]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shockwave.qc
Merge branch 'TimePath/modules'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shockwave.qc
index fb5fbf4bbb96fa36bb97a4ed3960b3e7630017c2..28cbe69bbe5a1a04a7a52f400127070ff5d49732 100644 (file)
@@ -1,17 +1,18 @@
+#include "shockwave.qh"
 #ifndef IMPLEMENTATION
 CLASS(Shockwave, Weapon)
-/* ammotype  */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none)
-/* impulse   */ ATTRIB(Shockwave, impulse, int, 2)
-/* flags     */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED);
+/* ammotype  */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none);
+/* impulse   */ ATTRIB(Shockwave, impulse, int, 2);
+/* flags     */ ATTRIB(Shockwave, spawnflags, int, WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC);
 /* rating    */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
 /* color     */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
 /* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* 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");
+/* wepimg    */ ATTRIB(Shockwave, model2, string, "weaponshockwave");
 /* refname   */ ATTRIB(Shockwave, netname, string, "shockwave");
 /* wepname   */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
 
@@ -93,7 +94,7 @@ spawnfunc(weapon_shockwave)
 {
        //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
        if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(self.classname != "droppedweapon")
+       if(this.classname != "droppedweapon")
        {
                weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
                return;
@@ -112,65 +113,65 @@ float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
 
 // MELEE ATTACK MODE
-void W_Shockwave_Melee_Think()
-{SELFPARAM();
+void W_Shockwave_Melee_Think(entity this)
+{
        // 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))
+       if(IS_DEAD(this.realowner) && WEP_CVAR(shockwave, melee_no_doubleslap))
        {
-               remove(self);
+               delete(this);
                return;
        }
 
        // set start time of melee
-       if(!self.cnt)
+       if(!this.cnt)
        {
-               self.cnt = time;
-               W_PlayStrengthSound(self.realowner);
+               this.cnt = time;
+               W_PlayStrengthSound(this.realowner);
        }
 
        // update values for v_* vectors
-       makevectors(self.realowner.v_angle);
+       makevectors(this.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);
+       meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor(this.realowner);
+       swing = bound(0, (this.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)
+       for(i=this.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 = (this.realowner.origin + this.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),
+                       this.realowner,
+                       (this.realowner.origin + this.realowner.view_ofs),
                        targpos,
                        false,
-                       self.realowner,
-                       ANTILAG_LATENCY(self.realowner)
+                       this.realowner,
+                       ANTILAG_LATENCY(this.realowner)
                );
 
                // draw lightning beams for debugging
 #ifdef DEBUG_SHOCKWAVE
-               te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+               te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
                te_customflash(targpos, 40,  2, '1 1 1');
 #endif
 
                is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
 
-               if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
+               if((trace_fraction < 1) // if trace is good, apply the damage and remove this if necessary
                        && (trace_ent.takedamage == DAMAGE_AIM)
-                       && (trace_ent != self.swing_alreadyhit)
+                       && (trace_ent != this.swing_alreadyhit)
                        && (is_player || WEP_CVAR(shockwave, melee_nonplayerdamage)))
                {
                        target_victim = trace_ent; // so it persists through other calls
@@ -183,22 +184,22 @@ void W_Shockwave_Melee_Think()
                        // trigger damage with this calculated info
                        Damage(
                                target_victim,
-                               self.realowner,
-                               self.realowner,
+                               this.realowner,
+                               this.realowner,
                                swing_damage,
                                (WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY),
-                               (self.realowner.origin + self.realowner.view_ofs),
+                               (this.realowner.origin + this.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.m_id, 0, swing_damage); }
+                       if(accuracy_isgooddamage(this.realowner, target_victim))
+                               { accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
 
                        #ifdef DEBUG_SHOCKWAVE
                        LOG_INFO(sprintf(
                                "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
-                               self.realowner.netname,
+                               this.realowner.netname,
                                target_victim.netname,
                                swing_damage,
                                swing_factor,
@@ -209,28 +210,28 @@ void W_Shockwave_Melee_Think()
                        // allow multiple hits with one swing, but not against the same player twice
                        if(WEP_CVAR(shockwave, melee_multihit))
                        {
-                               self.swing_alreadyhit = target_victim;
+                               this.swing_alreadyhit = target_victim;
                                continue; // move along to next trace
                        }
                        else
                        {
-                               remove(self);
+                               delete(this);
                                return;
                        }
                }
        }
 
-       if(time >= self.cnt + meleetime)
+       if(time >= this.cnt + meleetime)
        {
                // melee is finished
-               remove(self);
+               delete(this);
                return;
        }
        else
        {
                // set up next frame
-               self.swing_prev = i;
-               self.nextthink = time;
+               this.swing_prev = i;
+               this.nextthink = time;
        }
 }
 
@@ -239,12 +240,11 @@ void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int f
        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 = new(meleetemp);
-       make_pure(meleetemp);
+       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(actor, true, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
+       setthink(meleetemp, W_Shockwave_Melee_Think);
+       meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(actor);
+       W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
 }
 
 // SHOCKWAVE ATTACK MODE
@@ -277,11 +277,12 @@ float W_Shockwave_Attack_CheckSpread(
 }
 
 float W_Shockwave_Attack_IsVisible(
+       entity actor,
        entity head,
        vector nearest_on_line,
        vector sw_shotorg,
        vector attack_endpos)
-{SELFPARAM();
+{
        vector nearest_to_attacker = head.WarpZone_findradius_nearest;
        vector center = (head.origin + (head.mins + head.maxs) * 0.5);
        vector corner;
@@ -290,14 +291,14 @@ float W_Shockwave_Attack_IsVisible(
        // 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);
+               WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, actor);
                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);
+               WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, actor);
                if(trace_fraction == 1) { return true; } // yes, the center point is clear and we can allow the damage
        }
 
@@ -307,7 +308,7 @@ float W_Shockwave_Attack_IsVisible(
                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);
+                       WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, actor);
                        if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage
                }
        }
@@ -328,7 +329,7 @@ float W_Shockwave_Attack_CheckHit(
        {
                if(shockwave_hit[i] == head)
                {
-                       if(vlen(final_force) > vlen(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; }
+                       if(vlen2(final_force) > vlen2(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;
                }
@@ -340,8 +341,8 @@ float W_Shockwave_Attack_CheckHit(
        return true;
 }
 
-void W_Shockwave_Send()
-{SELFPARAM();
+void W_Shockwave_Send(entity actor)
+{
        WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
        WriteCoord(MSG_BROADCAST, w_shotorg.x);
        WriteCoord(MSG_BROADCAST, w_shotorg.y);
@@ -352,11 +353,11 @@ void W_Shockwave_Send()
        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, etof(self));
+       WriteByte(MSG_BROADCAST, etof(actor));
 }
 
-void W_Shockwave_Attack()
-{SELFPARAM();
+void W_Shockwave_Attack(entity actor, .entity weaponentity)
+{
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
        float final_damage;
@@ -366,16 +367,16 @@ void W_Shockwave_Attack()
        float i, queue = 0;
 
        // set up the shot direction
-       W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+       W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
        vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
-       WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self);
+       WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor);
        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
-       W_Shockwave_Send();
+       W_Shockwave_Send(actor);
        Damage_DamageInfo(
                attack_hitpos,
                WEP_CVAR(shockwave, blast_splash_damage),
@@ -384,7 +385,7 @@ void W_Shockwave_Attack()
                w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
                WEP_SHOCKWAVE.m_id,
                0,
-               self
+               actor
        );
 
        // splash damage/jumping trace
@@ -397,13 +398,29 @@ void W_Shockwave_Attack()
                false
        );
 
+       float lag = ANTILAG_LATENCY(actor);
+       if(lag < 0.001)
+               lag = 0;
+       if (!IS_REAL_CLIENT(actor))
+               lag = 0;
+       if(autocvar_g_antilag == 0 || actor.cvar_cl_noantilag)
+               lag = 0; // only do hitscan, but no antilag
+       if(lag)
+       {
+               FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_takeback(it, CS(it), time - lag));
+               IL_EACH(g_monsters, it != actor,
+               {
+                       antilag_takeback(it, it, time - lag);
+               });
+       }
+
        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)))
+                       if((head == actor) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius)))
                        {
                                // ========================
                                //  BLAST JUMP CALCULATION
@@ -459,8 +476,8 @@ void W_Shockwave_Attack()
                                // trigger damage with this calculated info
                                Damage(
                                        head,
-                                       self,
-                                       self,
+                                       actor,
+                                       actor,
                                        final_damage,
                                        WEP_SHOCKWAVE.m_id,
                                        head.origin,
@@ -521,7 +538,7 @@ void W_Shockwave_Attack()
                                // 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)));
+                               //te_lightning2(NULL, attack_hitpos, (attack_hitpos + (final_force * 200)));
 
                                // now multiply the direction by force units
                                final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
@@ -550,7 +567,7 @@ void W_Shockwave_Attack()
        head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), false);
        while(head)
        {
-               if((head != self) && head.takedamage)
+               if((head != actor) && head.takedamage)
                {
                        // ========================
                        //  BLAST CONE CALCULATION
@@ -563,15 +580,15 @@ void W_Shockwave_Attack()
                        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);
-                       a = h * (normalize(center - self.origin) * w_shotdir);
+                       h = vlen(center - actor.origin);
+                       a = h * (normalize(center - actor.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);
 
-                       if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
-                               && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
+                       if((vdist(head.WarpZone_findradius_dist, <=, WEP_CVAR(shockwave, blast_distance)))
+                               && (W_Shockwave_Attack_IsVisible(actor, head, nearest_on_line, w_shotorg, attack_endpos)))
                        {
                                // calculate importance of distance and accuracy for this attack
                                multiplier_from_accuracy = (1 -
@@ -610,7 +627,7 @@ void W_Shockwave_Attack()
                                // 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)));
+                               //te_lightning2(NULL, nearest_on_line, (attack_hitpos + (final_force * 200)));
 
                                // now multiply the direction by force units
                                final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
@@ -643,87 +660,92 @@ void W_Shockwave_Attack()
 
                Damage(
                        head,
-                       self,
-                       self,
+                       actor,
+                       actor,
                        final_damage,
                        WEP_SHOCKWAVE.m_id,
                        head.origin,
                        final_force
                );
 
-               if(accuracy_isgooddamage(self.realowner, head))
-               {
-                       LOG_INFO("wtf\n");
-                       accuracy_add(self.realowner, WEP_SHOCKWAVE.m_id, 0, final_damage);
-               }
+               if(accuracy_isgooddamage(actor, head))
+                       accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage);
 
                #ifdef DEBUG_SHOCKWAVE
                LOG_INFO(sprintf(
                        "SHOCKWAVE by %s: damage = %f, force = %f.\n",
-                       self.netname,
+                       actor.netname,
                        final_damage,
                        vlen(final_force)
                ));
                #endif
 
-               shockwave_hit[i-1] = world;
+               shockwave_hit[i-1] = NULL;
                shockwave_hit_force[i-1] = '0 0 0';
                shockwave_hit_damage[i-1] = 0;
        }
-}
 
-               METHOD(Shockwave, wr_aim, void(entity thiswep))
-               {
-                       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); }
-               }
-               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, int(entity thiswep))
-               {
-                       return WEAPON_THINKING_WITH_PORTALS;
-               }
-               METHOD(Shockwave, wr_killmessage, int(entity thiswep))
+       if(lag)
+       {
+               FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_restore(it, CS(it)));
+               IL_EACH(g_monsters, it != actor,
                {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_SHOCKWAVE_MURDER_SLAP;
-                       else
-                               return WEAPON_SHOCKWAVE_MURDER;
-               }
+                       antilag_restore(it, it);
+               });
+       }
+}
+
+METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor))
+{
+    if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR(shockwave, melee_range)))
+        { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false); }
+    else
+        { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 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, weaponentity);
+                actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
+            }
+        }
+    }
+    else if(fire & 2)
+    {
+        //if(actor.clip_load >= 0) // we are not currently reloading
+        if(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, entity actor))
+{
+    return true; // infinite ammo
+}
+METHOD(Shockwave, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    // 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
@@ -734,24 +756,24 @@ const float SW_DISTTOMIN = 200;
 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) { delete(this); }
 
        // WEAPONTODO: save this only once when creating the entity
-       vector sw_color = entcs_GetColor(self.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(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';
@@ -768,17 +790,17 @@ void Draw_Shockwave(entity this)
 
                // 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(NULL, 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);
+               //te_lightning2(NULL, new_end, prev_min_end);
 
 
                if(counter == 0)
@@ -793,7 +815,7 @@ void Draw_Shockwave(entity this)
                        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
@@ -815,7 +837,7 @@ void Draw_Shockwave(entity this)
                        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
@@ -840,6 +862,7 @@ void Net_ReadShockwaveParticle()
        entity shockwave;
        shockwave = spawn();
        shockwave.draw = Draw_Shockwave;
+       IL_PUSH(g_drawables, 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();
@@ -853,13 +876,13 @@ void Net_ReadShockwaveParticle()
        shockwave.sw_time = time;
 }
 
-               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);
-               }
+METHOD(Shockwave, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    // handled by Net_ReadShockwaveParticle
+    //vector org2;
+    //org2 = w_org + w_backoff * 2;
+    //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
+}
 
 #endif
 #endif