#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ SHOCKWAVE, /* function */ W_Shockwave, /* ammotype */ ammo_none, /* impulse */ 2, /* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, /* rating */ BOT_PICKUP_RATING_LOW, /* color */ '0.5 0.25 0', /* model */ "shotgun", /* crosshair */ "gfx/crosshairshotgun 0.7", /* 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) #ifdef SVQC SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC void spawnfunc_weapon_shockwave() { //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { weapon_defaultspawnfunc(WEP_MACHINEGUN); return; } weapon_defaultspawnfunc(WEP_SHOCKWAVE); } #define MAX_SHOCKWAVE_HITS 10 .float swing_prev; .entity swing_alreadyhit; .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() { // declarations float i, f, swing, swing_factor, swing_damage, meleetime, is_player; entity target_victim; 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)) { remove(self); return; } // set start time of melee if(!self.cnt) { self.cnt = time; W_PlayStrengthSound(self.realowner); } // 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)); // 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 + (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) ); // draw lightning beams for debugging 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"); 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)); else 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 } else { remove(self); return; } } } if(time >= self.cnt + meleetime) { // melee is finished remove(self); return; } else { // set up next frame self.swing_prev = i; self.nextthink = time; } } void W_Shockwave_Melee() { sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready); entity meleetemp; meleetemp = spawn(); 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)); } // SHOCKWAVE ATTACK MODE float W_Shockwave_Attack_CheckSpread( vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos) { 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 = ( (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit)) + (WEP_CVAR(shockwave, blast_spread_max) * spreadlimit) ); if( (spreadlimit && (distance_from_line <= spreadlimit)) && ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90) ) { return bound(0, (distance_from_line / spreadlimit), 1); } else { return FALSE; } } float W_Shockwave_Attack_IsVisible( entity head, vector nearest_on_line, vector sw_shotorg, vector attack_endpos) { vector nearest_to_attacker = head.WarpZone_findradius_nearest; vector center = (head.origin + (head.mins + head.maxs) * 0.5); vector corner; float i; // STEP ONE: Check if the nearest point is clear 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 } // 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 } // STEP THREE: Check each corner to see if they are clear for(i=1; i<=8; ++i) { corner = get_corner_position(head, i); 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 } } return FALSE; } float W_Shockwave_Attack_CheckHit( float queue, entity head, vector final_force, float final_damage) { if(!head) { return FALSE; } float 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; } } shockwave_hit[queue] = head; shockwave_hit_force[queue] = final_force; shockwave_hit_damage[queue] = final_damage; return TRUE; } void W_Shockwave_Attack() { // declarations float multiplier, multiplier_from_accuracy, multiplier_from_distance; float final_damage; vector final_force, center, vel; 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)); 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; float distance_to_end = vlen(w_shotorg - attack_endpos); float distance_to_hit = vlen(w_shotorg - attack_hitpos); //entity transform = WarpZone_trace_transform; // do the firing effect now //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO Damage_DamageInfo( attack_hitpos, WEP_CVAR(shockwave, blast_splash_damage), WEP_CVAR(shockwave, blast_splash_edgedamage), WEP_CVAR(shockwave, blast_splash_radius), w_shotdir * WEP_CVAR(shockwave, blast_splash_force), WEP_SHOCKWAVE, 0, self ); // splash damage/jumping trace head = WarpZone_FindRadius( attack_hitpos, max( WEP_CVAR(shockwave, blast_splash_radius), WEP_CVAR(shockwave, blast_jump_radius) ), 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 ? min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius))) : 0 ) ); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0 ) ); multiplier = max( WEP_CVAR(shockwave, blast_jump_multiplier_min), ( (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance)) ) ); // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage final_damage = ( (WEP_CVAR(shockwave, blast_jump_damage) * multiplier) + (WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier)) ); // figure out the direction of force vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0)); vel *= ( bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1) * WEP_CVAR(shockwave, blast_jump_force_velocitybias) ); final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel); // 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); // trigger damage with this calculated info Damage( head, self, self, final_damage, WEP_SHOCKWAVE, head.origin, final_force ); #ifdef DEBUG_SHOCKWAVE print(sprintf( "SELF HIT: multiplier = %f, damage = %f, force = %f... " "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n", multiplier, final_damage, vlen(final_force), multiplier_from_accuracy, multiplier_from_distance )); #endif } else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius)) { // ========================== // BLAST SPLASH CALCULATION // ========================== // calculate importance of distance and accuracy for this attack multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius))) : 0 ) ); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0 ) ); multiplier = max( WEP_CVAR(shockwave, blast_splash_multiplier_min), ( (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance)) ) ); // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage final_damage = ( (WEP_CVAR(shockwave, blast_splash_damage) * multiplier) + (WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier)) ); // figure out the direction of force final_force = (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias)); final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force)); //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200))); // 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); // queue damage with this calculated info if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); } #ifdef DEBUG_SHOCKWAVE print(sprintf( "SPLASH HIT: multiplier = %f, damage = %f, force = %f... " "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n", multiplier, final_damage, vlen(final_force), multiplier_from_accuracy, multiplier_from_distance )); #endif } } head = head.chain; } // cone damage trace head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE); while(head) { if((head != self) && head.takedamage) { // ======================== // BLAST CONE CALCULATION // ======================== // 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); // 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); 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 multiplier_from_accuracy = (1 - W_Shockwave_Attack_CheckSpread( nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos ) ); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end)) : 0 ) ); multiplier = max( WEP_CVAR(shockwave, blast_multiplier_min), ( (multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance)) ) ); // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage final_damage = ( (WEP_CVAR(shockwave, blast_damage) * multiplier) + (WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier)) ); // figure out the direction of force final_force = (w_shotdir * WEP_CVAR(shockwave, blast_force_forwardbias)); final_force = normalize(center - (nearest_on_line - final_force)); //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200))); // now multiply the direction by force units final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier); 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 = min(queue + 1, MAX_SHOCKWAVE_HITS); } #ifdef DEBUG_SHOCKWAVE print(sprintf( "BLAST HIT: multiplier = %f, damage = %f, force = %f... " "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n", multiplier, final_damage, vlen(final_force), multiplier_from_accuracy, multiplier_from_distance )); #endif } } head = head.chain; } for(i = 0; i <= queue; ++i) { head = shockwave_hit[i]; final_force = shockwave_hit_force[i]; final_damage = shockwave_hit_damage[i]; Damage( head, self, self, final_damage, WEP_SHOCKWAVE, head.origin, final_force ); #ifdef DEBUG_SHOCKWAVE print(sprintf( "SHOCKWAVE by %s: damage = %f, force = %f.\n", self.netname, final_damage, vlen(final_force) )); #endif shockwave_hit[i] = world; shockwave_hit_force[i] = '0 0 0'; shockwave_hit_damage[i] = 0; } } float W_Shockwave(float req) { 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_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_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_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 TRUE; } #endif #ifdef CSQC 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; } case WR_INIT: { //precache_sound("weapons/ric1.wav"); //precache_sound("weapons/ric2.wav"); //precache_sound("weapons/ric3.wav"); return FALSE; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon return FALSE; } } return TRUE; } #endif #endif