X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fshockwave.qc;h=444f96894fa1f44e1e3c3e939c4de8005b249382;hb=bf28c62f9ad2f130024109354c2503457195898d;hp=3c5d5a9a803fc0d80bc127fda8b8685f7f38b76e;hpb=91b5b85f82da949105551eb0ec01888ec52e8a99;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/shockwave.qc b/qcsrc/common/weapons/weapon/shockwave.qc index 3c5d5a9a8..444f96894 100644 --- a/qcsrc/common/weapons/weapon/shockwave.qc +++ b/qcsrc/common/weapons/weapon/shockwave.qc @@ -1,77 +1,81 @@ #ifndef IMPLEMENTATION -REGISTER_WEAPON( -/* 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, SHOCKWAVE, shockwave) -#define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - 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, weaponthrowable, weaponthrowable) - -#ifdef SVQC -SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) +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); +/* 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, "weaponshotgun"); +/* 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(void); +void Net_ReadShockwaveParticle(); .vector sw_shotorg; .vector sw_shotdir; .float sw_distance; @@ -81,17 +85,20 @@ void Net_ReadShockwaveParticle(void); #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; @@ -105,7 +112,7 @@ float shockwave_hit_damage[MAX_SHOCKWAVE_HITS]; 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; @@ -113,7 +120,7 @@ void W_Shockwave_Melee_Think(void) vector targpos; // check to see if we can still continue, otherwise give up now - if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap)) + if(IS_DEAD(self.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap)) { remove(self); return; @@ -227,17 +234,16 @@ void W_Shockwave_Melee_Think(void) } } -void W_Shockwave_Melee(void) -{SELFPARAM(); - sound(self, CH_WEAPON_A, W_Sound("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_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, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range)); } // SHOCKWAVE ATTACK MODE @@ -333,10 +339,9 @@ float W_Shockwave_Attack_CheckHit( 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); @@ -346,10 +351,10 @@ void W_Shockwave_Send(void) 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)); + WriteByte(MSG_BROADCAST, etof(self)); } -void W_Shockwave_Attack(void) +void W_Shockwave_Attack() {SELFPARAM(); // declarations float multiplier, multiplier_from_accuracy, multiplier_from_distance; @@ -360,7 +365,7 @@ void W_Shockwave_Attack(void) float i, queue = 0; // set up the shot direction - W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage)); + W_SetupShot(self, false, 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, self); vector attack_hitpos = trace_endpos; @@ -437,7 +442,7 @@ void W_Shockwave_Attack(void) ); // 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) @@ -666,106 +671,87 @@ void W_Shockwave_Attack(void) } } -bool W_Shockwave(entity thiswep, int req) -{SELFPARAM(); - 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); } - else - { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); } - - return true; - } - case WR_THINK: - { - if(self.BUTTON_ATCK) - { - if(time >= self.shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary - { - if(weapon_prepareattack(0, 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); - } - } - } - else if(self.BUTTON_ATCK2) - { - //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))) - { - // 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: - { - precache_sound("misc/itempickup.wav"); - precache_sound(W_Sound("lasergun_fire")); - precache_sound(W_Sound("shotgun_melee")); - SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - return true; - } - case WR_CHECKAMMO1: - case WR_CHECKAMMO2: - { - // shockwave has infinite ammo - return true; - } - case WR_CONFIG: - { - SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; - } - case WR_SUICIDEMESSAGE: - { - return WEAPON_THINKING_WITH_PORTALS; - } - case WR_KILLMESSAGE: - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_SHOCKWAVE_MURDER_SLAP; - else - return WEAPON_SHOCKWAVE_MURDER; - } - } - return false; +METHOD(Shockwave, wr_aim, void(entity thiswep)) +{ + SELFPARAM(); + if(vlen(self.origin - self.enemy.origin) <= WEP_CVAR(shockwave, melee_range)) + { PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false); } + else + { PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 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(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime))) + { + W_Shockwave_Attack(); + 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(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... + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee); + } + } +} +METHOD(Shockwave, wr_checkammo1, bool(entity thiswep)) +{ + return true; // infinite ammo +} +METHOD(Shockwave, wr_checkammo2, bool(entity thiswep)) +{ + // shockwave has infinite ammo + return true; +} +METHOD(Shockwave, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_THINKING_WITH_PORTALS; +} +METHOD(Shockwave, wr_killmessage, Notification(entity thiswep)) +{ + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_SHOCKWAVE_MURDER_SLAP; + else + return WEAPON_SHOCKWAVE_MURDER; +} + #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() -{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); } + float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA); + if(a < ALPHA_MIN_VISIBLE) { remove(this); } // WEAPONTODO: save this only once when creating the entity - vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum)); + vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum)); // WEAPONTODO: trace to find what we actually hit - vector endpos = (self.sw_shotorg + (self.sw_shotdir * self.sw_distance)); + vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance)); - vectorvectors(self.sw_shotdir); + vectorvectors(this.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 min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min)); + vector max_end = (endpos + (up * this.sw_spread_max)); + float spread_to_min = vlen(normalize(min_end - this.sw_shotorg) - this.sw_shotdir); + float spread_to_max = vlen(normalize(max_end - min_end) - this.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'; @@ -782,14 +768,14 @@ void Draw_Shockwave() // first do the spread_to_min effect deviation = angle * spread_to_min; - deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z))); + deviation = ((this.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); + new_min_end = (this.sw_shotorg + (deviation * new_min_dist)); + //te_lightning2(world, new_min_end, this.sw_shotorg); // then calculate spread_to_max effect deviation = angle * spread_to_max; - deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z))); + deviation = ((this.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); @@ -807,7 +793,7 @@ void Draw_Shockwave() 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_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a); R_EndPolygon(); // draw from min spread radius to max spread radius @@ -829,7 +815,7 @@ void Draw_Shockwave() 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_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a); R_EndPolygon(); // draw from min spread radius to max spread radius @@ -843,7 +829,13 @@ void Draw_Shockwave() } } -void Net_ReadShockwaveParticle(void) +NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew) +{ + Net_ReadShockwaveParticle(); + return true; +} + +void Net_ReadShockwaveParticle() { entity shockwave; shockwave = spawn(); @@ -861,32 +853,13 @@ void Net_ReadShockwaveParticle(void) shockwave.sw_time = time; } -bool W_Shockwave(entity thiswep, int req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: - { - // handled by Net_ReadShockwaveParticle - //vector org2; - //org2 = w_org + w_backoff * 2; - //pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1); - return false; - } - case WR_INIT: - { - //precache_sound(W_Sound("ric1")); - //precache_sound(W_Sound("ric2")); - //precache_sound(W_Sound("ric3")); - return false; - } - case WR_ZOOMRETICLE: - { - // no weapon specific image for this weapon - return false; - } - } - return false; +METHOD(Shockwave, wr_impacteffect, void(entity thiswep)) +{ + // handled by Net_ReadShockwaveParticle + //vector org2; + //org2 = w_org + w_backoff * 2; + //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); } + #endif #endif