X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_shockwave.qc;h=3f40c5397fcfb8d34b96f4db4e0132c8b07bc5d1;hb=1cc55e217b6a2253d9cd08df599c832773e84ee2;hp=d859f62e815c45c785741cef80c4ac991887cacd;hpb=1322163d80b16cd7d19098667a545999cd96de7d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index d859f62e8..3f40c5397 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -1,232 +1,205 @@ #ifdef REGISTER_WEAPON REGISTER_WEAPON( -/* WEP_##id */ SHOCKWAVE, -/* function */ W_Shockwave, -/* ammotype */ IT_SHELLS, -/* impulse */ 2, -/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, -/* rating */ BOT_PICKUP_RATING_LOW, -/* model */ "shotgun", -/* netname */ "shockwave", -/* fullname */ _("Shockwave") +/* WEP_##id */ SHOCKWAVE, +/* function */ W_Shockwave, +/* ammotype */ ammo_none, +/* impulse */ 2, +/* 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", +/* simplemdl */ "foobar", +/* crosshair */ "gfx/crosshairshotgun 0.7", +/* wepimg */ "weaponshotgun", +/* refname */ "shockwave", +/* wepname */ _("Shockwave") ); -#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, WEP_SHOCKWAVE, shockwave) +#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_velocitybias)*/ \ - 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_ammo) \ - 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_cvar(id, sn, NONE, blast_animtime) \ + w_cvar(id, sn, NONE, blast_damage) \ + w_cvar(id, sn, NONE, blast_distance) \ + w_cvar(id, sn, NONE, blast_edgedamage) \ + w_cvar(id, sn, NONE, blast_force) \ + w_cvar(id, sn, NONE, blast_force_forwardbias) \ + w_cvar(id, sn, NONE, blast_force_zscale) \ + w_cvar(id, sn, NONE, blast_jump_damage) \ + w_cvar(id, sn, NONE, blast_jump_edgedamage) \ + w_cvar(id, sn, NONE, blast_jump_force) \ + w_cvar(id, sn, NONE, blast_jump_force_velocitybias) \ + w_cvar(id, sn, NONE, blast_jump_force_zscale) \ + w_cvar(id, sn, NONE, blast_jump_multiplier_accuracy) \ + w_cvar(id, sn, NONE, blast_jump_multiplier_distance) \ + w_cvar(id, sn, NONE, blast_jump_multiplier_min) \ + w_cvar(id, sn, NONE, blast_jump_radius) \ + w_cvar(id, sn, NONE, blast_multiplier_accuracy) \ + w_cvar(id, sn, NONE, blast_multiplier_distance) \ + w_cvar(id, sn, NONE, blast_multiplier_min) \ + w_cvar(id, sn, NONE, blast_refire) \ + w_cvar(id, sn, NONE, blast_splash_damage) \ + w_cvar(id, sn, NONE, blast_splash_edgedamage) \ + w_cvar(id, sn, NONE, blast_splash_force) \ + w_cvar(id, sn, NONE, blast_splash_force_forwardbias) \ + w_cvar(id, sn, NONE, blast_splash_multiplier_accuracy) \ + w_cvar(id, sn, NONE, blast_splash_multiplier_distance) \ + w_cvar(id, sn, NONE, blast_splash_multiplier_min) \ + w_cvar(id, sn, NONE, blast_splash_radius) \ + w_cvar(id, sn, NONE, blast_spread_max) \ + w_cvar(id, sn, NONE, blast_spread_min) \ + w_cvar(id, sn, NONE, melee_animtime) \ + w_cvar(id, sn, NONE, melee_damage) \ + w_cvar(id, sn, NONE, melee_delay) \ + w_cvar(id, sn, NONE, melee_force) \ + w_cvar(id, sn, NONE, melee_multihit) \ + w_cvar(id, sn, NONE, melee_no_doubleslap) \ + w_cvar(id, sn, NONE, melee_nonplayerdamage) \ + w_cvar(id, sn, NONE, melee_range) \ + w_cvar(id, sn, NONE, melee_refire) \ + w_cvar(id, sn, NONE, melee_swing_side) \ + w_cvar(id, sn, NONE, melee_swing_up) \ + w_cvar(id, sn, NONE, melee_time) \ + w_cvar(id, sn, NONE, melee_traces) \ 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) + 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) + //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { - weapon_defaultspawnfunc(WEP_UZI); + weapon_defaultspawnfunc(WEP_MACHINEGUN); return; } weapon_defaultspawnfunc(WEP_SHOCKWAVE); } +const float MAX_SHOCKWAVE_HITS = 10; +//#define DEBUG_SHOCKWAVE + .float swing_prev; .entity swing_alreadyhit; -.float shockwave_pelletstime; -entity shockwave_hit[32]; -float shockwave_hit_damage[32]; -vector shockwave_hit_force[32]; - -// LEGACY ATTACK MODE: Scattered bullets -void W_Shockwave_Pellets(void) -{ - float sc; - entity flash; - - 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)); - - 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)); - - // casing code - if(autocvar_g_casings >= 1) - { - for(sc = 0;sc < WEP_CVAR(shockwave, pellets_ammo); ++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(); - setmodel(flash, "models/uziflash.md3"); // precision set below - flash.think = SUB_Remove; - flash.nextthink = time + 0.06; - flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(flash, '5 0 0'); -} +.float shockwave_blasttime; +entity shockwave_hit[MAX_SHOCKWAVE_HITS]; +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; 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; + 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); - - 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))); - 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); +#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 - if((trace_fraction < 1) // if trace is good, apply the damage and remove self - && (trace_ent.takedamage == DAMAGE_AIM) + 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 != 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 @@ -238,7 +211,7 @@ void W_Shockwave_Melee_Think() } } } - + if(time >= self.cnt + meleetime) { // melee is finished @@ -247,13 +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); @@ -263,7 +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 @@ -276,7 +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 = ( @@ -292,7 +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( @@ -310,14 +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 @@ -327,11 +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( @@ -340,28 +313,42 @@ float W_Shockwave_Attack_CheckHit( vector final_force, float final_damage) { - if(!head) { return FALSE; } + if(!head) { return false; } float i; - ++queue; - - for(i = 1; i <= queue; ++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; @@ -370,9 +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; @@ -381,7 +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), @@ -400,21 +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 ? @@ -449,7 +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) @@ -460,7 +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( @@ -490,7 +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 ? @@ -531,10 +518,10 @@ 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; } + if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); } #ifdef DEBUG_SHOCKWAVE print(sprintf( @@ -553,7 +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) @@ -562,24 +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); - float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this - if((distance_to_target <= 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 @@ -593,7 +577,7 @@ void W_Shockwave_Attack() ); multiplier_from_distance = (1 - (distance_to_hit ? - min(1, (distance_to_target / distance_to_end)) + min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end)) : 0 ) @@ -623,10 +607,10 @@ 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; } + if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); } #ifdef DEBUG_SHOCKWAVE print(sprintf( @@ -646,10 +630,10 @@ void W_Shockwave_Attack() for(i = 1; i <= queue; ++i) { - head = shockwave_hit[i]; - final_force = shockwave_hit_force[i]; - final_damage = shockwave_hit_damage[i]; - + head = shockwave_hit[i-1]; + final_force = shockwave_hit_force[i-1]; + final_damage = shockwave_hit_damage[i-1]; + Damage( head, self, @@ -659,7 +643,13 @@ void W_Shockwave_Attack() head.origin, final_force ); - + + if(accuracy_isgooddamage(self.realowner, head)) + { + print("wtf\n"); + accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, final_damage); + } + #ifdef DEBUG_SHOCKWAVE print(sprintf( "SHOCKWAVE by %s: damage = %f, force = %f.\n", @@ -668,119 +658,75 @@ void W_Shockwave_Attack() vlen(final_force) )); #endif - - shockwave_hit[i] = world; - shockwave_hit_force[i] = '0 0 0'; - shockwave_hit_damage[i] = 0; + + shockwave_hit[i-1] = world; + shockwave_hit_force[i-1] = '0 0 0'; + shockwave_hit_damage[i-1] = 0; } } 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)) - { 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: { - 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) + if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary { - switch(WEP_CVAR(shockwave, primary)) + if(weapon_prepareattack(0, WEP_CVAR(shockwave, blast_animtime))) { - case 1: - { - 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_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; - } + 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); } } - - if(self.clip_load >= 0) // we are not currently reloading + } + else if(self.BUTTON_ATCK2) + { + //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; + + 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_SKIPCVAR, WEP_SET_PROP) - return TRUE; - } - case WR_SETUP: - { - self.current_ammo = ammo_shells; - 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: - { - 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 - return TRUE; + // shockwave has infinite ammo + return true; } case WR_CONFIG: { - SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) - return TRUE; - } - case WR_RELOAD: - { - W_Reload(WEP_CVAR(shockwave, pellets_ammo), "weapons/reload.wav"); - return TRUE; + SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); + return true; } case WR_SUICIDEMESSAGE: { @@ -794,30 +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 TRUE; + return false; } #endif #endif