]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/shockwave.qc
Merge branch 'master' into bones_was_here/q3compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shockwave.qc
1 #include "shockwave.qh"
2
3 REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
4
5 #ifdef SVQC
6
7 const float MAX_SHOCKWAVE_HITS = 10;
8 //#define DEBUG_SHOCKWAVE
9
10 .float swing_prev;
11 .entity swing_alreadyhit;
12 .float shockwave_blasttime;
13 entity shockwave_hit[MAX_SHOCKWAVE_HITS];
14 float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
15 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
16
17 // MELEE ATTACK MODE
18 void W_Shockwave_Melee_Think(entity this)
19 {
20         // declarations
21         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
22         entity target_victim;
23         vector targpos;
24
25         // check to see if we can still continue, otherwise give up now
26         if(IS_DEAD(this.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap))
27         {
28                 delete(this);
29                 return;
30         }
31
32         // set start time of melee
33         if(!this.cnt)
34         {
35                 this.cnt = time;
36                 W_PlayStrengthSound(this.realowner);
37         }
38
39         // update values for v_* vectors
40         makevectors(this.realowner.v_angle);
41
42         // calculate swing percentage based on time
43         meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor(this.realowner);
44         swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
45         f = ((1 - swing) * WEP_CVAR(shockwave, melee_traces));
46
47         // perform the traces needed for this frame
48         for(i=this.swing_prev; i < f; ++i)
49         {
50                 swing_factor = ((1 - (i / WEP_CVAR(shockwave, melee_traces))) * 2 - 1);
51
52                 targpos = (this.realowner.origin + this.realowner.view_ofs
53                         + (v_forward * WEP_CVAR(shockwave, melee_range))
54                         + (v_up * swing_factor * WEP_CVAR(shockwave, melee_swing_up))
55                         + (v_right * swing_factor * WEP_CVAR(shockwave, melee_swing_side)));
56
57                 WarpZone_traceline_antilag(
58                         this.realowner,
59                         (this.realowner.origin + this.realowner.view_ofs),
60                         targpos,
61                         false,
62                         this.realowner,
63                         ANTILAG_LATENCY(this.realowner)
64                 );
65
66                 // draw lightning beams for debugging
67 #ifdef DEBUG_SHOCKWAVE
68                 te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
69                 te_customflash(targpos, 40,  2, '1 1 1');
70 #endif
71
72                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
73
74                 if((trace_fraction < 1) // if trace is good, apply the damage and remove this if necessary
75                         && (trace_ent.takedamage == DAMAGE_AIM)
76                         && (trace_ent != this.swing_alreadyhit)
77                         && (is_player || WEP_CVAR(shockwave, melee_nonplayerdamage)))
78                 {
79                         target_victim = trace_ent; // so it persists through other calls
80
81                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught
82                                 swing_damage = (WEP_CVAR(shockwave, melee_damage) * min(1, swing_factor + 1));
83                         else
84                                 swing_damage = (WEP_CVAR(shockwave, melee_nonplayerdamage) * min(1, swing_factor + 1));
85
86                         // trigger damage with this calculated info
87                         Damage(
88                                 target_victim,
89                                 this.realowner,
90                                 this.realowner,
91                                 swing_damage,
92                                 (WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY),
93                                 this.weaponentity_fld,
94                                 (this.realowner.origin + this.realowner.view_ofs),
95                                 (v_forward * WEP_CVAR(shockwave, melee_force))
96                         );
97
98                         // handle accuracy
99                         if(accuracy_isgooddamage(this.realowner, target_victim))
100                                 { accuracy_add(this.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
101
102                         #ifdef DEBUG_SHOCKWAVE
103                         LOG_INFOF(
104                                 "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.",
105                                 this.realowner.netname,
106                                 target_victim.netname,
107                                 swing_damage,
108                                 swing_factor,
109                                 time
110                         );
111                         #endif
112
113                         // allow multiple hits with one swing, but not against the same player twice
114                         if(WEP_CVAR(shockwave, melee_multihit))
115                         {
116                                 this.swing_alreadyhit = target_victim;
117                                 continue; // move along to next trace
118                         }
119                         else
120                         {
121                                 delete(this);
122                                 return;
123                         }
124                 }
125         }
126
127         if(time >= this.cnt + meleetime)
128         {
129                 // melee is finished
130                 delete(this);
131                 return;
132         }
133         else
134         {
135                 // set up next frame
136                 this.swing_prev = i;
137                 this.nextthink = time;
138         }
139 }
140
141 void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int fire)
142 {
143         sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
144         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
145
146         entity meleetemp = new_pure(meleetemp);
147         meleetemp.owner = meleetemp.realowner = actor;
148         setthink(meleetemp, W_Shockwave_Melee_Think);
149         meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(actor);
150         meleetemp.weaponentity_fld = weaponentity;
151         W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range), thiswep.m_id | HITTYPE_SECONDARY);
152 }
153
154 // SHOCKWAVE ATTACK MODE
155 float W_Shockwave_Attack_CheckSpread(
156         vector targetorg,
157         vector nearest_on_line,
158         vector sw_shotorg,
159         vector attack_endpos)
160 {
161         float spreadlimit;
162         float distance_of_attack = vlen(sw_shotorg - attack_endpos);
163         float distance_from_line = vlen(targetorg - nearest_on_line);
164
165         spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1);
166         spreadlimit =
167                 (
168                         (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit))
169                         +
170                         (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit)
171                 );
172
173         if(
174                 (spreadlimit && (distance_from_line <= spreadlimit))
175                 &&
176                 ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90)
177         )
178                 { return bound(0, (distance_from_line / spreadlimit), 1); }
179         else
180                 { return false; }
181 }
182
183 float W_Shockwave_Attack_IsVisible(
184         entity actor,
185         entity head,
186         vector nearest_on_line,
187         vector sw_shotorg,
188         vector attack_endpos)
189 {
190         vector nearest_to_attacker = head.WarpZone_findradius_nearest;
191         vector center = (head.origin + (head.mins + head.maxs) * 0.5);
192         vector corner;
193         float i;
194
195         // STEP ONE: Check if the nearest point is clear
196         if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos))
197         {
198                 WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, actor);
199                 if(trace_fraction == 1) { return true; } // yes, the nearest point is clear and we can allow the damage
200         }
201
202         // STEP TWO: Check if shotorg to center point is clear
203         if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos))
204         {
205                 WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, actor);
206                 if(trace_fraction == 1) { return true; } // yes, the center point is clear and we can allow the damage
207         }
208
209         // STEP THREE: Check each corner to see if they are clear
210         for(i=1; i<=8; ++i)
211         {
212                 corner = get_corner_position(head, i);
213                 if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos))
214                 {
215                         WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, actor);
216                         if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage
217                 }
218         }
219
220         return false;
221 }
222
223 float W_Shockwave_Attack_CheckHit(
224         float queue,
225         entity head,
226         vector final_force,
227         float final_damage)
228 {
229         if(!head) { return false; }
230         float i;
231
232         for(i = 0; i <= queue; ++i)
233         {
234                 if(shockwave_hit[i] == head)
235                 {
236                         if(vlen2(final_force) > vlen2(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
237                         if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; }
238                         return false;
239                 }
240         }
241
242         shockwave_hit[queue] = head;
243         shockwave_hit_force[queue] = final_force;
244         shockwave_hit_damage[queue] = final_damage;
245         return true;
246 }
247
248 void W_Shockwave_Send(entity actor)
249 {
250         WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
251         WriteVector(MSG_BROADCAST, w_shotorg);
252         WriteVector(MSG_BROADCAST, w_shotdir);
253         WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
254         WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
255         WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
256         WriteByte(MSG_BROADCAST, etof(actor));
257 }
258
259 void W_Shockwave_Attack(Weapon thiswep, entity actor, .entity weaponentity)
260 {
261         // declarations
262         float multiplier, multiplier_from_accuracy, multiplier_from_distance;
263         float final_damage;
264         vector final_force, center, vel;
265         entity head;
266
267         float i, queue = 0;
268
269         // set up the shot direction
270         W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage), thiswep.m_id);
271         vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
272         WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor);
273         vector attack_hitpos = trace_endpos;
274         float distance_to_end = vlen(w_shotorg - attack_endpos);
275         float distance_to_hit = vlen(w_shotorg - attack_hitpos);
276         //entity transform = WarpZone_trace_transform;
277
278         // do the firing effect now
279         W_Shockwave_Send(actor);
280         Damage_DamageInfo(
281                 attack_hitpos,
282                 WEP_CVAR(shockwave, blast_splash_damage),
283                 WEP_CVAR(shockwave, blast_splash_edgedamage),
284                 WEP_CVAR(shockwave, blast_splash_radius),
285                 w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
286                 thiswep.m_id,
287                 0,
288                 actor
289         );
290
291         // splash damage/jumping trace
292         head = WarpZone_FindRadius(
293                 attack_hitpos,
294                 max(
295                         WEP_CVAR(shockwave, blast_splash_radius),
296                         WEP_CVAR(shockwave, blast_jump_radius)
297                 ),
298                 false
299         );
300
301         float lag = ((IS_REAL_CLIENT(actor)) ? ANTILAG_LATENCY(actor) : 0);
302         bool noantilag = ((IS_CLIENT(actor)) ? CS(actor).cvar_cl_noantilag : false);
303         if(lag < 0.001)
304                 lag = 0;
305         if(autocvar_g_antilag == 0 || noantilag)
306                 lag = 0; // only do hitscan, but no antilag
307         if(lag)
308                 antilag_takeback_all(actor, lag);
309
310         while(head)
311         {
312                 if(head.takedamage)
313                 {
314                         float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
315
316                         if((head == actor) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
317                         {
318                                 // ========================
319                                 //  BLAST JUMP CALCULATION
320                                 // ========================
321
322                                 // calculate importance of distance and accuracy for this attack
323                                 multiplier_from_accuracy = (1 -
324                                         (distance_to_head ?
325                                                 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius)))
326                                                 :
327                                                 0
328                                         )
329                                 );
330                                 multiplier_from_distance = (1 -
331                                         (distance_to_hit ?
332                                                 min(1, (distance_to_hit / distance_to_end))
333                                                 :
334                                                 0
335                                         )
336                                 );
337                                 multiplier =
338                                         max(
339                                                 WEP_CVAR(shockwave, blast_jump_multiplier_min),
340                                                 (
341                                                         (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy))
342                                                         +
343                                                         (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance))
344                                                 )
345                                         );
346
347                                 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
348                                 final_damage =
349                                         (
350                                                 (WEP_CVAR(shockwave, blast_jump_damage) * multiplier)
351                                                 +
352                                                 (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier))
353                                         );
354
355                                 // figure out the direction of force
356                                 vel = normalize(vec2(head.velocity));
357                                 vel *=
358                                         (
359                                                 bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
360                                                 *
361                                                 WEP_CVAR(shockwave, blast_jump_force_velocitybias)
362                                         );
363                                 final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
364
365                                 // now multiply the direction by force units
366                                 final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
367                                 final_force.z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
368
369                                 // trigger damage with this calculated info
370                                 Damage(
371                                         head,
372                                         actor,
373                                         actor,
374                                         final_damage,
375                                         thiswep.m_id,
376                                         weaponentity,
377                                         head.origin,
378                                         final_force
379                                 );
380
381                                 #ifdef DEBUG_SHOCKWAVE
382                                 LOG_INFOF(
383                                         "SELF HIT: multiplier = %f, damage = %f, force = %f... "
384                                         "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
385                                         multiplier,
386                                         final_damage,
387                                         vlen(final_force),
388                                         multiplier_from_accuracy,
389                                         multiplier_from_distance
390                                 );
391                                 #endif
392                         }
393                         else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
394                         {
395                                 // ==========================
396                                 //  BLAST SPLASH CALCULATION
397                                 // ==========================
398
399                                 // calculate importance of distance and accuracy for this attack
400                                 multiplier_from_accuracy = (1 -
401                                         (distance_to_head ?
402                                                 min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius)))
403                                                 :
404                                                 0
405                                         )
406                                 );
407                                 multiplier_from_distance = (1 -
408                                         (distance_to_hit ?
409                                                 min(1, (distance_to_hit / distance_to_end))
410                                                 :
411                                                 0
412                                         )
413                                 );
414                                 multiplier =
415                                         max(
416                                                 WEP_CVAR(shockwave, blast_splash_multiplier_min),
417                                                 (
418                                                         (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy))
419                                                         +
420                                                         (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance))
421                                                 )
422                                         );
423
424                                 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
425                                 final_damage =
426                                         (
427                                                 (WEP_CVAR(shockwave, blast_splash_damage) * multiplier)
428                                                 +
429                                                 (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier))
430                                         );
431
432                                 // figure out the direction of force
433                                 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias));
434                                 final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force));
435                                 //te_lightning2(NULL, attack_hitpos, (attack_hitpos + (final_force * 200)));
436
437                                 // now multiply the direction by force units
438                                 final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
439                                 final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
440
441                                 // queue damage with this calculated info
442                                 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
443
444                                 #ifdef DEBUG_SHOCKWAVE
445                                 LOG_INFOF(
446                                         "SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
447                                         "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
448                                         multiplier,
449                                         final_damage,
450                                         vlen(final_force),
451                                         multiplier_from_accuracy,
452                                         multiplier_from_distance
453                                 );
454                                 #endif
455                         }
456                 }
457                 head = head.chain;
458         }
459
460         // cone damage trace
461         head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), false);
462         while(head)
463         {
464                 if((head != actor) && head.takedamage)
465                 {
466                         // ========================
467                         //  BLAST CONE CALCULATION
468                         // ========================
469
470                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in damage.qc)
471                         center = CENTER_OR_VIEWOFS(head);
472
473                         // find the closest point on the enemy to the center of the attack
474                         float h; // hypotenuse, which is the distance between attacker to head
475                         float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
476
477                         h = vlen(center - actor.origin);
478                         a = h * (normalize(center - actor.origin) * w_shotdir);
479                         // WEAPONTODO: replace with simpler method
480
481                         vector nearest_on_line = (w_shotorg + a * w_shotdir);
482                         vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
483
484                         if((vdist(head.WarpZone_findradius_dist, <=, WEP_CVAR(shockwave, blast_distance)))
485                                 && (W_Shockwave_Attack_IsVisible(actor, head, nearest_on_line, w_shotorg, attack_endpos)))
486                         {
487                                 // calculate importance of distance and accuracy for this attack
488                                 multiplier_from_accuracy = (1 -
489                                         W_Shockwave_Attack_CheckSpread(
490                                                 nearest_to_attacker,
491                                                 nearest_on_line,
492                                                 w_shotorg,
493                                                 attack_endpos
494                                         )
495                                 );
496                                 multiplier_from_distance = (1 -
497                                         (distance_to_hit ?
498                                                 min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
499                                                 :
500                                                 0
501                                         )
502                                 );
503                                 multiplier =
504                                         max(
505                                                 WEP_CVAR(shockwave, blast_multiplier_min),
506                                                 (
507                                                         (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy))
508                                                         +
509                                                         (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance))
510                                                 )
511                                         );
512
513                                 // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage
514                                 final_damage =
515                                         (
516                                                 (WEP_CVAR(shockwave, blast_damage) * multiplier)
517                                                 +
518                                                 (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier))
519                                         );
520
521                                 // figure out the direction of force
522                                 final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias));
523                                 final_force = normalize(center - (nearest_on_line - final_force));
524                                 //te_lightning2(NULL, nearest_on_line, (attack_hitpos + (final_force * 200)));
525
526                                 // now multiply the direction by force units
527                                 final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
528                                 final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
529
530                                 // queue damage with this calculated info
531                                 if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
532
533                                 #ifdef DEBUG_SHOCKWAVE
534                                 LOG_INFOF(
535                                         "BLAST HIT: multiplier = %f, damage = %f, force = %f... "
536                                         "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
537                                         multiplier,
538                                         final_damage,
539                                         vlen(final_force),
540                                         multiplier_from_accuracy,
541                                         multiplier_from_distance
542                                 );
543                                 #endif
544                         }
545                 }
546                 head = head.chain;
547         }
548
549         for(i = 1; i <= queue; ++i)
550         {
551                 head = shockwave_hit[i-1];
552                 final_force = shockwave_hit_force[i-1];
553                 final_damage = shockwave_hit_damage[i-1];
554
555                 Damage(
556                         head,
557                         actor,
558                         actor,
559                         final_damage,
560                         thiswep.m_id,
561                         weaponentity,
562                         head.origin,
563                         final_force
564                 );
565
566                 if(accuracy_isgooddamage(actor, head))
567                         accuracy_add(actor, thiswep, 0, final_damage);
568
569                 #ifdef DEBUG_SHOCKWAVE
570                 LOG_INFOF(
571                         "SHOCKWAVE by %s: damage = %f, force = %f.",
572                         actor.netname,
573                         final_damage,
574                         vlen(final_force)
575                 );
576                 #endif
577
578                 shockwave_hit[i-1] = NULL;
579                 shockwave_hit_force[i-1] = '0 0 0';
580                 shockwave_hit_damage[i-1] = 0;
581         }
582
583         if(lag)
584                 antilag_restore_all(actor);
585 }
586
587 METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
588 {
589     if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR(shockwave, melee_range)))
590         { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); }
591     else
592         { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); }
593 }
594 METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
595 {
596     if(fire & 1)
597     {
598         if(time >= actor.(weaponentity).shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary
599         {
600             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
601             {
602                 W_Shockwave_Attack(thiswep, actor, weaponentity);
603                 actor.(weaponentity).shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
604                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
605             }
606         }
607     }
608     else if(fire & 2)
609     {
610         //if(actor.clip_load >= 0) // we are not currently reloading
611         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(shockwave, melee_refire)))
612         {
613             // attempt forcing playback of the anim by switching to another anim (that we never play) here...
614             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee);
615         }
616     }
617 }
618 METHOD(Shockwave, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
619 {
620     return true; // infinite ammo
621 }
622 METHOD(Shockwave, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
623 {
624     // shockwave has infinite ammo
625     return true;
626 }
627 METHOD(Shockwave, wr_suicidemessage, Notification(entity thiswep))
628 {
629     return WEAPON_THINKING_WITH_PORTALS;
630 }
631 METHOD(Shockwave, wr_killmessage, Notification(entity thiswep))
632 {
633     if(w_deathtype & HITTYPE_SECONDARY)
634         return WEAPON_SHOCKWAVE_MURDER_SLAP;
635     else
636         return WEAPON_SHOCKWAVE_MURDER;
637 }
638
639 #endif
640 #ifdef CSQC
641 // WEAPONTODO: add client side settings for these
642 const float SW_MAXALPHA = 0.5;
643 const float SW_FADETIME = 0.4;
644 const float SW_DISTTOMIN = 200;
645 void Draw_Shockwave(entity this)
646 {
647         // fading/removal control
648         float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA);
649         if(a < ALPHA_MIN_VISIBLE) { delete(this); }
650
651         // WEAPONTODO: save this only once when creating the entity
652         vector sw_color = entcs_GetColor(this.sv_entnum - 1); // Team_ColorRGB(entcs_GetTeam(this.sv_entnum));
653
654         // WEAPONTODO: trace to find what we actually hit
655         vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));
656
657         vector _forward, right, up;
658         VECTOR_VECTORS(this.sw_shotdir, _forward, right, up);
659
660         // WEAPONTODO: combine and simplify these calculations
661         vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min));
662         vector max_end = (endpos + (up * this.sw_spread_max));
663         float spread_to_min = vlen(normalize(min_end - this.sw_shotorg) - this.sw_shotdir);
664         float spread_to_max = vlen(normalize(max_end - min_end) - this.sw_shotdir);
665
666         vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
667         vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
668         float new_max_dist, new_min_dist;
669
670         vector deviation, angle = '0 0 0';
671         float counter, divisions = 20;
672         for(counter = 0; counter < divisions; ++counter)
673         {
674                 // perfect circle effect lines
675                 makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions));
676                 angle.y = v_forward.x;
677                 angle.z = v_forward.y;
678
679                 // first do the spread_to_min effect
680                 deviation = angle * spread_to_min;
681                 deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
682                 new_min_dist = SW_DISTTOMIN;
683                 new_min_end = (this.sw_shotorg + (deviation * new_min_dist));
684                 //te_lightning2(NULL, new_min_end, this.sw_shotorg);
685
686                 // then calculate spread_to_max effect
687                 deviation = angle * spread_to_max;
688                 deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
689                 new_max_dist = vlen(new_min_end - endpos);
690                 new_max_end = (new_min_end + (deviation * new_max_dist));
691                 //te_lightning2(NULL, new_end, prev_min_end);
692
693
694                 if(counter == 0)
695                 {
696                         first_min_end = new_min_end;
697                         first_max_end = new_max_end;
698                 }
699
700                 if(counter >= 1)
701                 {
702                         // draw from shot origin to min spread radius
703                         R_BeginPolygon("", DRAWFLAG_NORMAL, false);
704                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
705                         R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
706                         R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
707                         R_EndPolygon();
708
709                         // draw from min spread radius to max spread radius
710                         R_BeginPolygon("", DRAWFLAG_NORMAL, false);
711                         R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
712                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
713                         R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
714                         R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
715                         R_EndPolygon();
716                 }
717
718                 prev_min_end = new_min_end;
719                 prev_max_end = new_max_end;
720
721                 // last division only
722                 if((counter + 1) == divisions)
723                 {
724                         // draw from shot origin to min spread radius
725                         R_BeginPolygon("", DRAWFLAG_NORMAL, false);
726                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
727                         R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
728                         R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
729                         R_EndPolygon();
730
731                         // draw from min spread radius to max spread radius
732                         R_BeginPolygon("", DRAWFLAG_NORMAL, false);
733                         R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
734                         R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
735                         R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
736                         R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
737                         R_EndPolygon();
738                 }
739         }
740 }
741
742 NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew)
743 {
744         Net_ReadShockwaveParticle();
745         return true;
746 }
747
748 void Net_ReadShockwaveParticle()
749 {
750         entity shockwave;
751         shockwave = spawn();
752         shockwave.draw = Draw_Shockwave;
753         IL_PUSH(g_drawables, shockwave);
754
755         shockwave.sw_shotorg = ReadVector();
756         shockwave.sw_shotdir = ReadVector();
757
758         shockwave.sw_distance = ReadShort();
759         shockwave.sw_spread_max = ReadByte();
760         shockwave.sw_spread_min = ReadByte();
761
762         shockwave.sv_entnum = ReadByte();
763
764         shockwave.sw_time = time;
765 }
766
767 METHOD(Shockwave, wr_impacteffect, void(entity thiswep, entity actor))
768 {
769     // handled by Net_ReadShockwaveParticle
770     //vector org2;
771     //org2 = w_org + w_backoff * 2;
772     //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
773 }
774
775 #endif