else
WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
}
-
-.vector sw_shotorg;
-.vector sw_shotdir;
-.float sw_distance;
-.float sw_spread_max;
-.float sw_spread_min;
-.float sw_time;
-
-void Draw_Shockwave()
-{
- float a = bound(0, (0.5 - ((time - self.sw_time) / 0.4)), 0.5);
-
- if(!a) { remove(self); }
-
- vector deviation, angle;
-
- vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
-
- vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
- vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
-
- float new_max_dist, new_min_dist;
-
- //vector shotdir = normalize(self.sw_endpos - self.sw_shotorg);
- vectorvectors(self.sw_shotdir);
- vector right = v_right;
- vector up = v_up;
-
- vector endpos = (self.sw_shotorg + (self.sw_shotdir * self.sw_distance));
-
- float counter, dist_before_normal = 200, shots = 20;
-
- vector min_end = ((self.sw_shotorg + (self.sw_shotdir * dist_before_normal)) + (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);
-
- for(counter = 0; counter < shots; ++counter)
- {
- // perfect circle effect lines
- angle = '0 0 0';
- makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots));
- angle_y = v_forward_x;
- angle_z = v_forward_y;
-
- // first do the spread_to_min effect
- deviation = angle * spread_to_min;
- deviation = ((self.sw_shotdir + (right * deviation_y) + (up * deviation_z)));
- new_min_dist = dist_before_normal;
- new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
- //te_lightning2(world, new_min_end, self.sw_shotorg);
-
- // then calculate spread_to_max effect
- deviation = angle * spread_to_max;
- deviation = ((self.sw_shotdir + (right * deviation_y) + (up * deviation_z)));
- new_max_dist = vlen(new_min_end - endpos);
- new_max_end = (new_min_end + (deviation * new_max_dist));
- //te_lightning2(world, new_end, prev_min_end);
-
-
- if(counter == 0)
- {
- first_min_end = new_min_end;
- first_max_end = new_max_end;
- }
-
- if(counter >= 1)
- {
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
- R_EndPolygon();
-
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
- R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
- R_EndPolygon();
- }
-
- prev_min_end = new_min_end;
- prev_max_end = new_max_end;
-
- if((counter + 1) == shots)
- {
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
- R_EndPolygon();
-
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
- R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
- R_EndPolygon();
- }
- }
-}
-
-void Net_ReadShockwaveParticle()
-{
- entity shockwave;
- shockwave = spawn();
- shockwave.draw = Draw_Shockwave;
-
- shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
- shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
-
- shockwave.sw_distance = ReadShort();
- shockwave.sw_spread_max = ReadByte();
- shockwave.sw_spread_min = ReadByte();
-
- shockwave.sv_entnum = ReadByte();
-
- shockwave.sw_time = time;
-}
#ifdef SVQC
SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
+#ifdef CSQC
+void Net_ReadShockwaveParticle(void);
+.vector sw_shotorg;
+.vector sw_shotdir;
+.float sw_distance;
+.float sw_spread_max;
+.float sw_spread_min;
+.float sw_time;
+#endif
#else
#ifdef SVQC
void spawnfunc_weapon_shockwave(void)
}
#endif
#ifdef CSQC
+void Draw_Shockwave()
+{
+ float a = bound(0, (0.5 - ((time - self.sw_time) / 0.4)), 0.5);
+
+ if(!a) { remove(self); }
+
+ vector deviation, angle;
+
+ vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
+
+ vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
+ vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
+
+ float new_max_dist, new_min_dist;
+
+ //vector shotdir = normalize(self.sw_endpos - self.sw_shotorg);
+ vectorvectors(self.sw_shotdir);
+ vector right = v_right;
+ vector up = v_up;
+
+ vector endpos = (self.sw_shotorg + (self.sw_shotdir * self.sw_distance));
+
+ float counter, dist_before_normal = 200, shots = 20;
+
+ vector min_end = ((self.sw_shotorg + (self.sw_shotdir * dist_before_normal)) + (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);
+
+ for(counter = 0; counter < shots; ++counter)
+ {
+ // perfect circle effect lines
+ angle = '0 0 0';
+ makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots));
+ angle_y = v_forward_x;
+ angle_z = v_forward_y;
+
+ // first do the spread_to_min effect
+ deviation = angle * spread_to_min;
+ deviation = ((self.sw_shotdir + (right * deviation_y) + (up * deviation_z)));
+ new_min_dist = dist_before_normal;
+ new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
+ //te_lightning2(world, new_min_end, self.sw_shotorg);
+
+ // then calculate spread_to_max effect
+ deviation = angle * spread_to_max;
+ deviation = ((self.sw_shotdir + (right * deviation_y) + (up * deviation_z)));
+ new_max_dist = vlen(new_min_end - endpos);
+ new_max_end = (new_min_end + (deviation * new_max_dist));
+ //te_lightning2(world, new_end, prev_min_end);
+
+
+ if(counter == 0)
+ {
+ first_min_end = new_min_end;
+ first_max_end = new_max_end;
+ }
+
+ if(counter >= 1)
+ {
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+ R_EndPolygon();
+
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
+ R_EndPolygon();
+ }
+
+ prev_min_end = new_min_end;
+ prev_max_end = new_max_end;
+
+ if((counter + 1) == shots)
+ {
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+ R_EndPolygon();
+
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
+ R_EndPolygon();
+ }
+ }
+}
+
+void Net_ReadShockwaveParticle(void)
+{
+ entity shockwave;
+ shockwave = spawn();
+ shockwave.draw = Draw_Shockwave;
+
+ shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
+ shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
+
+ shockwave.sw_distance = ReadShort();
+ shockwave.sw_spread_max = ReadByte();
+ shockwave.sw_spread_min = ReadByte();
+
+ shockwave.sv_entnum = ReadByte();
+
+ shockwave.sw_time = time;
+}
+
float W_Shockwave(float req)
{
switch(req)