MIN_VISIBLE) { remove(this); }
+ if(a < ALPHA_MIN_VISIBLE) { delete(this); }
// WEAPONTODO: save this only once when creating the entity
vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));
}
#endif
-#endif