]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Being renaming weapons
authorSamual Lenks <samual@xonotic.org>
Mon, 10 Jun 2013 21:53:20 +0000 (17:53 -0400)
committerSamual Lenks <samual@xonotic.org>
Mon, 10 Jun 2013 21:53:20 +0000 (17:53 -0400)
15 files changed:
qcsrc/common/weapons/arc.qc [new file with mode: 0644]
qcsrc/common/weapons/arc.qh [new file with mode: 0644]
qcsrc/common/weapons/blaster.qc [new file with mode: 0644]
qcsrc/common/weapons/devastator.qc [new file with mode: 0644]
qcsrc/common/weapons/grenadelauncher.qc [deleted file]
qcsrc/common/weapons/laser.qc [deleted file]
qcsrc/common/weapons/lightning.qc [deleted file]
qcsrc/common/weapons/lightning.qh [deleted file]
qcsrc/common/weapons/machinegun.qc [new file with mode: 0644]
qcsrc/common/weapons/mortar.qc [new file with mode: 0644]
qcsrc/common/weapons/rocketlauncher.qc [deleted file]
qcsrc/common/weapons/shockwave.qc [new file with mode: 0644]
qcsrc/common/weapons/shotgun.qc [deleted file]
qcsrc/common/weapons/uzi.qc [deleted file]
qcsrc/common/weapons/weapons.qh

diff --git a/qcsrc/common/weapons/arc.qc b/qcsrc/common/weapons/arc.qc
new file mode 100644 (file)
index 0000000..e4b7230
--- /dev/null
@@ -0,0 +1,296 @@
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id  */ LIGHTNING,
+/* function  */ w_lightning,
+/* ammotype  */ IT_CELLS,
+/* impulse   */ 5,
+/* flags     */ WEP_FLAG_NORMAL | WEP_TYPE_SPLASH,
+/* rating    */ BOT_PICKUP_RATING_MID,
+/* model     */ "lightning",
+/* shortname */ "lightning",
+/* fullname  */ _("Lightning")
+);
+#else
+#ifdef SVQC
+
+// Declarations ========================= 
+.vector hook_start, hook_end; // used for beam
+.entity lightning_beam; // used for beam
+.float BUTTON_ATCK_prev; // for better animation control
+.float lg_fire_prev; // for better animation control
+
+// Lightning functions ========================= 
+float W_Lightning_Beam_Send(entity to, float sf)
+{
+       WriteByte(MSG_ENTITY, ENT_CLIENT_LIGHTNING_BEAM);
+       sf = sf & 0x7F;
+       if(sound_allowed(MSG_BROADCAST, self.owner))
+               sf |= 0x80;
+       WriteByte(MSG_ENTITY, sf);
+       if(sf & 1)
+       {
+               WriteByte(MSG_ENTITY, num_for_edict(self.owner));
+               WriteCoord(MSG_ENTITY, autocvar_g_balance_lightning_primary_range);
+       }
+       if(sf & 2)
+       {
+               WriteCoord(MSG_ENTITY, self.hook_start_x);
+               WriteCoord(MSG_ENTITY, self.hook_start_y);
+               WriteCoord(MSG_ENTITY, self.hook_start_z);
+       }
+       if(sf & 4)
+       {
+               WriteCoord(MSG_ENTITY, self.hook_end_x);
+               WriteCoord(MSG_ENTITY, self.hook_end_y);
+               WriteCoord(MSG_ENTITY, self.hook_end_z);
+       }
+       return TRUE;
+}
+
+void W_Lightning_Beam_Think()
+{
+       self.owner.lg_fire_prev = time;
+       if (self != self.owner.lightning_beam)
+       {
+               remove(self);
+               return;
+       }
+       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
+       {
+               if(self == self.owner.lightning_beam)
+                       self.owner.lightning_beam = world;
+               remove(self);
+               return;
+       }
+
+       self.nextthink = time;
+
+       makevectors(self.owner.v_angle);
+
+       float dt, f;
+       dt = frametime;
+       if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+       {
+               if(autocvar_g_balance_lightning_primary_ammo)
+               {
+                       dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_lightning_primary_ammo);
+                       self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_lightning_primary_ammo * frametime);
+               }
+       }
+
+       W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_lightning_primary_damage * dt, autocvar_g_balance_lightning_primary_range);
+       WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
+
+       // apply the damage
+       if(trace_ent)
+       {
+               vector force;
+               force = w_shotdir * autocvar_g_balance_lightning_primary_force;
+
+               f = ExponentialFalloff(autocvar_g_balance_lightning_primary_falloff_mindist, autocvar_g_balance_lightning_primary_falloff_maxdist, autocvar_g_balance_lightning_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
+
+               if(accuracy_isgooddamage(self.owner, trace_ent))
+                       accuracy_add(self.owner, WEP_LIGHTNING, 0, autocvar_g_balance_lightning_primary_damage * dt * f);
+               Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_lightning_primary_damage * dt * f, WEP_LIGHTNING, trace_endpos, force * dt);
+       }
+
+       // draw effect
+       if(w_shotorg != self.hook_start)
+       {
+               self.SendFlags |= 2;
+               self.hook_start = w_shotorg;
+       }
+       if(w_shotend != self.hook_end)
+       {
+               self.SendFlags |= 4;
+               self.hook_end = w_shotend;
+       }
+}
+
+// Attack functions ========================= 
+void W_Lightning_Attack1 (void)
+{
+       // only play fire sound if 0.5 sec has passed since player let go the fire button
+       if(time - self.lg_fire_prev > 0.5)
+               sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+
+       entity beam, oldself;
+
+       self.lightning_beam = beam = spawn();
+       beam.classname = "W_Lightning_Beam";
+       beam.solid = SOLID_NOT;
+       beam.think = W_Lightning_Beam_Think;
+       beam.owner = self;
+       beam.movetype = MOVETYPE_NONE;
+       beam.shot_spread = 1;
+       beam.bot_dodge = TRUE;
+       beam.bot_dodgerating = autocvar_g_balance_lightning_primary_damage;
+       Net_LinkEntity(beam, FALSE, 0, W_Lightning_Beam_Send);
+
+       oldself = self;
+       self = beam;
+       self.think();
+       self = oldself;
+}
+
+float w_lightning(float req)
+{
+       if (req == WR_AIM)
+       {
+               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+               /*
+               self.BUTTON_ATCK=FALSE;
+               self.BUTTON_ATCK2=FALSE;
+               if(vlen(self.origin-self.enemy.origin) > 1000)
+                       self.bot_aim_whichfiretype = 0;
+               if(self.bot_aim_whichfiretype == 0)
+               {
+                       float shoot;
+
+                       if(autocvar_g_balance_lightning_primary_speed)
+                               shoot = bot_aim(autocvar_g_balance_lightning_primary_speed, 0, autocvar_g_balance_lightning_primary_lifetime, FALSE);
+                       else
+                               shoot = bot_aim(1000000, 0, 0.001, FALSE);
+
+                       if(shoot)
+                       {
+                               self.BUTTON_ATCK = TRUE;
+                               if(random() < 0.01) self.bot_aim_whichfiretype = 1;
+                       }
+               }
+               else // todo
+               {
+                       //if(bot_aim(autocvar_g_balance_lightning_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_lightning_secondary_lifetime, TRUE))
+                       //{
+                       //      self.BUTTON_ATCK2 = TRUE;
+                       //      if(random() < 0.03) self.bot_aim_whichfiretype = 0;
+                       //}
+               }
+               */
+       }
+       else if (req == WR_THINK)
+       {
+               if (self.BUTTON_ATCK)
+               {
+                       if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
+                               /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+                                       weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_lightning_primary_animtime, w_ready);
+                               else*/
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
+                       
+                       if (weapon_prepareattack(0, 0))
+                       {
+                               if ((!self.lightning_beam) || wasfreed(self.lightning_beam))
+                                       W_Lightning_Attack1();
+                               
+                               if(!self.BUTTON_ATCK_prev)
+                               {
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
+                                       self.BUTTON_ATCK_prev = 1;
+                               }
+                       }
+               } 
+               else // todo
+               {
+                       if (self.BUTTON_ATCK_prev != 0)
+                       {
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
+                               ATTACK_FINISHED(self) = time + autocvar_g_balance_lightning_primary_refire * W_WeaponRateFactor();
+                       }
+                       self.BUTTON_ATCK_prev = 0;
+               }
+
+               //if (self.BUTTON_ATCK2)
+                       //if (weapon_prepareattack(1, autocvar_g_balance_lightning_secondary_refire))
+                       //{
+                       //      W_Lightning_Attack2();
+                       //      self.lightning_count = autocvar_g_balance_lightning_secondary_count;
+                       //      weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_lightning_secondary_animtime, w_lightning_checkattack);
+                       //      self.lightning_secondarytime = time + autocvar_g_balance_lightning_secondary_refire2 * W_WeaponRateFactor();
+                       //}
+       }
+       else if (req == WR_PRECACHE)
+       {
+               precache_model ("models/weapons/g_lightning.md3");
+               precache_model ("models/weapons/v_lightning.md3");
+               precache_model ("models/weapons/h_lightning.iqm");
+               //precache_sound ("weapons/lightning_bounce.wav");
+               precache_sound ("weapons/lightning_fire.wav");
+               precache_sound ("weapons/lightning_fire2.wav");
+               precache_sound ("weapons/lightning_impact.wav");
+               //precache_sound ("weapons/lightning_impact_combo.wav");
+               //precache_sound ("weapons/W_Lightning_Beam_fire.wav");
+       }
+       else if (req == WR_SETUP)
+               weapon_setup(WEP_LIGHTNING);
+       else if (req == WR_CHECKAMMO1)
+       {
+               return !autocvar_g_balance_lightning_primary_ammo || (self.ammo_cells > 0);
+       }
+       else if (req == WR_CHECKAMMO2)
+               return self.ammo_cells >= autocvar_g_balance_lightning_secondary_ammo;
+       else if (req == WR_KILLMESSAGE)
+       {
+               if(w_deathtype & HITTYPE_SECONDARY)
+               {
+                       return WEAPON_ELECTRO_MURDER_ORBS;
+               }
+               else
+               {
+                       if(w_deathtype & HITTYPE_BOUNCE)
+                               return WEAPON_ELECTRO_MURDER_COMBO;
+                       else
+                               return WEAPON_ELECTRO_MURDER_BOLT;
+               }
+       }
+       else if (req == WR_RESETPLAYER)
+       {
+               //self.lightning_secondarytime = time;
+       }
+       return TRUE;
+};
+
+void LightningInit()
+{
+       weapon_action(WEP_LIGHTNING, WR_PRECACHE);
+       lightning_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 1);
+       lightning_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 2);
+       lightning_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 3);
+       lightning_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 4);
+}
+
+void spawnfunc_weapon_lightning (void) // should this really be here?
+{
+       weapon_defaultspawnfunc(WEP_LIGHTNING);
+}
+#endif
+#ifdef CSQC
+float w_lightning(float req)
+{
+       if(req == WR_IMPACTEFFECT)
+       {
+               vector org2;
+               org2 = w_org + w_backoff * 6;
+               
+               if(w_deathtype & HITTYPE_SECONDARY)
+               {
+                       pointparticles(particleeffectnum("lightning_ballexplode"), org2, '0 0 0', 1);
+                       if(!w_issilent)
+                               sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
+               }
+               else
+               {
+                       pointparticles(particleeffectnum("lightning_impact"), org2, '0 0 0', 1);
+                       if(!w_issilent)
+                               sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
+               }
+       }
+       else if(req == WR_PRECACHE)
+       {
+               precache_sound("weapons/lightning_impact.wav");
+               precache_sound("weapons/lightning_impact_combo.wav");
+       }
+       return TRUE;
+}
+#endif
+#endif
diff --git a/qcsrc/common/weapons/arc.qh b/qcsrc/common/weapons/arc.qh
new file mode 100644 (file)
index 0000000..57d6ceb
--- /dev/null
@@ -0,0 +1,2 @@
+void LightningInit();
+vector lightning_shotorigin[4];
diff --git a/qcsrc/common/weapons/blaster.qc b/qcsrc/common/weapons/blaster.qc
new file mode 100644 (file)
index 0000000..c331c5b
--- /dev/null
@@ -0,0 +1,576 @@
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id  */ LASER,
+/* function  */ W_Laser,
+/* ammotype  */ 0,
+/* impulse   */ 1,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating    */ 0,
+/* model     */ "laser",
+/* shortname */ "laser",
+/* fullname  */ _("Blaster")
+);
+#else
+#ifdef SVQC
+void(float imp) W_SwitchWeapon;
+void() W_LastWeapon;
+.float swing_prev;
+.entity swing_alreadyhit;
+
+void SendCSQCShockwaveParticle(vector endpos) 
+{
+       //endpos = WarpZone_UnTransformOrigin(transform, endpos);
+       
+       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+       WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
+       WriteCoord(MSG_BROADCAST, w_shotorg_x);
+       WriteCoord(MSG_BROADCAST, w_shotorg_y);
+       WriteCoord(MSG_BROADCAST, w_shotorg_z);
+       WriteCoord(MSG_BROADCAST, endpos_x);
+       WriteCoord(MSG_BROADCAST, endpos_y);
+       WriteCoord(MSG_BROADCAST, endpos_z);
+       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_max, 255));
+       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_min, 255));
+       WriteByte(MSG_BROADCAST, num_for_edict(self));
+}
+
+void W_Laser_Touch()
+{
+       PROJECTILE_TOUCH;
+
+       self.event_damage = func_null;
+       
+       if(self.dmg)
+               RadiusDamage(self, self.realowner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
+       else
+               RadiusDamage(self, self.realowner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
+
+       remove(self);
+}
+
+void W_Laser_Think()
+{
+       self.movetype = MOVETYPE_FLY;
+       self.think = SUB_Remove;
+       
+       if(self.dmg)
+               self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
+       else
+               self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
+               
+       CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
+}
+
+
+float W_Laser_Shockwave_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 = (autocvar_g_balance_laser_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_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_Laser_Shockwave_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_Laser_Shockwave_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_Laser_Shockwave_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_Laser_Shockwave_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;
+}
+
+#define PLAYER_CENTER(ent) (ent.origin + ((ent.classname == "player") ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
+
+entity shockwave_hit[32];
+float shockwave_hit_damage[32];
+vector shockwave_hit_force[32];
+
+float W_Laser_Shockwave_CheckHit(float queue, entity head, vector final_force, float final_damage)
+{
+       if not(head) { return FALSE; }
+       float i;
+
+       ++queue;
+       
+       for(i = 1; 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_Laser_Shockwave()
+{
+       // declarations
+       float multiplier, multiplier_from_accuracy, multiplier_from_distance;
+       float final_damage; //, final_spread;
+       vector final_force, center, vel;
+       entity head, next;
+
+       float i, queue = 0;
+       
+       // set up the shot direction
+       W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_shockwave_damage);
+       vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_shockwave_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);
+       Damage_DamageInfo(attack_hitpos, autocvar_g_balance_laser_shockwave_splash_damage, autocvar_g_balance_laser_shockwave_splash_edgedamage, autocvar_g_balance_laser_shockwave_splash_radius, w_shotdir * autocvar_g_balance_laser_shockwave_splash_force, WEP_LASER, 0, self);
+
+       // splash damage/jumping trace
+       head = WarpZone_FindRadius(attack_hitpos, max(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE);
+       while(head)
+       {
+               next = head.chain;
+
+               if(head.takedamage)
+               {
+                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+                       center = PLAYER_CENTER(head);
+
+                       float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
+                       
+                       if((head == self) && (distance_to_head <= autocvar_g_balance_laser_shockwave_jump_radius))
+                       {
+                               multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_jump_radius)) : 0));
+                               multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
+                               multiplier = max(autocvar_g_balance_laser_shockwave_jump_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_jump_multiplier_distance)));
+
+                               final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier);
+                               vel = head.velocity; vel_z = 0;
+                               vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
+                               final_force = (vlen(final_force) * normalize(normalize(final_force) + vel));
+                               final_force_z *= autocvar_g_balance_laser_shockwave_jump_force_zscale;
+                               final_damage = (autocvar_g_balance_laser_shockwave_jump_damage * multiplier + autocvar_g_balance_laser_shockwave_jump_edgedamage * (1 - multiplier));
+
+                               Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
+                               //print("SELF HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
+                       }
+                       else if (distance_to_head <= autocvar_g_balance_laser_shockwave_splash_radius)
+                       {       
+                               multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_splash_radius)) : 0));
+                               multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
+                               multiplier = max(autocvar_g_balance_laser_shockwave_splash_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_splash_multiplier_distance)));
+
+                               final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_splash_force_forwardbias)));
+                               //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
+                               final_force = ((final_force * autocvar_g_balance_laser_shockwave_splash_force) * multiplier);
+                               final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
+                               final_damage = (autocvar_g_balance_laser_shockwave_splash_damage * multiplier + autocvar_g_balance_laser_shockwave_splash_edgedamage * (1 - multiplier));
+
+                               if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
+                               //print("SPLASH HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
+                       }
+               }
+               head = next;
+       }
+
+       // cone damage trace
+       head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
+       while(head)
+       {
+               next = head.chain;
+               
+               if((head != self) && head.takedamage)
+               {
+                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
+                       center = PLAYER_CENTER(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);
+
+                       vector nearest_on_line = (w_shotorg + a * w_shotdir);
+                       vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
+                       float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
+
+                       if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance) 
+                               && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
+                       {
+                               multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
+                               multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
+                               multiplier = max(autocvar_g_balance_laser_shockwave_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_multiplier_distance)));
+
+                               final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias)));
+                               //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
+                               final_force = ((final_force * autocvar_g_balance_laser_shockwave_force) * multiplier);
+                               final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
+                               final_damage = (autocvar_g_balance_laser_shockwave_damage * multiplier + autocvar_g_balance_laser_shockwave_edgedamage * (1 - multiplier));
+
+                               if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
+                               //print("CONE HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
+                       }
+               }
+               head = next;
+       }
+
+       for(i = 1; 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_LASER, head.origin, final_force);
+               print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
+               
+               shockwave_hit[i] = world;
+               shockwave_hit_force[i] = '0 0 0';
+               shockwave_hit_damage[i] = 0;
+       }
+       //print("queue was ", ftos(queue), ".\n\n");
+}
+
+void W_Laser_Melee_Think()
+{
+       // declarations
+       float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+       entity target_victim;
+       vector targpos;
+
+       if(!self.cnt) // set start time of melee
+       {
+               self.cnt = time; 
+               W_PlayStrengthSound(self.realowner);
+       }
+
+       makevectors(self.realowner.v_angle); // update values for v_* vectors
+       
+       // calculate swing percentage based on time
+       meleetime = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor();
+       swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
+       f = ((1 - swing) * autocvar_g_balance_laser_melee_traces);
+       
+       // check to see if we can still continue, otherwise give up now
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_melee_no_doubleslap)
+       {
+               remove(self);
+               return;
+       }
+       
+       // if okay, perform the traces needed for this frame 
+       for(i=self.swing_prev; i < f; ++i)
+       {
+               swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1);
+               
+               targpos = (self.realowner.origin + self.realowner.view_ofs 
+                       + (v_forward * autocvar_g_balance_laser_melee_range)
+                       + (v_up * swing_factor * autocvar_g_balance_laser_melee_swing_up)
+                       + (v_right * swing_factor * autocvar_g_balance_laser_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
+                       && (trace_ent.takedamage == DAMAGE_AIM)  
+                       && (trace_ent != self.swing_alreadyhit)
+                       && (is_player || autocvar_g_balance_laser_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 = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1));
+                       else
+                               swing_damage = (autocvar_g_balance_laser_melee_nonplayerdamage * min(1, swing_factor + 1));
+                       
+                       //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
+                       
+                       Damage(target_victim, self.realowner, self.realowner, 
+                               swing_damage, WEP_LASER | HITTYPE_SECONDARY, 
+                               self.realowner.origin + self.realowner.view_ofs, 
+                               v_forward * autocvar_g_balance_laser_melee_force);
+                               
+                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
+                       
+                       if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+                       {
+                               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_Laser_Melee()
+{
+       sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_melee_animtime, w_ready);
+
+       entity meleetemp;
+       meleetemp = spawn();
+       meleetemp.owner = meleetemp.realowner = self;
+       meleetemp.think = W_Laser_Melee_Think;
+       meleetemp.nextthink = time + autocvar_g_balance_laser_melee_delay * W_WeaponRateFactor();
+       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_melee_damage, autocvar_g_balance_laser_melee_range);
+}
+
+void W_Laser_Attack(float issecondary)
+{
+       entity missile;
+       vector s_forward;
+       float a;
+
+       a = autocvar_g_balance_laser_primary_shotangle;
+       s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
+
+       //if(nodamage)
+       //      W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
+       /*else*/if(issecondary == 1)
+               W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
+       else
+               W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
+       pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       missile = spawn();
+       missile.owner = missile.realowner = self;
+       missile.classname = "laserbolt";
+       missile.dmg = 0;
+       missile.bot_dodge = TRUE;
+       missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
+
+       PROJECTILE_MAKETRIGGER(missile);
+       missile.projectiledeathtype = WEP_LASER;
+
+       setorigin(missile, w_shotorg);
+       setsize(missile, '0 0 0', '0 0 0');
+
+       W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
+       missile.angles = vectoangles(missile.velocity);
+       //missile.glow_color = 250; // 244, 250
+       //missile.glow_size = 120;
+       missile.touch = W_Laser_Touch;
+
+       missile.flags = FL_PROJECTILE;
+       missile.missile_flags = MIF_SPLASH; 
+
+       missile.think = W_Laser_Think;
+       missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
+
+       other = missile; MUTATOR_CALLHOOK(EditProjectile);
+
+       if(time >= missile.nextthink)
+       {
+               entity oldself;
+               oldself = self;
+               self = missile;
+               self.think();
+               self = oldself;
+       }
+}
+
+void spawnfunc_weapon_laser(void)
+{
+       weapon_defaultspawnfunc(WEP_LASER);
+}
+
+float W_Laser(float request)
+{
+       switch(request)
+       {
+               case WR_AIM:
+               {
+                       if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_melee_range))
+                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+                       else
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
+                       return TRUE;
+               }
+               
+               case WR_THINK:
+               {
+                       if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
+                               weapon_action(self.weapon, WR_RELOAD);
+                       else if(self.BUTTON_ATCK)
+                       {
+                               if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+                               {
+                                       W_DecreaseAmmo(ammo_none, 1, TRUE);
+
+                                       if not(autocvar_g_balance_laser_primary)
+                                               W_Laser_Shockwave();
+                                       else
+                                               W_Laser_Attack(FALSE);
+
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
+                               }
+                       }
+                       else if(self.BUTTON_ATCK2)
+                       {
+                               switch(autocvar_g_balance_laser_secondary)
+                               {
+                                       case 0: // switch to last used weapon
+                                       {
+                                               if(self.switchweapon == WEP_LASER) // don't do this if already switching
+                                                       W_LastWeapon();
+
+                                               break;
+                                       }
+
+                                       case 1: // normal projectile secondary
+                                       {
+                                               if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
+                                               {
+                                                       W_DecreaseAmmo(ammo_none, 1, TRUE);
+                                                       W_Laser_Attack(TRUE);
+                                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
+                                               }
+
+                                               break;
+                                       }
+
+                                       case 2: // melee attack secondary
+                                       {
+                                               if(!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
+                                               if(weapon_prepareattack(1, autocvar_g_balance_laser_melee_refire))
+                                               {
+                                                       // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+                                                       W_Laser_Melee();
+                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready);
+                                               }
+                                       }
+                               }
+                       }
+                       return TRUE;
+               }
+               
+               case WR_PRECACHE: 
+               {
+                       precache_model("models/weapons/g_laser.md3");
+                       precache_model("models/weapons/v_laser.md3");
+                       precache_model("models/weapons/h_laser.iqm");
+                       precache_sound("weapons/lasergun_fire.wav");
+                       return TRUE;
+               }
+               
+               case WR_SETUP:
+               {
+                       weapon_setup(WEP_LASER);
+                       self.current_ammo = ammo_none;
+                       return TRUE;
+               }
+               
+               case WR_CHECKAMMO1:
+               case WR_CHECKAMMO2:
+               {
+                       return TRUE; // laser has infinite ammo
+               }
+               
+               case WR_RELOAD:
+               {
+                       W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
+                       return TRUE;
+               }
+               
+               case WR_SUICIDEMESSAGE:
+               {
+                       return WEAPON_LASER_SUICIDE;
+               }
+               
+               case WR_KILLMESSAGE:
+               {
+                       return WEAPON_LASER_MURDER;
+               }
+       }
+       
+       return TRUE;
+}
+#endif
+#ifdef CSQC
+float W_Laser(float request)
+{
+       switch(request)
+       {
+               case WR_IMPACTEFFECT:
+               {
+                       vector org2;
+                       org2 = w_org + w_backoff * 6;
+                       pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
+                       if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
+                       return TRUE;
+               }
+               
+               case WR_PRECACHE:
+               {
+                       precache_sound("weapons/laserimpact.wav");
+                       return TRUE;
+               }
+       }
+       
+       return TRUE;
+}
+#endif
+#endif
diff --git a/qcsrc/common/weapons/devastator.qc b/qcsrc/common/weapons/devastator.qc
new file mode 100644 (file)
index 0000000..504167c
--- /dev/null
@@ -0,0 +1,491 @@
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id  */ ROCKET_LAUNCHER,
+/* function  */ w_rlauncher,
+/* ammotype  */ IT_ROCKETS,
+/* impulse   */ 9,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating    */ BOT_PICKUP_RATING_HIGH,
+/* model     */ "rl",
+/* shortname */ "rocketlauncher",
+/* fullname  */ _("Rocket Launcher")
+);
+#else
+#ifdef SVQC
+.float rl_release;
+.float rl_detonate_later;
+
+void W_Rocket_Unregister()
+{
+       if(self.realowner && self.realowner.lastrocket == self)
+       {
+               self.realowner.lastrocket = world;
+               // self.realowner.rl_release = 1;
+       }
+}
+
+void W_Rocket_Explode ()
+{
+       W_Rocket_Unregister();
+
+       if(other.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(other))
+                       if(IsDifferentTeam(self.realowner, other))
+                               if(other.deadflag == DEAD_NO)
+                                       if(IsFlying(other))
+                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+
+       self.event_damage = func_null;
+       self.takedamage = DAMAGE_NO;
+
+       RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
+
+       if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
+       {
+               if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+               {
+                       self.realowner.cnt = WEP_ROCKET_LAUNCHER;
+                       ATTACK_FINISHED(self.realowner) = time;
+                       self.realowner.switchweapon = w_getbestweapon(self.realowner);
+               }
+       }
+       remove (self);
+}
+
+void W_Rocket_DoRemoteExplode ()
+{
+       W_Rocket_Unregister();
+
+       self.event_damage = func_null;
+       self.takedamage = DAMAGE_NO;
+
+       RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
+
+       if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
+       {
+               if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+               {
+                       self.realowner.cnt = WEP_ROCKET_LAUNCHER;
+                       ATTACK_FINISHED(self.realowner) = time;
+                       self.realowner.switchweapon = w_getbestweapon(self.realowner);
+               }
+       }
+       remove (self);
+}
+
+void W_Rocket_RemoteExplode()
+{
+       if(self.realowner.deadflag == DEAD_NO)
+       if(self.realowner.lastrocket)
+       {
+               if((self.spawnshieldtime >= 0)
+                       ? (time >= self.spawnshieldtime) // timer
+                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
+               )
+               {
+                       W_Rocket_DoRemoteExplode();
+               }
+       }
+}
+
+vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
+{
+       if(thisdir * goaldir > maxturn_cos)
+               return goaldir;
+       if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
+               return thisdir; // refuse to guide (better than letting a numerical error happen)
+       float f, m2;
+       vector v;
+       // solve:
+       //   g = normalize(thisdir + goaldir * X)
+       //   thisdir * g = maxturn
+       //
+       //   gg = thisdir + goaldir * X
+       //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
+       //
+       //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
+       f = thisdir * goaldir;
+       //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
+       //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
+       m2 = maxturn_cos * maxturn_cos;
+       v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
+       return normalize(thisdir + goaldir * v_y); // the larger solution!
+}
+// assume thisdir == -goaldir:
+//   f == -1
+//   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
+//   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
+//   x^2 - 2 * x + 1 = 0
+//   (x - 1)^2 = 0
+//   x = 1
+//   normalize(thisdir + goaldir)
+//   normalize(0)
+
+void W_Rocket_Think (void)
+{
+       vector desireddir, olddir, newdir, desiredorigin, goal;
+#if 0
+       float cosminang, cosmaxang, cosang;
+#endif
+       float velspeed, f;
+       self.nextthink = time;
+       if (time > self.cnt)
+       {
+               other = world;
+               self.projectiledeathtype |= HITTYPE_BOUNCE;
+               W_Rocket_Explode ();
+               return;
+       }
+
+       // accelerate
+       makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
+       velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
+       if (velspeed > 0)
+               self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
+
+       // laser guided, or remote detonation
+       if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
+       {
+               if(self == self.realowner.lastrocket)
+               if not(self.realowner.rl_release)
+               if not(self.BUTTON_ATCK2)
+               if(autocvar_g_balance_rocketlauncher_guiderate)
+               if(time > self.pushltime)
+               if(self.realowner.deadflag == DEAD_NO)
+               {
+                       f = autocvar_g_balance_rocketlauncher_guideratedelay;
+                       if(f)
+                               f = bound(0, (time - self.pushltime) / f, 1);
+                       else
+                               f = 1;
+
+                       velspeed = vlen(self.velocity);
+
+                       makevectors(self.realowner.v_angle);
+                       desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
+                       desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
+                       olddir = normalize(self.velocity);
+
+                       // now it gets tricky... we want to move like some curve to approximate the target direction
+                       // but we are limiting the rate at which we can turn!
+                       goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
+                       newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
+
+                       self.velocity = newdir * velspeed;
+                       self.angles = vectoangles(self.velocity);
+
+                       if(!self.count)
+                       {
+                               pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
+                               // TODO add a better sound here
+                               sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
+                               self.count = 1;
+                       }
+               }
+
+               if(self.rl_detonate_later)
+                       W_Rocket_RemoteExplode();
+       }
+
+       if(self.csqcprojectile_clientanimate == 0)
+               UpdateCSQCProjectile(self);
+}
+
+void W_Rocket_Touch (void)
+{
+       if(WarpZone_Projectile_Touch())
+       {
+               if(wasfreed(self))
+                       W_Rocket_Unregister();
+               return;
+       }
+       W_Rocket_Unregister();
+       W_Rocket_Explode ();
+}
+
+void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+       if (self.health <= 0)
+               return;
+       
+       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+               return; // g_projectiles_damage says to halt
+               
+       self.health = self.health - damage;
+       self.angles = vectoangles(self.velocity);
+       
+       if (self.health <= 0)
+               W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
+}
+
+void W_Rocket_Attack (void)
+{
+       entity missile;
+       entity flash;
+
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
+
+       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, autocvar_g_balance_rocketlauncher_damage);
+       pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       missile = WarpZone_RefSys_SpawnSameRefSys(self);
+       missile.owner = missile.realowner = self;
+       self.lastrocket = missile;
+       if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
+               missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
+       else
+               missile.spawnshieldtime = -1;
+       missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
+       missile.classname = "rocket";
+       missile.bot_dodge = TRUE;
+       missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
+
+       missile.takedamage = DAMAGE_YES;
+       missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
+       missile.health = autocvar_g_balance_rocketlauncher_health;
+       missile.event_damage = W_Rocket_Damage;
+       missile.damagedbycontents = TRUE;
+
+       missile.movetype = MOVETYPE_FLY;
+       PROJECTILE_MAKETRIGGER(missile);
+       missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
+       setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+
+       setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
+       W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
+       missile.angles = vectoangles (missile.velocity);
+
+       missile.touch = W_Rocket_Touch;
+       missile.think = W_Rocket_Think;
+       missile.nextthink = time;
+       missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
+       missile.flags = FL_PROJECTILE;
+       missile.missile_flags = MIF_SPLASH; 
+
+       CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
+
+       // muzzle flash for 1st person view
+       flash = spawn ();
+       setmodel (flash, "models/flash.md3"); // precision set below
+       SUB_SetFade (flash, time, 0.1);
+       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+       W_AttachToShotorg(flash, '5 0 0');
+
+       // common properties
+       other = missile; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
+
+float w_rlauncher(float req)
+{
+       entity rock;
+       float rockfound;
+       float ammo_amount;
+
+       if (req == WR_AIM)
+       {
+               // aim and decide to fire if appropriate
+               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
+               if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
+               {
+                       // decide whether to detonate rockets
+                       entity missile, targetlist, targ;
+                       float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+                       float selfdamage, teamdamage, enemydamage;
+                       edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
+                       coredamage = autocvar_g_balance_rocketlauncher_damage;
+                       edgeradius = autocvar_g_balance_rocketlauncher_radius;
+                       recipricoledgeradius = 1 / edgeradius;
+                       selfdamage = 0;
+                       teamdamage = 0;
+                       enemydamage = 0;
+                       targetlist = findchainfloat(bot_attack, TRUE);
+                       missile = find(world, classname, "rocket");
+                       while (missile)
+                       {
+                               if (missile.realowner != self)
+                               {
+                                       missile = find(missile, classname, "rocket");
+                                       continue;
+                               }
+                               targ = targetlist;
+                               while (targ)
+                               {
+                                       d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
+                                       d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+                                       // count potential damage according to type of target
+                                       if (targ == self)
+                                               selfdamage = selfdamage + d;
+                                       else if (targ.team == self.team && teamplay)
+                                               teamdamage = teamdamage + d;
+                                       else if (bot_shouldattack(targ))
+                                               enemydamage = enemydamage + d;
+                                       targ = targ.chain;
+                               }
+                               missile = find(missile, classname, "rocket");
+                       }
+                       float desirabledamage;
+                       desirabledamage = enemydamage;
+                       if (time > self.invincible_finished && time > self.spawnshieldtime)
+                               desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+                       if (teamplay && self.team)
+                               desirabledamage = desirabledamage - teamdamage;
+
+                       missile = find(world, classname, "rocket");
+                       while (missile)
+                       {
+                               if (missile.realowner != self)
+                               {
+                                       missile = find(missile, classname, "rocket");
+                                       continue;
+                               }
+                               makevectors(missile.v_angle);
+                               targ = targetlist;
+                               if (skill > 9) // normal players only do this for the target they are tracking
+                               {
+                                       targ = targetlist;
+                                       while (targ)
+                                       {
+                                               if (
+                                                       (v_forward * normalize(missile.origin - targ.origin)< 0.1)
+                                                       && desirabledamage > 0.1*coredamage
+                                               )self.BUTTON_ATCK2 = TRUE;
+                                               targ = targ.chain;
+                                       }
+                               }else{
+                                       float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+                                       //As the distance gets larger, a correct detonation gets near imposible
+                                       //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
+                                       if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
+                                               if(IS_PLAYER(self.enemy))
+                                                       if(desirabledamage >= 0.1*coredamage)
+                                                               if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
+                                                                       self.BUTTON_ATCK2 = TRUE;
+                               //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+                               }
+
+                               missile = find(missile, classname, "rocket");
+                       }
+                       // if we would be doing at X percent of the core damage, detonate it
+                       // but don't fire a new shot at the same time!
+                       if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+                               self.BUTTON_ATCK2 = TRUE;
+                       if ((skill > 6.5) && (selfdamage > self.health))
+                               self.BUTTON_ATCK2 = FALSE;
+                       //if(self.BUTTON_ATCK2 == TRUE)
+                       //      dprint(ftos(desirabledamage),"\n");
+                       if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+               }
+       }
+       else if (req == WR_THINK)
+       {
+               if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
+                       weapon_action(self.weapon, WR_RELOAD);
+               else
+               {
+                       if (self.BUTTON_ATCK)
+                       {
+                               if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
+                               if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
+                               {
+                                       W_Rocket_Attack();
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
+                                       self.rl_release = 0;
+                               }
+                       }
+                       else
+                               self.rl_release = 1;
+
+                       if (self.BUTTON_ATCK2)
+                       {
+                               rockfound = 0;
+                               for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
+                               {
+                                       if(!rock.rl_detonate_later)
+                                       {
+                                               rock.rl_detonate_later = TRUE;
+                                               rockfound = 1;
+                                       }
+                               }
+                               if(rockfound)
+                                       sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+                       }
+               }
+       }
+       else if (req == WR_PRECACHE)
+       {
+               precache_model ("models/flash.md3");
+               precache_model ("models/weapons/g_rl.md3");
+               precache_model ("models/weapons/v_rl.md3");
+               precache_model ("models/weapons/h_rl.iqm");
+               precache_sound ("weapons/rocket_det.wav");
+               precache_sound ("weapons/rocket_fire.wav");
+               precache_sound ("weapons/rocket_mode.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
+       }
+       else if (req == WR_SETUP)
+       {
+               weapon_setup(WEP_ROCKET_LAUNCHER);
+               self.current_ammo = ammo_rockets;
+               self.rl_release = 1;
+       }
+       else if (req == WR_CHECKAMMO1)
+       {
+               // don't switch while guiding a missile
+               if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
+               {
+                       ammo_amount = FALSE;
+                       if(autocvar_g_balance_rocketlauncher_reload_ammo)
+                       {
+                               if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.(weapon_load[WEP_ROCKET_LAUNCHER]) < autocvar_g_balance_rocketlauncher_ammo)
+                                       ammo_amount = TRUE;
+                       }
+                       else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
+                               ammo_amount = TRUE;
+                       return !ammo_amount;
+               }
+       }
+       else if (req == WR_CHECKAMMO2)
+               return FALSE;
+       else if (req == WR_RESETPLAYER)
+       {
+               self.rl_release = 0;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
+       }
+       else if (req == WR_SUICIDEMESSAGE)
+       {
+               return WEAPON_ROCKETLAUNCHER_SUICIDE;
+       }
+       else if (req == WR_KILLMESSAGE)
+       {
+               if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+                       return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
+               else
+                       return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
+       }
+       return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_rlauncher(float req)
+{
+       if(req == WR_IMPACTEFFECT)
+       {
+               vector org2;
+               org2 = w_org + w_backoff * 12;
+               pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
+               if(!w_issilent)
+                       sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+       }
+       else if(req == WR_PRECACHE)
+       {
+               precache_sound("weapons/rocket_impact.wav");
+       }
+       return TRUE;
+}
+#endif
+#endif
diff --git a/qcsrc/common/weapons/grenadelauncher.qc b/qcsrc/common/weapons/grenadelauncher.qc
deleted file mode 100644 (file)
index 8b8a1a0..0000000
+++ /dev/null
@@ -1,414 +0,0 @@
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id  */ GRENADE_LAUNCHER,
-/* function  */ w_glauncher,
-/* ammotype  */ IT_ROCKETS,
-/* impulse   */ 4,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* model     */ "gl",
-/* shortname */ "grenadelauncher",
-/* fullname  */ _("Mortar")
-);
-#else
-#ifdef SVQC
-.float gl_detonate_later;
-.float gl_bouncecnt;
-
-void W_Grenade_Explode (void)
-{
-       if(other.takedamage == DAMAGE_AIM)
-               if(IS_PLAYER(other))
-                       if(IsDifferentTeam(self.realowner, other))
-                               if(other.deadflag == DEAD_NO)
-                                       if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
-
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
-
-       if(self.movetype == MOVETYPE_NONE)
-               self.velocity = self.oldvelocity;
-
-       RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other);
-
-       remove (self);
-}
-
-void W_Grenade_Explode2 (void)
-{
-       if(other.takedamage == DAMAGE_AIM)
-               if(IS_PLAYER(other))
-                       if(IsDifferentTeam(self.realowner, other))
-                               if(other.deadflag == DEAD_NO)
-                                       if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
-
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
-
-       if(self.movetype == MOVETYPE_NONE)
-               self.velocity = self.oldvelocity;
-
-       RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_secondary_damage, autocvar_g_balance_grenadelauncher_secondary_edgedamage, autocvar_g_balance_grenadelauncher_secondary_radius, world, world, autocvar_g_balance_grenadelauncher_secondary_force, self.projectiledeathtype, other);
-
-       remove (self);
-}
-
-void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
-       if (self.health <= 0)
-               return;
-               
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
-               return; // g_projectiles_damage says to halt
-               
-       self.health = self.health - damage;
-       
-       if (self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, self.use);
-}
-
-void W_Grenade_Think1 (void)
-{
-       self.nextthink = time;
-       if (time > self.cnt)
-       {
-               other = world;
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Grenade_Explode ();
-               return;
-       }
-       if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
-               W_Grenade_Explode();
-}
-
-void W_Grenade_Touch1 (void)
-{
-       PROJECTILE_TOUCH;
-       if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
-       {
-               self.use ();
-       }
-       else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
-       {
-               float r;
-               r = random() * 6;
-               if(r < 1)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
-               else if(r < 2)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
-               else if(r < 3)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
-               else if(r < 4)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
-               else if(r < 5)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
-               else
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               self.gl_bouncecnt += 1;
-       }
-       else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
-       {
-               spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
-
-               // let it stick whereever it is
-               self.oldvelocity = self.velocity;
-               self.velocity = '0 0 0';
-               self.movetype = MOVETYPE_NONE; // also disables gravity
-               self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
-               UpdateCSQCProjectile(self);
-
-               // do not respond to any more touches
-               self.solid = SOLID_NOT;
-
-               self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime_stick);
-       }
-}
-
-void W_Grenade_Touch2 (void)
-{
-       PROJECTILE_TOUCH;
-       if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
-       {
-               self.use ();
-       }
-       else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
-       {
-               float r;
-               r = random() * 6;
-               if(r < 1)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
-               else if(r < 2)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
-               else if(r < 3)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
-               else if(r < 4)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
-               else if(r < 5)
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
-               else
-                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               self.gl_bouncecnt += 1;
-               
-               if (autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce && self.gl_bouncecnt == 1)
-                       self.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
-                       
-       }
-       else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
-       {
-               spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
-
-               // let it stick whereever it is
-               self.oldvelocity = self.velocity;
-               self.velocity = '0 0 0';
-               self.movetype = MOVETYPE_NONE; // also disables gravity
-               self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
-               UpdateCSQCProjectile(self);
-
-               // do not respond to any more touches
-               self.solid = SOLID_NOT;
-
-               self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime_stick);
-       }
-}
-
-void W_Grenade_Attack (void)
-{
-       entity gren;
-
-       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
-
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_primary_damage);
-       w_shotdir = v_forward; // no TrueAim for grenades please
-
-       pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       gren = spawn ();
-       gren.owner = gren.realowner = self;
-       gren.classname = "grenade";
-       gren.bot_dodge = TRUE;
-       gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
-       gren.movetype = MOVETYPE_BOUNCE;
-       gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
-       gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
-       PROJECTILE_MAKETRIGGER(gren);
-       gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
-       setorigin(gren, w_shotorg);
-       setsize(gren, '-3 -3 -3', '3 3 3');
-
-       gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
-       gren.nextthink = time;
-       gren.think = W_Grenade_Think1;
-       gren.use = W_Grenade_Explode;
-       gren.touch = W_Grenade_Touch1;
-
-       gren.takedamage = DAMAGE_YES;
-       gren.health = autocvar_g_balance_grenadelauncher_primary_health;
-       gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
-       gren.event_damage = W_Grenade_Damage;
-       gren.damagedbycontents = TRUE;
-       gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
-
-       gren.angles = vectoangles (gren.velocity);
-       gren.flags = FL_PROJECTILE;
-
-       if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
-               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
-       else
-               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
-
-       other = gren; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-void W_Grenade_Attack2 (void)
-{
-       entity gren;
-
-       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
-
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_secondary_damage);
-       w_shotdir = v_forward; // no TrueAim for grenades please
-
-       pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       gren = spawn ();
-       gren.owner = gren.realowner = self;
-       gren.classname = "grenade";
-       gren.bot_dodge = TRUE;
-       gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
-       gren.movetype = MOVETYPE_BOUNCE;
-       gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
-       gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
-       PROJECTILE_MAKETRIGGER(gren);
-       gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
-       setorigin(gren, w_shotorg);
-       setsize(gren, '-3 -3 -3', '3 3 3');
-
-       gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
-       gren.think = adaptor_think2use_hittype_splash;
-       gren.use = W_Grenade_Explode2;
-       gren.touch = W_Grenade_Touch2;
-
-       gren.takedamage = DAMAGE_YES;
-       gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
-       gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
-       gren.event_damage = W_Grenade_Damage;
-       gren.damagedbycontents = TRUE;
-       gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
-
-       gren.angles = vectoangles (gren.velocity);
-       gren.flags = FL_PROJECTILE;
-
-       if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
-               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
-       else
-               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
-
-       other = gren; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-void spawnfunc_weapon_grenadelauncher (void)
-{
-       weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
-}
-
-.float bot_secondary_grenademooth;
-float w_glauncher(float req)
-{
-       entity nade;
-       float nadefound;
-       float ammo_amount;
-
-       if (req == WR_AIM)
-       {
-               self.BUTTON_ATCK = FALSE;
-               self.BUTTON_ATCK2 = FALSE;
-               if (self.bot_secondary_grenademooth == 0)
-               {
-                       if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
-                       {
-                               self.BUTTON_ATCK = TRUE;
-                               if(random() < 0.01) self.bot_secondary_grenademooth = 1;
-                       }
-               }
-               else
-               {
-                       if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
-                       {
-                               self.BUTTON_ATCK2 = TRUE;
-                               if(random() < 0.02) self.bot_secondary_grenademooth = 0;
-                       }
-               }
-       }
-       else if (req == WR_THINK)
-       {
-               if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload
-                       weapon_action(self.weapon, WR_RELOAD);
-               else if (self.BUTTON_ATCK)
-               {
-                       if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
-                       {
-                               W_Grenade_Attack();
-                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
-                       }
-               }
-               else if (self.BUTTON_ATCK2)
-               {
-                       if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
-                       {
-                               nadefound = 0;
-                               for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
-                               {
-                                       if(!nade.gl_detonate_later)
-                                       {
-                                               nade.gl_detonate_later = TRUE;
-                                               nadefound = 1;
-                                       }
-                               }
-                               if(nadefound)
-                                       sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
-                       }
-                       else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
-                       {
-                               W_Grenade_Attack2();
-                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
-                       }
-               }
-       }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/weapons/g_gl.md3");
-               precache_model ("models/weapons/v_gl.md3");
-               precache_model ("models/weapons/h_gl.iqm");
-               precache_sound ("weapons/grenade_bounce1.wav");
-               precache_sound ("weapons/grenade_bounce2.wav");
-               precache_sound ("weapons/grenade_bounce3.wav");
-               precache_sound ("weapons/grenade_bounce4.wav");
-               precache_sound ("weapons/grenade_bounce5.wav");
-               precache_sound ("weapons/grenade_bounce6.wav");
-               precache_sound ("weapons/grenade_stick.wav");
-               precache_sound ("weapons/grenade_fire.wav");
-               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
-       }
-       else if (req == WR_SETUP)
-       {
-               weapon_setup(WEP_GRENADE_LAUNCHER);
-               self.current_ammo = ammo_rockets;
-       }
-       else if (req == WR_CHECKAMMO1)
-       {
-               ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
-               ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= autocvar_g_balance_grenadelauncher_primary_ammo;
-               return ammo_amount;
-       }
-       else if (req == WR_CHECKAMMO2)
-       {
-               ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
-               ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= autocvar_g_balance_grenadelauncher_secondary_ammo;
-               return ammo_amount;
-       }
-       else if (req == WR_RELOAD)
-       {
-               W_Reload(min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
-       }
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-                       return WEAPON_MORTAR_SUICIDE_BOUNCE;
-               else
-                       return WEAPON_MORTAR_SUICIDE_EXPLODE;
-       }
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-                       return WEAPON_MORTAR_MURDER_BOUNCE;
-               else
-                       return WEAPON_MORTAR_MURDER_EXPLODE;
-       }
-       return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_glauncher(float req)
-{
-       if(req == WR_IMPACTEFFECT)
-       {
-               vector org2;
-               org2 = w_org + w_backoff * 12;
-               pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
-               if(!w_issilent)
-                       sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
-       }
-       else if(req == WR_PRECACHE)
-       {
-               precache_sound("weapons/grenade_impact.wav");
-       }
-       return TRUE;
-}
-#endif
-#endif
diff --git a/qcsrc/common/weapons/laser.qc b/qcsrc/common/weapons/laser.qc
deleted file mode 100644 (file)
index c331c5b..0000000
+++ /dev/null
@@ -1,576 +0,0 @@
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id  */ LASER,
-/* function  */ W_Laser,
-/* ammotype  */ 0,
-/* impulse   */ 1,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating    */ 0,
-/* model     */ "laser",
-/* shortname */ "laser",
-/* fullname  */ _("Blaster")
-);
-#else
-#ifdef SVQC
-void(float imp) W_SwitchWeapon;
-void() W_LastWeapon;
-.float swing_prev;
-.entity swing_alreadyhit;
-
-void SendCSQCShockwaveParticle(vector endpos) 
-{
-       //endpos = WarpZone_UnTransformOrigin(transform, endpos);
-       
-       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
-       WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
-       WriteCoord(MSG_BROADCAST, w_shotorg_x);
-       WriteCoord(MSG_BROADCAST, w_shotorg_y);
-       WriteCoord(MSG_BROADCAST, w_shotorg_z);
-       WriteCoord(MSG_BROADCAST, endpos_x);
-       WriteCoord(MSG_BROADCAST, endpos_y);
-       WriteCoord(MSG_BROADCAST, endpos_z);
-       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_max, 255));
-       WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_shockwave_spread_min, 255));
-       WriteByte(MSG_BROADCAST, num_for_edict(self));
-}
-
-void W_Laser_Touch()
-{
-       PROJECTILE_TOUCH;
-
-       self.event_damage = func_null;
-       
-       if(self.dmg)
-               RadiusDamage(self, self.realowner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
-       else
-               RadiusDamage(self, self.realowner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
-
-       remove(self);
-}
-
-void W_Laser_Think()
-{
-       self.movetype = MOVETYPE_FLY;
-       self.think = SUB_Remove;
-       
-       if(self.dmg)
-               self.nextthink = time + autocvar_g_balance_laser_secondary_lifetime;
-       else
-               self.nextthink = time + autocvar_g_balance_laser_primary_lifetime;
-               
-       CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
-}
-
-
-float W_Laser_Shockwave_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 = (autocvar_g_balance_laser_shockwave_spread_min * (1 - spreadlimit) + autocvar_g_balance_laser_shockwave_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_Laser_Shockwave_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_Laser_Shockwave_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_Laser_Shockwave_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_Laser_Shockwave_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;
-}
-
-#define PLAYER_CENTER(ent) (ent.origin + ((ent.classname == "player") ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
-
-entity shockwave_hit[32];
-float shockwave_hit_damage[32];
-vector shockwave_hit_force[32];
-
-float W_Laser_Shockwave_CheckHit(float queue, entity head, vector final_force, float final_damage)
-{
-       if not(head) { return FALSE; }
-       float i;
-
-       ++queue;
-       
-       for(i = 1; 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_Laser_Shockwave()
-{
-       // declarations
-       float multiplier, multiplier_from_accuracy, multiplier_from_distance;
-       float final_damage; //, final_spread;
-       vector final_force, center, vel;
-       entity head, next;
-
-       float i, queue = 0;
-       
-       // set up the shot direction
-       W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_shockwave_damage);
-       vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_shockwave_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);
-       Damage_DamageInfo(attack_hitpos, autocvar_g_balance_laser_shockwave_splash_damage, autocvar_g_balance_laser_shockwave_splash_edgedamage, autocvar_g_balance_laser_shockwave_splash_radius, w_shotdir * autocvar_g_balance_laser_shockwave_splash_force, WEP_LASER, 0, self);
-
-       // splash damage/jumping trace
-       head = WarpZone_FindRadius(attack_hitpos, max(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE);
-       while(head)
-       {
-               next = head.chain;
-
-               if(head.takedamage)
-               {
-                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
-                       center = PLAYER_CENTER(head);
-
-                       float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest);
-                       
-                       if((head == self) && (distance_to_head <= autocvar_g_balance_laser_shockwave_jump_radius))
-                       {
-                               multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_jump_radius)) : 0));
-                               multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
-                               multiplier = max(autocvar_g_balance_laser_shockwave_jump_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_jump_multiplier_distance)));
-
-                               final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier);
-                               vel = head.velocity; vel_z = 0;
-                               vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
-                               final_force = (vlen(final_force) * normalize(normalize(final_force) + vel));
-                               final_force_z *= autocvar_g_balance_laser_shockwave_jump_force_zscale;
-                               final_damage = (autocvar_g_balance_laser_shockwave_jump_damage * multiplier + autocvar_g_balance_laser_shockwave_jump_edgedamage * (1 - multiplier));
-
-                               Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
-                               //print("SELF HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
-                       }
-                       else if (distance_to_head <= autocvar_g_balance_laser_shockwave_splash_radius)
-                       {       
-                               multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_splash_radius)) : 0));
-                               multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0));
-                               multiplier = max(autocvar_g_balance_laser_shockwave_splash_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_splash_multiplier_distance)));
-
-                               final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_splash_force_forwardbias)));
-                               //te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
-                               final_force = ((final_force * autocvar_g_balance_laser_shockwave_splash_force) * multiplier);
-                               final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
-                               final_damage = (autocvar_g_balance_laser_shockwave_splash_damage * multiplier + autocvar_g_balance_laser_shockwave_splash_edgedamage * (1 - multiplier));
-
-                               if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
-                               //print("SPLASH HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
-                       }
-               }
-               head = next;
-       }
-
-       // cone damage trace
-       head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE);
-       while(head)
-       {
-               next = head.chain;
-               
-               if((head != self) && head.takedamage)
-               {
-                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
-                       center = PLAYER_CENTER(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);
-
-                       vector nearest_on_line = (w_shotorg + a * w_shotdir);
-                       vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
-                       float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // todo: use the findradius function for this
-
-                       if((distance_to_target <= autocvar_g_balance_laser_shockwave_distance) 
-                               && (W_Laser_Shockwave_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
-                       {
-                               multiplier_from_accuracy = (1 - W_Laser_Shockwave_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos));
-                               multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_target / distance_to_end)) : 0));
-                               multiplier = max(autocvar_g_balance_laser_shockwave_multiplier_min, ((multiplier_from_accuracy * autocvar_g_balance_laser_shockwave_multiplier_accuracy) + (multiplier_from_distance * autocvar_g_balance_laser_shockwave_multiplier_distance)));
-
-                               final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias)));
-                               //te_lightning2(world, nearest_on_line, (attack_hitpos + (final_force * 200)));
-                               final_force = ((final_force * autocvar_g_balance_laser_shockwave_force) * multiplier);
-                               final_force_z *= autocvar_g_balance_laser_shockwave_force_zscale;
-                               final_damage = (autocvar_g_balance_laser_shockwave_damage * multiplier + autocvar_g_balance_laser_shockwave_edgedamage * (1 - multiplier));
-
-                               if(W_Laser_Shockwave_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
-                               //print("CONE HIT: multiplier = ", ftos(multiplier), strcat(", damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force))),"... multiplier_from_accuracy = ", ftos(multiplier_from_accuracy), ", multiplier_from_distance = ", ftos(multiplier_from_distance), ".\n");
-                       }
-               }
-               head = next;
-       }
-
-       for(i = 1; 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_LASER, head.origin, final_force);
-               print("SHOCKWAVE by ", self.netname, ": damage = ", ftos(final_damage), ", force = ", ftos(vlen(final_force)), ".\n");
-               
-               shockwave_hit[i] = world;
-               shockwave_hit_force[i] = '0 0 0';
-               shockwave_hit_damage[i] = 0;
-       }
-       //print("queue was ", ftos(queue), ".\n\n");
-}
-
-void W_Laser_Melee_Think()
-{
-       // declarations
-       float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
-       entity target_victim;
-       vector targpos;
-
-       if(!self.cnt) // set start time of melee
-       {
-               self.cnt = time; 
-               W_PlayStrengthSound(self.realowner);
-       }
-
-       makevectors(self.realowner.v_angle); // update values for v_* vectors
-       
-       // calculate swing percentage based on time
-       meleetime = autocvar_g_balance_laser_melee_time * W_WeaponRateFactor();
-       swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
-       f = ((1 - swing) * autocvar_g_balance_laser_melee_traces);
-       
-       // check to see if we can still continue, otherwise give up now
-       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_laser_melee_no_doubleslap)
-       {
-               remove(self);
-               return;
-       }
-       
-       // if okay, perform the traces needed for this frame 
-       for(i=self.swing_prev; i < f; ++i)
-       {
-               swing_factor = ((1 - (i / autocvar_g_balance_laser_melee_traces)) * 2 - 1);
-               
-               targpos = (self.realowner.origin + self.realowner.view_ofs 
-                       + (v_forward * autocvar_g_balance_laser_melee_range)
-                       + (v_up * swing_factor * autocvar_g_balance_laser_melee_swing_up)
-                       + (v_right * swing_factor * autocvar_g_balance_laser_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
-                       && (trace_ent.takedamage == DAMAGE_AIM)  
-                       && (trace_ent != self.swing_alreadyhit)
-                       && (is_player || autocvar_g_balance_laser_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 = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1));
-                       else
-                               swing_damage = (autocvar_g_balance_laser_melee_nonplayerdamage * min(1, swing_factor + 1));
-                       
-                       //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
-                       
-                       Damage(target_victim, self.realowner, self.realowner, 
-                               swing_damage, WEP_LASER | HITTYPE_SECONDARY, 
-                               self.realowner.origin + self.realowner.view_ofs, 
-                               v_forward * autocvar_g_balance_laser_melee_force);
-                               
-                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_LASER, 0, swing_damage); }
-                       
-                       if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
-                       {
-                               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_Laser_Melee()
-{
-       sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
-       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_melee_animtime, w_ready);
-
-       entity meleetemp;
-       meleetemp = spawn();
-       meleetemp.owner = meleetemp.realowner = self;
-       meleetemp.think = W_Laser_Melee_Think;
-       meleetemp.nextthink = time + autocvar_g_balance_laser_melee_delay * W_WeaponRateFactor();
-       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_laser_melee_damage, autocvar_g_balance_laser_melee_range);
-}
-
-void W_Laser_Attack(float issecondary)
-{
-       entity missile;
-       vector s_forward;
-       float a;
-
-       a = autocvar_g_balance_laser_primary_shotangle;
-       s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
-
-       //if(nodamage)
-       //      W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
-       /*else*/if(issecondary == 1)
-               W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
-       else
-               W_SetupShot_Dir(self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
-       pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       missile = spawn();
-       missile.owner = missile.realowner = self;
-       missile.classname = "laserbolt";
-       missile.dmg = 0;
-       missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
-
-       PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_LASER;
-
-       setorigin(missile, w_shotorg);
-       setsize(missile, '0 0 0', '0 0 0');
-
-       W_SETUPPROJECTILEVELOCITY(missile, g_balance_laser_primary);
-       missile.angles = vectoangles(missile.velocity);
-       //missile.glow_color = 250; // 244, 250
-       //missile.glow_size = 120;
-       missile.touch = W_Laser_Touch;
-
-       missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
-
-       missile.think = W_Laser_Think;
-       missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
-
-       other = missile; MUTATOR_CALLHOOK(EditProjectile);
-
-       if(time >= missile.nextthink)
-       {
-               entity oldself;
-               oldself = self;
-               self = missile;
-               self.think();
-               self = oldself;
-       }
-}
-
-void spawnfunc_weapon_laser(void)
-{
-       weapon_defaultspawnfunc(WEP_LASER);
-}
-
-float W_Laser(float request)
-{
-       switch(request)
-       {
-               case WR_AIM:
-               {
-                       if((autocvar_g_balance_laser_secondary == 2) && (vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_laser_melee_range))
-                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
-                       else
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
-                       return TRUE;
-               }
-               
-               case WR_THINK:
-               {
-                       if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
-                               weapon_action(self.weapon, WR_RELOAD);
-                       else if(self.BUTTON_ATCK)
-                       {
-                               if(weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
-                               {
-                                       W_DecreaseAmmo(ammo_none, 1, TRUE);
-
-                                       if not(autocvar_g_balance_laser_primary)
-                                               W_Laser_Shockwave();
-                                       else
-                                               W_Laser_Attack(FALSE);
-
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
-                               }
-                       }
-                       else if(self.BUTTON_ATCK2)
-                       {
-                               switch(autocvar_g_balance_laser_secondary)
-                               {
-                                       case 0: // switch to last used weapon
-                                       {
-                                               if(self.switchweapon == WEP_LASER) // don't do this if already switching
-                                                       W_LastWeapon();
-
-                                               break;
-                                       }
-
-                                       case 1: // normal projectile secondary
-                                       {
-                                               if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire))
-                                               {
-                                                       W_DecreaseAmmo(ammo_none, 1, TRUE);
-                                                       W_Laser_Attack(TRUE);
-                                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_laser_secondary_animtime, w_ready);
-                                               }
-
-                                               break;
-                                       }
-
-                                       case 2: // melee attack secondary
-                                       {
-                                               if(!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
-                                               if(weapon_prepareattack(1, autocvar_g_balance_laser_melee_refire))
-                                               {
-                                                       // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                                                       W_Laser_Melee();
-                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_melee_animtime, w_ready);
-                                               }
-                                       }
-                               }
-                       }
-                       return TRUE;
-               }
-               
-               case WR_PRECACHE: 
-               {
-                       precache_model("models/weapons/g_laser.md3");
-                       precache_model("models/weapons/v_laser.md3");
-                       precache_model("models/weapons/h_laser.iqm");
-                       precache_sound("weapons/lasergun_fire.wav");
-                       return TRUE;
-               }
-               
-               case WR_SETUP:
-               {
-                       weapon_setup(WEP_LASER);
-                       self.current_ammo = ammo_none;
-                       return TRUE;
-               }
-               
-               case WR_CHECKAMMO1:
-               case WR_CHECKAMMO2:
-               {
-                       return TRUE; // laser has infinite ammo
-               }
-               
-               case WR_RELOAD:
-               {
-                       W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
-                       return TRUE;
-               }
-               
-               case WR_SUICIDEMESSAGE:
-               {
-                       return WEAPON_LASER_SUICIDE;
-               }
-               
-               case WR_KILLMESSAGE:
-               {
-                       return WEAPON_LASER_MURDER;
-               }
-       }
-       
-       return TRUE;
-}
-#endif
-#ifdef CSQC
-float W_Laser(float request)
-{
-       switch(request)
-       {
-               case WR_IMPACTEFFECT:
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
-                       pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
-                       if(!w_issilent) { sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); }
-                       return TRUE;
-               }
-               
-               case WR_PRECACHE:
-               {
-                       precache_sound("weapons/laserimpact.wav");
-                       return TRUE;
-               }
-       }
-       
-       return TRUE;
-}
-#endif
-#endif
diff --git a/qcsrc/common/weapons/lightning.qc b/qcsrc/common/weapons/lightning.qc
deleted file mode 100644 (file)
index e4b7230..0000000
+++ /dev/null
@@ -1,296 +0,0 @@
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id  */ LIGHTNING,
-/* function  */ w_lightning,
-/* ammotype  */ IT_CELLS,
-/* impulse   */ 5,
-/* flags     */ WEP_FLAG_NORMAL | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* model     */ "lightning",
-/* shortname */ "lightning",
-/* fullname  */ _("Lightning")
-);
-#else
-#ifdef SVQC
-
-// Declarations ========================= 
-.vector hook_start, hook_end; // used for beam
-.entity lightning_beam; // used for beam
-.float BUTTON_ATCK_prev; // for better animation control
-.float lg_fire_prev; // for better animation control
-
-// Lightning functions ========================= 
-float W_Lightning_Beam_Send(entity to, float sf)
-{
-       WriteByte(MSG_ENTITY, ENT_CLIENT_LIGHTNING_BEAM);
-       sf = sf & 0x7F;
-       if(sound_allowed(MSG_BROADCAST, self.owner))
-               sf |= 0x80;
-       WriteByte(MSG_ENTITY, sf);
-       if(sf & 1)
-       {
-               WriteByte(MSG_ENTITY, num_for_edict(self.owner));
-               WriteCoord(MSG_ENTITY, autocvar_g_balance_lightning_primary_range);
-       }
-       if(sf & 2)
-       {
-               WriteCoord(MSG_ENTITY, self.hook_start_x);
-               WriteCoord(MSG_ENTITY, self.hook_start_y);
-               WriteCoord(MSG_ENTITY, self.hook_start_z);
-       }
-       if(sf & 4)
-       {
-               WriteCoord(MSG_ENTITY, self.hook_end_x);
-               WriteCoord(MSG_ENTITY, self.hook_end_y);
-               WriteCoord(MSG_ENTITY, self.hook_end_z);
-       }
-       return TRUE;
-}
-
-void W_Lightning_Beam_Think()
-{
-       self.owner.lg_fire_prev = time;
-       if (self != self.owner.lightning_beam)
-       {
-               remove(self);
-               return;
-       }
-       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
-       {
-               if(self == self.owner.lightning_beam)
-                       self.owner.lightning_beam = world;
-               remove(self);
-               return;
-       }
-
-       self.nextthink = time;
-
-       makevectors(self.owner.v_angle);
-
-       float dt, f;
-       dt = frametime;
-       if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
-       {
-               if(autocvar_g_balance_lightning_primary_ammo)
-               {
-                       dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_lightning_primary_ammo);
-                       self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_lightning_primary_ammo * frametime);
-               }
-       }
-
-       W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_lightning_primary_damage * dt, autocvar_g_balance_lightning_primary_range);
-       WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
-
-       // apply the damage
-       if(trace_ent)
-       {
-               vector force;
-               force = w_shotdir * autocvar_g_balance_lightning_primary_force;
-
-               f = ExponentialFalloff(autocvar_g_balance_lightning_primary_falloff_mindist, autocvar_g_balance_lightning_primary_falloff_maxdist, autocvar_g_balance_lightning_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
-
-               if(accuracy_isgooddamage(self.owner, trace_ent))
-                       accuracy_add(self.owner, WEP_LIGHTNING, 0, autocvar_g_balance_lightning_primary_damage * dt * f);
-               Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_lightning_primary_damage * dt * f, WEP_LIGHTNING, trace_endpos, force * dt);
-       }
-
-       // draw effect
-       if(w_shotorg != self.hook_start)
-       {
-               self.SendFlags |= 2;
-               self.hook_start = w_shotorg;
-       }
-       if(w_shotend != self.hook_end)
-       {
-               self.SendFlags |= 4;
-               self.hook_end = w_shotend;
-       }
-}
-
-// Attack functions ========================= 
-void W_Lightning_Attack1 (void)
-{
-       // only play fire sound if 0.5 sec has passed since player let go the fire button
-       if(time - self.lg_fire_prev > 0.5)
-               sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
-
-       entity beam, oldself;
-
-       self.lightning_beam = beam = spawn();
-       beam.classname = "W_Lightning_Beam";
-       beam.solid = SOLID_NOT;
-       beam.think = W_Lightning_Beam_Think;
-       beam.owner = self;
-       beam.movetype = MOVETYPE_NONE;
-       beam.shot_spread = 1;
-       beam.bot_dodge = TRUE;
-       beam.bot_dodgerating = autocvar_g_balance_lightning_primary_damage;
-       Net_LinkEntity(beam, FALSE, 0, W_Lightning_Beam_Send);
-
-       oldself = self;
-       self = beam;
-       self.think();
-       self = oldself;
-}
-
-float w_lightning(float req)
-{
-       if (req == WR_AIM)
-       {
-               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
-               /*
-               self.BUTTON_ATCK=FALSE;
-               self.BUTTON_ATCK2=FALSE;
-               if(vlen(self.origin-self.enemy.origin) > 1000)
-                       self.bot_aim_whichfiretype = 0;
-               if(self.bot_aim_whichfiretype == 0)
-               {
-                       float shoot;
-
-                       if(autocvar_g_balance_lightning_primary_speed)
-                               shoot = bot_aim(autocvar_g_balance_lightning_primary_speed, 0, autocvar_g_balance_lightning_primary_lifetime, FALSE);
-                       else
-                               shoot = bot_aim(1000000, 0, 0.001, FALSE);
-
-                       if(shoot)
-                       {
-                               self.BUTTON_ATCK = TRUE;
-                               if(random() < 0.01) self.bot_aim_whichfiretype = 1;
-                       }
-               }
-               else // todo
-               {
-                       //if(bot_aim(autocvar_g_balance_lightning_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_lightning_secondary_lifetime, TRUE))
-                       //{
-                       //      self.BUTTON_ATCK2 = TRUE;
-                       //      if(random() < 0.03) self.bot_aim_whichfiretype = 0;
-                       //}
-               }
-               */
-       }
-       else if (req == WR_THINK)
-       {
-               if (self.BUTTON_ATCK)
-               {
-                       if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
-                               /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
-                                       weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_lightning_primary_animtime, w_ready);
-                               else*/
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
-                       
-                       if (weapon_prepareattack(0, 0))
-                       {
-                               if ((!self.lightning_beam) || wasfreed(self.lightning_beam))
-                                       W_Lightning_Attack1();
-                               
-                               if(!self.BUTTON_ATCK_prev)
-                               {
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
-                                       self.BUTTON_ATCK_prev = 1;
-                               }
-                       }
-               } 
-               else // todo
-               {
-                       if (self.BUTTON_ATCK_prev != 0)
-                       {
-                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
-                               ATTACK_FINISHED(self) = time + autocvar_g_balance_lightning_primary_refire * W_WeaponRateFactor();
-                       }
-                       self.BUTTON_ATCK_prev = 0;
-               }
-
-               //if (self.BUTTON_ATCK2)
-                       //if (weapon_prepareattack(1, autocvar_g_balance_lightning_secondary_refire))
-                       //{
-                       //      W_Lightning_Attack2();
-                       //      self.lightning_count = autocvar_g_balance_lightning_secondary_count;
-                       //      weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_lightning_secondary_animtime, w_lightning_checkattack);
-                       //      self.lightning_secondarytime = time + autocvar_g_balance_lightning_secondary_refire2 * W_WeaponRateFactor();
-                       //}
-       }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/weapons/g_lightning.md3");
-               precache_model ("models/weapons/v_lightning.md3");
-               precache_model ("models/weapons/h_lightning.iqm");
-               //precache_sound ("weapons/lightning_bounce.wav");
-               precache_sound ("weapons/lightning_fire.wav");
-               precache_sound ("weapons/lightning_fire2.wav");
-               precache_sound ("weapons/lightning_impact.wav");
-               //precache_sound ("weapons/lightning_impact_combo.wav");
-               //precache_sound ("weapons/W_Lightning_Beam_fire.wav");
-       }
-       else if (req == WR_SETUP)
-               weapon_setup(WEP_LIGHTNING);
-       else if (req == WR_CHECKAMMO1)
-       {
-               return !autocvar_g_balance_lightning_primary_ammo || (self.ammo_cells > 0);
-       }
-       else if (req == WR_CHECKAMMO2)
-               return self.ammo_cells >= autocvar_g_balance_lightning_secondary_ammo;
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-               {
-                       return WEAPON_ELECTRO_MURDER_ORBS;
-               }
-               else
-               {
-                       if(w_deathtype & HITTYPE_BOUNCE)
-                               return WEAPON_ELECTRO_MURDER_COMBO;
-                       else
-                               return WEAPON_ELECTRO_MURDER_BOLT;
-               }
-       }
-       else if (req == WR_RESETPLAYER)
-       {
-               //self.lightning_secondarytime = time;
-       }
-       return TRUE;
-};
-
-void LightningInit()
-{
-       weapon_action(WEP_LIGHTNING, WR_PRECACHE);
-       lightning_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 1);
-       lightning_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 2);
-       lightning_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 3);
-       lightning_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 4);
-}
-
-void spawnfunc_weapon_lightning (void) // should this really be here?
-{
-       weapon_defaultspawnfunc(WEP_LIGHTNING);
-}
-#endif
-#ifdef CSQC
-float w_lightning(float req)
-{
-       if(req == WR_IMPACTEFFECT)
-       {
-               vector org2;
-               org2 = w_org + w_backoff * 6;
-               
-               if(w_deathtype & HITTYPE_SECONDARY)
-               {
-                       pointparticles(particleeffectnum("lightning_ballexplode"), org2, '0 0 0', 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
-               }
-               else
-               {
-                       pointparticles(particleeffectnum("lightning_impact"), org2, '0 0 0', 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
-               }
-       }
-       else if(req == WR_PRECACHE)
-       {
-               precache_sound("weapons/lightning_impact.wav");
-               precache_sound("weapons/lightning_impact_combo.wav");
-       }
-       return TRUE;
-}
-#endif
-#endif
diff --git a/qcsrc/common/weapons/lightning.qh b/qcsrc/common/weapons/lightning.qh
deleted file mode 100644 (file)
index 57d6ceb..0000000
+++ /dev/null
@@ -1,2 +0,0 @@
-void LightningInit();
-vector lightning_shotorigin[4];
diff --git a/qcsrc/common/weapons/machinegun.qc b/qcsrc/common/weapons/machinegun.qc
new file mode 100644 (file)
index 0000000..923ed95
--- /dev/null
@@ -0,0 +1,341 @@
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id  */ UZI,
+/* function  */ w_uzi,
+/* ammotype  */ IT_NAILS,
+/* impulse   */ 3,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating    */ BOT_PICKUP_RATING_MID,
+/* model     */ "uzi",
+/* shortname */ "uzi",
+/* fullname  */ _("Machine Gun")
+);
+#else
+#ifdef SVQC
+
+// leilei's fancy muzzleflash stuff
+void UZI_Flash_Go()
+{
+       self.frame = self.frame + 2;
+       self.scale = self.scale * 0.5;
+       self.alpha = self.alpha - 0.25;
+       self.nextthink = time + 0.05;
+
+       if (self.alpha <= 0)
+       {
+               self.think = SUB_Remove;
+               self.nextthink = time;
+               self.realowner.muzzle_flash = world;
+               return;
+       }
+
+}
+
+void UziFlash()
+{
+       if (self.muzzle_flash == world)
+               self.muzzle_flash = spawn();
+
+       // muzzle flash for 1st person view
+       setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
+
+       self.muzzle_flash.scale = 0.75;
+       self.muzzle_flash.think = UZI_Flash_Go;
+       self.muzzle_flash.nextthink = time + 0.02;
+       self.muzzle_flash.frame = 2;
+       self.muzzle_flash.alpha = 0.75;
+       self.muzzle_flash.angles_z = random() * 180;
+       self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+       self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
+}
+
+void W_UZI_Attack (float deathtype)
+{
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
+       if (!g_norecoil)
+       {
+               self.punchangle_x = random () - 0.5;
+               self.punchangle_y = random () - 0.5;
+       }
+
+       // this attack_finished just enforces a cooldown at the end of a burst
+       ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
+
+       if (self.misc_bulletcounter == 1)
+               fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+       else
+               fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+       endFireBallisticBullet();
+
+       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       UziFlash();
+       W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+
+       // casing code
+       if (autocvar_g_casings >= 2)
+               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+
+       if (self.misc_bulletcounter == 1)
+               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
+       else
+               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
+}
+
+// weapon frames
+void uzi_fire1_02()
+{
+       if(self.weapon != self.switchweapon) // abort immediately if switching
+       {
+               w_ready();
+               return;
+       }
+       if (self.BUTTON_ATCK)
+       {
+               if (!weapon_action(self.weapon, WR_CHECKAMMO2))
+               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+               {
+                       W_SwitchWeapon_Force(self, w_getbestweapon(self));
+                       w_ready();
+                       return;
+               }
+               self.misc_bulletcounter = self.misc_bulletcounter + 1;
+               W_UZI_Attack(WEP_UZI);
+               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
+       }
+       else
+               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
+}
+
+
+void uzi_mode1_fire_auto()
+{
+       float uzi_spread;
+
+       if (!self.BUTTON_ATCK)
+       {
+               w_ready();
+               return;
+       }
+
+       if (!weapon_action(self.weapon, WR_CHECKAMMO1))
+       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+       {
+               W_SwitchWeapon_Force(self, w_getbestweapon(self));
+               w_ready();
+               return;
+       }
+
+       W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
+
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
+       if (!g_norecoil)
+       {
+               self.punchangle_x = random () - 0.5;
+               self.punchangle_y = random () - 0.5;
+       }
+
+       uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.misc_bulletcounter), autocvar_g_balance_uzi_spread_max);
+       fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+       endFireBallisticBullet();
+
+       self.misc_bulletcounter = self.misc_bulletcounter + 1;
+
+       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       UziFlash();
+       W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+
+       if (autocvar_g_casings >= 2) // casing code
+               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+
+       ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
+       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
+}
+
+void uzi_mode1_fire_burst()
+{
+       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
+       if (!g_norecoil)
+       {
+               self.punchangle_x = random () - 0.5;
+               self.punchangle_y = random () - 0.5;
+       }
+
+       fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
+       endFireBallisticBullet();
+
+
+       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       UziFlash();
+       W_AttachToShotorg(self.muzzle_flash, '5 0 0');
+
+       if (autocvar_g_casings >= 2) // casing code
+               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+
+       self.misc_bulletcounter = self.misc_bulletcounter + 1;
+       if (self.misc_bulletcounter == 0)
+       {
+               ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
+               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
+       }
+       else
+       {
+               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
+       }
+
+}
+
+void spawnfunc_weapon_machinegun(); // defined in t_items.qc
+
+float w_uzi(float req)
+{
+       float ammo_amount;
+       if (req == WR_AIM)
+               if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
+                       self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+               else
+               {
+                       self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+               }
+       else if (req == WR_THINK)
+       {
+               if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload
+                       weapon_action(self.weapon, WR_RELOAD);
+               else if(autocvar_g_balance_uzi_mode == 1)
+               {
+                       if (self.BUTTON_ATCK)
+                       if (weapon_prepareattack(0, 0))
+                       {
+                               self.misc_bulletcounter = 0;
+                               uzi_mode1_fire_auto();
+                       }
+
+                       if(self.BUTTON_ATCK2)
+                       if(weapon_prepareattack(1, 0))
+                       {
+                               if (!weapon_action(self.weapon, WR_CHECKAMMO2))
+                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                               {
+                                       W_SwitchWeapon_Force(self, w_getbestweapon(self));
+                                       w_ready();
+                                       return FALSE;
+                               }
+
+                               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
+
+                               self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
+                               uzi_mode1_fire_burst();
+                       }
+               }
+               else
+               {
+
+                       if (self.BUTTON_ATCK)
+                       if (weapon_prepareattack(0, 0))
+                       {
+                               self.misc_bulletcounter = 1;
+                               W_UZI_Attack(WEP_UZI); // sets attack_finished
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
+                       }
+
+                       if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
+                       if (weapon_prepareattack(1, 0))
+                       {
+                               self.misc_bulletcounter = 1;
+                               W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
+                       }
+               }
+       }
+       else if (req == WR_PRECACHE)
+       {
+               precache_model ("models/uziflash.md3");
+               precache_model ("models/weapons/g_uzi.md3");
+               precache_model ("models/weapons/v_uzi.md3");
+               precache_model ("models/weapons/h_uzi.iqm");
+               precache_sound ("weapons/uzi_fire.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
+       }
+       else if (req == WR_SETUP)
+       {
+               weapon_setup(WEP_UZI);
+               self.current_ammo = ammo_nails;
+       }
+       else if (req == WR_CHECKAMMO1)
+       {
+               if(autocvar_g_balance_uzi_mode == 1)
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
+               else
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+               if(autocvar_g_balance_uzi_reload_ammo)
+               {
+                       if(autocvar_g_balance_uzi_mode == 1)
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_sustained_ammo;
+                       else
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
+               }
+               return ammo_amount;
+       }
+       else if (req == WR_CHECKAMMO2)
+       {
+               if(autocvar_g_balance_uzi_mode == 1)
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
+               else
+                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
+
+               if(autocvar_g_balance_uzi_reload_ammo)
+               {
+                       if(autocvar_g_balance_uzi_mode == 1)
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_burst_ammo;
+                       else
+                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
+               }
+               return ammo_amount;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
+       }
+       else if (req == WR_SUICIDEMESSAGE)
+       {
+               return WEAPON_THINKING_WITH_PORTALS;
+       }
+       else if (req == WR_KILLMESSAGE)
+       {
+               if(w_deathtype & HITTYPE_SECONDARY)
+                       return WEAPON_UZI_MURDER_SNIPE;
+               else
+                       return WEAPON_UZI_MURDER_SPRAY;
+       }
+       return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_uzi(float req)
+{
+       if(req == WR_IMPACTEFFECT)
+       {
+               vector org2;
+               org2 = w_org + w_backoff * 2;
+               pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
+               if(!w_issilent)
+                       if(w_random < 0.05)
+                               sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+                       else if(w_random < 0.1)
+                               sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+                       else if(w_random < 0.2)
+                               sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+       }
+       else if(req == WR_PRECACHE)
+       {
+               precache_sound("weapons/ric1.wav");
+               precache_sound("weapons/ric2.wav");
+               precache_sound("weapons/ric3.wav");
+       }
+       return TRUE;
+}
+#endif
+#endif
diff --git a/qcsrc/common/weapons/mortar.qc b/qcsrc/common/weapons/mortar.qc
new file mode 100644 (file)
index 0000000..8b8a1a0
--- /dev/null
@@ -0,0 +1,414 @@
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id  */ GRENADE_LAUNCHER,
+/* function  */ w_glauncher,
+/* ammotype  */ IT_ROCKETS,
+/* impulse   */ 4,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating    */ BOT_PICKUP_RATING_MID,
+/* model     */ "gl",
+/* shortname */ "grenadelauncher",
+/* fullname  */ _("Mortar")
+);
+#else
+#ifdef SVQC
+.float gl_detonate_later;
+.float gl_bouncecnt;
+
+void W_Grenade_Explode (void)
+{
+       if(other.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(other))
+                       if(IsDifferentTeam(self.realowner, other))
+                               if(other.deadflag == DEAD_NO)
+                                       if(IsFlying(other))
+                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+
+       self.event_damage = func_null;
+       self.takedamage = DAMAGE_NO;
+
+       if(self.movetype == MOVETYPE_NONE)
+               self.velocity = self.oldvelocity;
+
+       RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_primary_damage, autocvar_g_balance_grenadelauncher_primary_edgedamage, autocvar_g_balance_grenadelauncher_primary_radius, world, world, autocvar_g_balance_grenadelauncher_primary_force, self.projectiledeathtype, other);
+
+       remove (self);
+}
+
+void W_Grenade_Explode2 (void)
+{
+       if(other.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(other))
+                       if(IsDifferentTeam(self.realowner, other))
+                               if(other.deadflag == DEAD_NO)
+                                       if(IsFlying(other))
+                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+
+       self.event_damage = func_null;
+       self.takedamage = DAMAGE_NO;
+
+       if(self.movetype == MOVETYPE_NONE)
+               self.velocity = self.oldvelocity;
+
+       RadiusDamage (self, self.realowner, autocvar_g_balance_grenadelauncher_secondary_damage, autocvar_g_balance_grenadelauncher_secondary_edgedamage, autocvar_g_balance_grenadelauncher_secondary_radius, world, world, autocvar_g_balance_grenadelauncher_secondary_force, self.projectiledeathtype, other);
+
+       remove (self);
+}
+
+void W_Grenade_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+       if (self.health <= 0)
+               return;
+               
+       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+               return; // g_projectiles_damage says to halt
+               
+       self.health = self.health - damage;
+       
+       if (self.health <= 0)
+               W_PrepareExplosionByDamage(attacker, self.use);
+}
+
+void W_Grenade_Think1 (void)
+{
+       self.nextthink = time;
+       if (time > self.cnt)
+       {
+               other = world;
+               self.projectiledeathtype |= HITTYPE_BOUNCE;
+               W_Grenade_Explode ();
+               return;
+       }
+       if(self.gl_detonate_later && self.gl_bouncecnt >= autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt)
+               W_Grenade_Explode();
+}
+
+void W_Grenade_Touch1 (void)
+{
+       PROJECTILE_TOUCH;
+       if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_primary_type == 0) // always explode when hitting a player, or if normal mortar projectile
+       {
+               self.use ();
+       }
+       else if (autocvar_g_balance_grenadelauncher_primary_type == 1) // bounce
+       {
+               float r;
+               r = random() * 6;
+               if(r < 1)
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+               else if(r < 2)
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+               else if(r < 3)
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+               else if(r < 4)
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+               else if(r < 5)
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+               else
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+               self.projectiledeathtype |= HITTYPE_BOUNCE;
+               self.gl_bouncecnt += 1;
+       }
+       else if(autocvar_g_balance_grenadelauncher_primary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
+       {
+               spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
+
+               // let it stick whereever it is
+               self.oldvelocity = self.velocity;
+               self.velocity = '0 0 0';
+               self.movetype = MOVETYPE_NONE; // also disables gravity
+               self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
+               UpdateCSQCProjectile(self);
+
+               // do not respond to any more touches
+               self.solid = SOLID_NOT;
+
+               self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_primary_lifetime_stick);
+       }
+}
+
+void W_Grenade_Touch2 (void)
+{
+       PROJECTILE_TOUCH;
+       if (other.takedamage == DAMAGE_AIM || autocvar_g_balance_grenadelauncher_secondary_type == 0) // always explode when hitting a player, or if normal mortar projectile
+       {
+               self.use ();
+       }
+       else if (autocvar_g_balance_grenadelauncher_secondary_type == 1) // bounce
+       {
+               float r;
+               r = random() * 6;
+               if(r < 1)
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+               else if(r < 2)
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+               else if(r < 3)
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+               else if(r < 4)
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+               else if(r < 5)
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+               else
+                       spamsound (self, CH_SHOTS, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+               self.projectiledeathtype |= HITTYPE_BOUNCE;
+               self.gl_bouncecnt += 1;
+               
+               if (autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce && self.gl_bouncecnt == 1)
+                       self.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
+                       
+       }
+       else if(autocvar_g_balance_grenadelauncher_secondary_type == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
+       {
+               spamsound (self, CH_SHOTS, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
+
+               // let it stick whereever it is
+               self.oldvelocity = self.velocity;
+               self.velocity = '0 0 0';
+               self.movetype = MOVETYPE_NONE; // also disables gravity
+               self.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
+               UpdateCSQCProjectile(self);
+
+               // do not respond to any more touches
+               self.solid = SOLID_NOT;
+
+               self.nextthink = min(self.nextthink, time + autocvar_g_balance_grenadelauncher_secondary_lifetime_stick);
+       }
+}
+
+void W_Grenade_Attack (void)
+{
+       entity gren;
+
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
+
+       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_primary_damage);
+       w_shotdir = v_forward; // no TrueAim for grenades please
+
+       pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       gren = spawn ();
+       gren.owner = gren.realowner = self;
+       gren.classname = "grenade";
+       gren.bot_dodge = TRUE;
+       gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_primary_damage;
+       gren.movetype = MOVETYPE_BOUNCE;
+       gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
+       gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
+       PROJECTILE_MAKETRIGGER(gren);
+       gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
+       setorigin(gren, w_shotorg);
+       setsize(gren, '-3 -3 -3', '3 3 3');
+
+       gren.cnt = time + autocvar_g_balance_grenadelauncher_primary_lifetime;
+       gren.nextthink = time;
+       gren.think = W_Grenade_Think1;
+       gren.use = W_Grenade_Explode;
+       gren.touch = W_Grenade_Touch1;
+
+       gren.takedamage = DAMAGE_YES;
+       gren.health = autocvar_g_balance_grenadelauncher_primary_health;
+       gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
+       gren.event_damage = W_Grenade_Damage;
+       gren.damagedbycontents = TRUE;
+       gren.missile_flags = MIF_SPLASH | MIF_ARC;
+       W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
+
+       gren.angles = vectoangles (gren.velocity);
+       gren.flags = FL_PROJECTILE;
+
+       if(autocvar_g_balance_grenadelauncher_primary_type == 0 || autocvar_g_balance_grenadelauncher_primary_type == 2)
+               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
+       else
+               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
+
+       other = gren; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+void W_Grenade_Attack2 (void)
+{
+       entity gren;
+
+       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_grenadelauncher_secondary_ammo, autocvar_g_balance_grenadelauncher_reload_ammo);
+
+       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_balance_grenadelauncher_secondary_damage);
+       w_shotdir = v_forward; // no TrueAim for grenades please
+
+       pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       gren = spawn ();
+       gren.owner = gren.realowner = self;
+       gren.classname = "grenade";
+       gren.bot_dodge = TRUE;
+       gren.bot_dodgerating = autocvar_g_balance_grenadelauncher_secondary_damage;
+       gren.movetype = MOVETYPE_BOUNCE;
+       gren.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
+       gren.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
+       PROJECTILE_MAKETRIGGER(gren);
+       gren.projectiledeathtype = WEP_GRENADE_LAUNCHER | HITTYPE_SECONDARY;
+       setorigin(gren, w_shotorg);
+       setsize(gren, '-3 -3 -3', '3 3 3');
+
+       gren.nextthink = time + autocvar_g_balance_grenadelauncher_secondary_lifetime;
+       gren.think = adaptor_think2use_hittype_splash;
+       gren.use = W_Grenade_Explode2;
+       gren.touch = W_Grenade_Touch2;
+
+       gren.takedamage = DAMAGE_YES;
+       gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
+       gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
+       gren.event_damage = W_Grenade_Damage;
+       gren.damagedbycontents = TRUE;
+       gren.missile_flags = MIF_SPLASH | MIF_ARC;
+       W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
+
+       gren.angles = vectoangles (gren.velocity);
+       gren.flags = FL_PROJECTILE;
+
+       if(autocvar_g_balance_grenadelauncher_secondary_type == 0 || autocvar_g_balance_grenadelauncher_secondary_type == 2)
+               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
+       else
+               CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
+
+       other = gren; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+void spawnfunc_weapon_grenadelauncher (void)
+{
+       weapon_defaultspawnfunc(WEP_GRENADE_LAUNCHER);
+}
+
+.float bot_secondary_grenademooth;
+float w_glauncher(float req)
+{
+       entity nade;
+       float nadefound;
+       float ammo_amount;
+
+       if (req == WR_AIM)
+       {
+               self.BUTTON_ATCK = FALSE;
+               self.BUTTON_ATCK2 = FALSE;
+               if (self.bot_secondary_grenademooth == 0)
+               {
+                       if(bot_aim(autocvar_g_balance_grenadelauncher_primary_speed, autocvar_g_balance_grenadelauncher_primary_speed_up, autocvar_g_balance_grenadelauncher_primary_lifetime, TRUE))
+                       {
+                               self.BUTTON_ATCK = TRUE;
+                               if(random() < 0.01) self.bot_secondary_grenademooth = 1;
+                       }
+               }
+               else
+               {
+                       if(bot_aim(autocvar_g_balance_grenadelauncher_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_grenadelauncher_secondary_lifetime, TRUE))
+                       {
+                               self.BUTTON_ATCK2 = TRUE;
+                               if(random() < 0.02) self.bot_secondary_grenademooth = 0;
+                       }
+               }
+       }
+       else if (req == WR_THINK)
+       {
+               if(autocvar_g_balance_grenadelauncher_reload_ammo && self.clip_load < min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo)) // forced reload
+                       weapon_action(self.weapon, WR_RELOAD);
+               else if (self.BUTTON_ATCK)
+               {
+                       if (weapon_prepareattack(0, autocvar_g_balance_grenadelauncher_primary_refire))
+                       {
+                               W_Grenade_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_grenadelauncher_primary_animtime, w_ready);
+                       }
+               }
+               else if (self.BUTTON_ATCK2)
+               {
+                       if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
+                       {
+                               nadefound = 0;
+                               for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == self)
+                               {
+                                       if(!nade.gl_detonate_later)
+                                       {
+                                               nade.gl_detonate_later = TRUE;
+                                               nadefound = 1;
+                                       }
+                               }
+                               if(nadefound)
+                                       sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+                       }
+                       else if (weapon_prepareattack(1, autocvar_g_balance_grenadelauncher_secondary_refire))
+                       {
+                               W_Grenade_Attack2();
+                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_grenadelauncher_secondary_animtime, w_ready);
+                       }
+               }
+       }
+       else if (req == WR_PRECACHE)
+       {
+               precache_model ("models/weapons/g_gl.md3");
+               precache_model ("models/weapons/v_gl.md3");
+               precache_model ("models/weapons/h_gl.iqm");
+               precache_sound ("weapons/grenade_bounce1.wav");
+               precache_sound ("weapons/grenade_bounce2.wav");
+               precache_sound ("weapons/grenade_bounce3.wav");
+               precache_sound ("weapons/grenade_bounce4.wav");
+               precache_sound ("weapons/grenade_bounce5.wav");
+               precache_sound ("weapons/grenade_bounce6.wav");
+               precache_sound ("weapons/grenade_stick.wav");
+               precache_sound ("weapons/grenade_fire.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
+       }
+       else if (req == WR_SETUP)
+       {
+               weapon_setup(WEP_GRENADE_LAUNCHER);
+               self.current_ammo = ammo_rockets;
+       }
+       else if (req == WR_CHECKAMMO1)
+       {
+               ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_primary_ammo;
+               ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= autocvar_g_balance_grenadelauncher_primary_ammo;
+               return ammo_amount;
+       }
+       else if (req == WR_CHECKAMMO2)
+       {
+               ammo_amount = self.ammo_rockets >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+               ammo_amount += self.(weapon_load[WEP_GRENADE_LAUNCHER]) >= autocvar_g_balance_grenadelauncher_secondary_ammo;
+               return ammo_amount;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Reload(min(autocvar_g_balance_grenadelauncher_primary_ammo, autocvar_g_balance_grenadelauncher_secondary_ammo), autocvar_g_balance_grenadelauncher_reload_ammo, autocvar_g_balance_grenadelauncher_reload_time, "weapons/reload.wav");
+       }
+       else if (req == WR_SUICIDEMESSAGE)
+       {
+               if(w_deathtype & HITTYPE_SECONDARY)
+                       return WEAPON_MORTAR_SUICIDE_BOUNCE;
+               else
+                       return WEAPON_MORTAR_SUICIDE_EXPLODE;
+       }
+       else if (req == WR_KILLMESSAGE)
+       {
+               if(w_deathtype & HITTYPE_SECONDARY)
+                       return WEAPON_MORTAR_MURDER_BOUNCE;
+               else
+                       return WEAPON_MORTAR_MURDER_EXPLODE;
+       }
+       return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_glauncher(float req)
+{
+       if(req == WR_IMPACTEFFECT)
+       {
+               vector org2;
+               org2 = w_org + w_backoff * 12;
+               pointparticles(particleeffectnum("grenade_explode"), org2, '0 0 0', 1);
+               if(!w_issilent)
+                       sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+       }
+       else if(req == WR_PRECACHE)
+       {
+               precache_sound("weapons/grenade_impact.wav");
+       }
+       return TRUE;
+}
+#endif
+#endif
diff --git a/qcsrc/common/weapons/rocketlauncher.qc b/qcsrc/common/weapons/rocketlauncher.qc
deleted file mode 100644 (file)
index 504167c..0000000
+++ /dev/null
@@ -1,491 +0,0 @@
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id  */ ROCKET_LAUNCHER,
-/* function  */ w_rlauncher,
-/* ammotype  */ IT_ROCKETS,
-/* impulse   */ 9,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_HIGH,
-/* model     */ "rl",
-/* shortname */ "rocketlauncher",
-/* fullname  */ _("Rocket Launcher")
-);
-#else
-#ifdef SVQC
-.float rl_release;
-.float rl_detonate_later;
-
-void W_Rocket_Unregister()
-{
-       if(self.realowner && self.realowner.lastrocket == self)
-       {
-               self.realowner.lastrocket = world;
-               // self.realowner.rl_release = 1;
-       }
-}
-
-void W_Rocket_Explode ()
-{
-       W_Rocket_Unregister();
-
-       if(other.takedamage == DAMAGE_AIM)
-               if(IS_PLAYER(other))
-                       if(IsDifferentTeam(self.realowner, other))
-                               if(other.deadflag == DEAD_NO)
-                                       if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
-
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
-
-       RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
-
-       if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
-       {
-               if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
-               {
-                       self.realowner.cnt = WEP_ROCKET_LAUNCHER;
-                       ATTACK_FINISHED(self.realowner) = time;
-                       self.realowner.switchweapon = w_getbestweapon(self.realowner);
-               }
-       }
-       remove (self);
-}
-
-void W_Rocket_DoRemoteExplode ()
-{
-       W_Rocket_Unregister();
-
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
-
-       RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
-
-       if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
-       {
-               if(self.realowner.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
-               {
-                       self.realowner.cnt = WEP_ROCKET_LAUNCHER;
-                       ATTACK_FINISHED(self.realowner) = time;
-                       self.realowner.switchweapon = w_getbestweapon(self.realowner);
-               }
-       }
-       remove (self);
-}
-
-void W_Rocket_RemoteExplode()
-{
-       if(self.realowner.deadflag == DEAD_NO)
-       if(self.realowner.lastrocket)
-       {
-               if((self.spawnshieldtime >= 0)
-                       ? (time >= self.spawnshieldtime) // timer
-                       : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_rocketlauncher_remote_radius) // safety device
-               )
-               {
-                       W_Rocket_DoRemoteExplode();
-               }
-       }
-}
-
-vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
-{
-       if(thisdir * goaldir > maxturn_cos)
-               return goaldir;
-       if(thisdir * goaldir < -0.9998) // less than 1 degree and opposite
-               return thisdir; // refuse to guide (better than letting a numerical error happen)
-       float f, m2;
-       vector v;
-       // solve:
-       //   g = normalize(thisdir + goaldir * X)
-       //   thisdir * g = maxturn
-       //
-       //   gg = thisdir + goaldir * X
-       //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
-       //
-       //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
-       f = thisdir * goaldir;
-       //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
-       //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
-       m2 = maxturn_cos * maxturn_cos;
-       v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
-       return normalize(thisdir + goaldir * v_y); // the larger solution!
-}
-// assume thisdir == -goaldir:
-//   f == -1
-//   v = solve_qadratic(m2 - 1, -2 * (m2 - 1), m2 - 1)
-//   (m2 - 1) x^2 - 2 * (m2 - 1) * x + (m2 - 1) = 0
-//   x^2 - 2 * x + 1 = 0
-//   (x - 1)^2 = 0
-//   x = 1
-//   normalize(thisdir + goaldir)
-//   normalize(0)
-
-void W_Rocket_Think (void)
-{
-       vector desireddir, olddir, newdir, desiredorigin, goal;
-#if 0
-       float cosminang, cosmaxang, cosang;
-#endif
-       float velspeed, f;
-       self.nextthink = time;
-       if (time > self.cnt)
-       {
-               other = world;
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-               W_Rocket_Explode ();
-               return;
-       }
-
-       // accelerate
-       makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
-       velspeed = autocvar_g_balance_rocketlauncher_speed * g_weaponspeedfactor - (self.velocity * v_forward);
-       if (velspeed > 0)
-               self.velocity = self.velocity + v_forward * min(autocvar_g_balance_rocketlauncher_speedaccel * g_weaponspeedfactor * frametime, velspeed);
-
-       // laser guided, or remote detonation
-       if (self.realowner.weapon == WEP_ROCKET_LAUNCHER)
-       {
-               if(self == self.realowner.lastrocket)
-               if not(self.realowner.rl_release)
-               if not(self.BUTTON_ATCK2)
-               if(autocvar_g_balance_rocketlauncher_guiderate)
-               if(time > self.pushltime)
-               if(self.realowner.deadflag == DEAD_NO)
-               {
-                       f = autocvar_g_balance_rocketlauncher_guideratedelay;
-                       if(f)
-                               f = bound(0, (time - self.pushltime) / f, 1);
-                       else
-                               f = 1;
-
-                       velspeed = vlen(self.velocity);
-
-                       makevectors(self.realowner.v_angle);
-                       desireddir = WarpZone_RefSys_TransformVelocity(self.realowner, self, v_forward);
-                       desiredorigin = WarpZone_RefSys_TransformOrigin(self.realowner, self, self.realowner.origin + self.realowner.view_ofs);
-                       olddir = normalize(self.velocity);
-
-                       // now it gets tricky... we want to move like some curve to approximate the target direction
-                       // but we are limiting the rate at which we can turn!
-                       goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + autocvar_g_balance_rocketlauncher_guidegoal) * desireddir;
-                       newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(autocvar_g_balance_rocketlauncher_guiderate * f * frametime * DEG2RAD));
-
-                       self.velocity = newdir * velspeed;
-                       self.angles = vectoangles(self.velocity);
-
-                       if(!self.count)
-                       {
-                               pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
-                               // TODO add a better sound here
-                               sound (self.realowner, CH_WEAPON_B, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
-                               self.count = 1;
-                       }
-               }
-
-               if(self.rl_detonate_later)
-                       W_Rocket_RemoteExplode();
-       }
-
-       if(self.csqcprojectile_clientanimate == 0)
-               UpdateCSQCProjectile(self);
-}
-
-void W_Rocket_Touch (void)
-{
-       if(WarpZone_Projectile_Touch())
-       {
-               if(wasfreed(self))
-                       W_Rocket_Unregister();
-               return;
-       }
-       W_Rocket_Unregister();
-       W_Rocket_Explode ();
-}
-
-void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
-       if (self.health <= 0)
-               return;
-       
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
-               return; // g_projectiles_damage says to halt
-               
-       self.health = self.health - damage;
-       self.angles = vectoangles(self.velocity);
-       
-       if (self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
-}
-
-void W_Rocket_Attack (void)
-{
-       entity missile;
-       entity flash;
-
-       W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo);
-
-       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, autocvar_g_balance_rocketlauncher_damage);
-       pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       missile = WarpZone_RefSys_SpawnSameRefSys(self);
-       missile.owner = missile.realowner = self;
-       self.lastrocket = missile;
-       if(autocvar_g_balance_rocketlauncher_detonatedelay >= 0)
-               missile.spawnshieldtime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
-       else
-               missile.spawnshieldtime = -1;
-       missile.pushltime = time + autocvar_g_balance_rocketlauncher_guidedelay;
-       missile.classname = "rocket";
-       missile.bot_dodge = TRUE;
-       missile.bot_dodgerating = autocvar_g_balance_rocketlauncher_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
-
-       missile.takedamage = DAMAGE_YES;
-       missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
-       missile.health = autocvar_g_balance_rocketlauncher_health;
-       missile.event_damage = W_Rocket_Damage;
-       missile.damagedbycontents = TRUE;
-
-       missile.movetype = MOVETYPE_FLY;
-       PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
-       setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
-
-       setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
-       W_SetupProjectileVelocity(missile, autocvar_g_balance_rocketlauncher_speedstart, 0);
-       missile.angles = vectoangles (missile.velocity);
-
-       missile.touch = W_Rocket_Touch;
-       missile.think = W_Rocket_Think;
-       missile.nextthink = time;
-       missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
-       missile.flags = FL_PROJECTILE;
-       missile.missile_flags = MIF_SPLASH; 
-
-       CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
-
-       // muzzle flash for 1st person view
-       flash = spawn ();
-       setmodel (flash, "models/flash.md3"); // precision set below
-       SUB_SetFade (flash, time, 0.1);
-       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(flash, '5 0 0');
-
-       // common properties
-       other = missile; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
-
-float w_rlauncher(float req)
-{
-       entity rock;
-       float rockfound;
-       float ammo_amount;
-
-       if (req == WR_AIM)
-       {
-               // aim and decide to fire if appropriate
-               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_rocketlauncher_speed, 0, autocvar_g_balance_rocketlauncher_lifetime, FALSE);
-               if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
-               {
-                       // decide whether to detonate rockets
-                       entity missile, targetlist, targ;
-                       float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
-                       float selfdamage, teamdamage, enemydamage;
-                       edgedamage = autocvar_g_balance_rocketlauncher_edgedamage;
-                       coredamage = autocvar_g_balance_rocketlauncher_damage;
-                       edgeradius = autocvar_g_balance_rocketlauncher_radius;
-                       recipricoledgeradius = 1 / edgeradius;
-                       selfdamage = 0;
-                       teamdamage = 0;
-                       enemydamage = 0;
-                       targetlist = findchainfloat(bot_attack, TRUE);
-                       missile = find(world, classname, "rocket");
-                       while (missile)
-                       {
-                               if (missile.realowner != self)
-                               {
-                                       missile = find(missile, classname, "rocket");
-                                       continue;
-                               }
-                               targ = targetlist;
-                               while (targ)
-                               {
-                                       d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
-                                       d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
-                                       // count potential damage according to type of target
-                                       if (targ == self)
-                                               selfdamage = selfdamage + d;
-                                       else if (targ.team == self.team && teamplay)
-                                               teamdamage = teamdamage + d;
-                                       else if (bot_shouldattack(targ))
-                                               enemydamage = enemydamage + d;
-                                       targ = targ.chain;
-                               }
-                               missile = find(missile, classname, "rocket");
-                       }
-                       float desirabledamage;
-                       desirabledamage = enemydamage;
-                       if (time > self.invincible_finished && time > self.spawnshieldtime)
-                               desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
-                       if (teamplay && self.team)
-                               desirabledamage = desirabledamage - teamdamage;
-
-                       missile = find(world, classname, "rocket");
-                       while (missile)
-                       {
-                               if (missile.realowner != self)
-                               {
-                                       missile = find(missile, classname, "rocket");
-                                       continue;
-                               }
-                               makevectors(missile.v_angle);
-                               targ = targetlist;
-                               if (skill > 9) // normal players only do this for the target they are tracking
-                               {
-                                       targ = targetlist;
-                                       while (targ)
-                                       {
-                                               if (
-                                                       (v_forward * normalize(missile.origin - targ.origin)< 0.1)
-                                                       && desirabledamage > 0.1*coredamage
-                                               )self.BUTTON_ATCK2 = TRUE;
-                                               targ = targ.chain;
-                                       }
-                               }else{
-                                       float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
-                                       //As the distance gets larger, a correct detonation gets near imposible
-                                       //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
-                                       if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
-                                               if(IS_PLAYER(self.enemy))
-                                                       if(desirabledamage >= 0.1*coredamage)
-                                                               if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
-                                                                       self.BUTTON_ATCK2 = TRUE;
-                               //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
-                               }
-
-                               missile = find(missile, classname, "rocket");
-                       }
-                       // if we would be doing at X percent of the core damage, detonate it
-                       // but don't fire a new shot at the same time!
-                       if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
-                               self.BUTTON_ATCK2 = TRUE;
-                       if ((skill > 6.5) && (selfdamage > self.health))
-                               self.BUTTON_ATCK2 = FALSE;
-                       //if(self.BUTTON_ATCK2 == TRUE)
-                       //      dprint(ftos(desirabledamage),"\n");
-                       if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
-               }
-       }
-       else if (req == WR_THINK)
-       {
-               if(autocvar_g_balance_rocketlauncher_reload_ammo && self.clip_load < autocvar_g_balance_rocketlauncher_ammo) // forced reload
-                       weapon_action(self.weapon, WR_RELOAD);
-               else
-               {
-                       if (self.BUTTON_ATCK)
-                       {
-                               if(self.rl_release || autocvar_g_balance_rocketlauncher_guidestop)
-                               if(weapon_prepareattack(0, autocvar_g_balance_rocketlauncher_refire))
-                               {
-                                       W_Rocket_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_rocketlauncher_animtime, w_ready);
-                                       self.rl_release = 0;
-                               }
-                       }
-                       else
-                               self.rl_release = 1;
-
-                       if (self.BUTTON_ATCK2)
-                       {
-                               rockfound = 0;
-                               for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.realowner == self)
-                               {
-                                       if(!rock.rl_detonate_later)
-                                       {
-                                               rock.rl_detonate_later = TRUE;
-                                               rockfound = 1;
-                                       }
-                               }
-                               if(rockfound)
-                                       sound (self, CH_WEAPON_B, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
-                       }
-               }
-       }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/flash.md3");
-               precache_model ("models/weapons/g_rl.md3");
-               precache_model ("models/weapons/v_rl.md3");
-               precache_model ("models/weapons/h_rl.iqm");
-               precache_sound ("weapons/rocket_det.wav");
-               precache_sound ("weapons/rocket_fire.wav");
-               precache_sound ("weapons/rocket_mode.wav");
-               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
-       }
-       else if (req == WR_SETUP)
-       {
-               weapon_setup(WEP_ROCKET_LAUNCHER);
-               self.current_ammo = ammo_rockets;
-               self.rl_release = 1;
-       }
-       else if (req == WR_CHECKAMMO1)
-       {
-               // don't switch while guiding a missile
-               if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
-               {
-                       ammo_amount = FALSE;
-                       if(autocvar_g_balance_rocketlauncher_reload_ammo)
-                       {
-                               if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.(weapon_load[WEP_ROCKET_LAUNCHER]) < autocvar_g_balance_rocketlauncher_ammo)
-                                       ammo_amount = TRUE;
-                       }
-                       else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)
-                               ammo_amount = TRUE;
-                       return !ammo_amount;
-               }
-       }
-       else if (req == WR_CHECKAMMO2)
-               return FALSE;
-       else if (req == WR_RESETPLAYER)
-       {
-               self.rl_release = 0;
-       }
-       else if (req == WR_RELOAD)
-       {
-               W_Reload(autocvar_g_balance_rocketlauncher_ammo, autocvar_g_balance_rocketlauncher_reload_ammo, autocvar_g_balance_rocketlauncher_reload_time, "weapons/reload.wav");
-       }
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               return WEAPON_ROCKETLAUNCHER_SUICIDE;
-       }
-       else if (req == WR_KILLMESSAGE)
-       {
-               if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
-                       return WEAPON_ROCKETLAUNCHER_MURDER_SPLASH;
-               else
-                       return WEAPON_ROCKETLAUNCHER_MURDER_DIRECT;
-       }
-       return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_rlauncher(float req)
-{
-       if(req == WR_IMPACTEFFECT)
-       {
-               vector org2;
-               org2 = w_org + w_backoff * 12;
-               pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
-               if(!w_issilent)
-                       sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
-       }
-       else if(req == WR_PRECACHE)
-       {
-               precache_sound("weapons/rocket_impact.wav");
-       }
-       return TRUE;
-}
-#endif
-#endif
diff --git a/qcsrc/common/weapons/shockwave.qc b/qcsrc/common/weapons/shockwave.qc
new file mode 100644 (file)
index 0000000..6c6658d
--- /dev/null
@@ -0,0 +1,294 @@
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id  */ SHOTGUN,
+/* function  */ w_shotgun,
+/* ammotype  */ IT_SHELLS,
+/* impulse   */ 2,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating    */ BOT_PICKUP_RATING_LOW,
+/* model     */ "shotgun",
+/* shortname */ "shotgun",
+/* fullname  */ _("Shotgun")
+);
+#else
+#ifdef SVQC
+
+void W_Shotgun_Attack (void)
+{
+       float   sc;
+       float   ammoamount;
+       float   bullets;
+       float   d;
+       float   f;
+       float   spread;
+       float   bulletspeed;
+       float   bulletconstant;
+       entity flash;
+
+       ammoamount = autocvar_g_balance_shotgun_primary_ammo;
+       bullets = autocvar_g_balance_shotgun_primary_bullets;
+       d = autocvar_g_balance_shotgun_primary_damage;
+       f = autocvar_g_balance_shotgun_primary_force;
+       spread = autocvar_g_balance_shotgun_primary_spread;
+       bulletspeed = autocvar_g_balance_shotgun_primary_speed;
+       bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
+
+       W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
+
+       W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
+       for (sc = 0;sc < bullets;sc = sc + 1)
+               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
+       endFireBallisticBullet();
+
+       pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
+
+       // casing code
+       if (autocvar_g_casings >= 1)
+               for (sc = 0;sc < ammoamount;sc = sc + 1)
+                       SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
+
+       // muzzle flash for 1st person view
+       flash = spawn();
+       setmodel(flash, "models/uziflash.md3"); // precision set below
+       flash.think = SUB_Remove;
+       flash.nextthink = time + 0.06;
+       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+       W_AttachToShotorg(flash, '5 0 0');
+}
+
+.float swing_prev;
+.entity swing_alreadyhit;
+void shotgun_meleethink (void)
+{
+       // declarations
+       float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+       entity target_victim;
+       vector targpos;
+
+       if(!self.cnt) // set start time of melee
+       {
+               self.cnt = time; 
+               W_PlayStrengthSound(self.realowner);
+       }
+
+       makevectors(self.realowner.v_angle); // update values for v_* vectors
+       
+       // calculate swing percentage based on time
+       meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
+       swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
+       f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
+       
+       // check to see if we can still continue, otherwise give up now
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
+       {
+               remove(self);
+               return;
+       }
+       
+       // if okay, perform the traces needed for this frame 
+       for(i=self.swing_prev; i < f; ++i)
+       {
+               swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
+               
+               targpos = (self.realowner.origin + self.realowner.view_ofs 
+                       + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
+                       + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
+                       + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
+
+               WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, 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 = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
+
+               if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+                       && (trace_ent.takedamage == DAMAGE_AIM)  
+                       && (trace_ent != self.swing_alreadyhit)
+                       && (is_player || autocvar_g_balance_shotgun_secondary_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 = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+                       else
+                               swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+                       
+                       //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
+                       
+                       Damage(target_victim, self.realowner, self.realowner, 
+                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
+                               self.realowner.origin + self.realowner.view_ofs, 
+                               v_forward * autocvar_g_balance_shotgun_secondary_force);
+                               
+                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
+                               
+                       // draw large red flash for debugging
+                       //te_customflash(targpos, 200, 2, '15 0 0');
+                       
+                       if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+                       {
+                               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_Shotgun_Attack2 (void)
+{
+       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
+
+       entity meleetemp;
+       meleetemp = spawn();
+       meleetemp.realowner = self;
+       meleetemp.think = shotgun_meleethink;
+       meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
+       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
+}
+
+void spawnfunc_weapon_shotgun(); // defined in t_items.qc
+
+.float shotgun_primarytime;
+
+float w_shotgun(float req)
+{
+       float ammo_amount;
+       if (req == WR_AIM)
+               if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
+                       self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+               else
+               {
+                       if(autocvar_g_antilag_bullets)
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+                       else
+                               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
+               }
+
+       else if (req == WR_THINK)
+       {
+               if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
+               {
+                       // don't force reload an empty shotgun if its melee attack is active
+                       if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
+                               weapon_action(self.weapon, WR_RELOAD);
+               }
+               else
+               {
+                       if (self.BUTTON_ATCK)
+                       {
+                               if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                               {
+                                       if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+                                       {
+                                               W_Shotgun_Attack();
+                                               self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
+                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+                                       }
+                               }
+                       }
+               }
+               if (self.clip_load >= 0) // we are not currently reloading
+               if (!self.crouch) // no crouchmelee please
+               if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
+               if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
+               {
+                       // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+                       weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+               }
+       }
+       else if (req == WR_PRECACHE)
+       {
+               precache_model ("models/uziflash.md3");
+               precache_model ("models/weapons/g_shotgun.md3");
+               precache_model ("models/weapons/v_shotgun.md3");
+               precache_model ("models/weapons/h_shotgun.iqm");
+               precache_sound ("misc/itempickup.wav");
+               precache_sound ("weapons/shotgun_fire.wav");
+               precache_sound ("weapons/shotgun_melee.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
+       }
+       else if (req == WR_SETUP)
+       {
+               weapon_setup(WEP_SHOTGUN);
+               self.current_ammo = ammo_shells;
+       }
+       else if (req == WR_CHECKAMMO1)
+       {
+               ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
+               ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
+               return ammo_amount;
+       }
+       else if (req == WR_CHECKAMMO2)
+       {
+               // melee attack is always available
+               return TRUE;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
+       }
+       else if (req == WR_SUICIDEMESSAGE)
+       {
+               return WEAPON_THINKING_WITH_PORTALS;
+       }
+       else if (req == WR_KILLMESSAGE)
+       {
+               if(w_deathtype & HITTYPE_SECONDARY)
+                       return WEAPON_SHOTGUN_MURDER_SLAP;
+               else
+                       return WEAPON_SHOTGUN_MURDER;
+       }
+       return TRUE;
+}
+#endif
+#ifdef CSQC
+.float prevric;
+float w_shotgun(float req)
+{
+       if(req == WR_IMPACTEFFECT)
+       {
+               vector org2;
+               org2 = w_org + w_backoff * 2;
+               pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
+               if(!w_issilent && time - self.prevric > 0.25)
+               {
+                       if(w_random < 0.0165)
+                               sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+                       else if(w_random < 0.033)
+                               sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+                       else if(w_random < 0.05)
+                               sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+                       self.prevric = time;
+               }
+       }
+       else if(req == WR_PRECACHE)
+       {
+               precache_sound("weapons/ric1.wav");
+               precache_sound("weapons/ric2.wav");
+               precache_sound("weapons/ric3.wav");
+       }
+       return TRUE;
+}
+#endif
+#endif
diff --git a/qcsrc/common/weapons/shotgun.qc b/qcsrc/common/weapons/shotgun.qc
deleted file mode 100644 (file)
index 6c6658d..0000000
+++ /dev/null
@@ -1,294 +0,0 @@
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id  */ SHOTGUN,
-/* function  */ w_shotgun,
-/* ammotype  */ IT_SHELLS,
-/* impulse   */ 2,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating    */ BOT_PICKUP_RATING_LOW,
-/* model     */ "shotgun",
-/* shortname */ "shotgun",
-/* fullname  */ _("Shotgun")
-);
-#else
-#ifdef SVQC
-
-void W_Shotgun_Attack (void)
-{
-       float   sc;
-       float   ammoamount;
-       float   bullets;
-       float   d;
-       float   f;
-       float   spread;
-       float   bulletspeed;
-       float   bulletconstant;
-       entity flash;
-
-       ammoamount = autocvar_g_balance_shotgun_primary_ammo;
-       bullets = autocvar_g_balance_shotgun_primary_bullets;
-       d = autocvar_g_balance_shotgun_primary_damage;
-       f = autocvar_g_balance_shotgun_primary_force;
-       spread = autocvar_g_balance_shotgun_primary_spread;
-       bulletspeed = autocvar_g_balance_shotgun_primary_speed;
-       bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
-
-       W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
-
-       W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
-       for (sc = 0;sc < bullets;sc = sc + 1)
-               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
-       endFireBallisticBullet();
-
-       pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
-
-       // casing code
-       if (autocvar_g_casings >= 1)
-               for (sc = 0;sc < ammoamount;sc = sc + 1)
-                       SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
-
-       // muzzle flash for 1st person view
-       flash = spawn();
-       setmodel(flash, "models/uziflash.md3"); // precision set below
-       flash.think = SUB_Remove;
-       flash.nextthink = time + 0.06;
-       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(flash, '5 0 0');
-}
-
-.float swing_prev;
-.entity swing_alreadyhit;
-void shotgun_meleethink (void)
-{
-       // declarations
-       float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
-       entity target_victim;
-       vector targpos;
-
-       if(!self.cnt) // set start time of melee
-       {
-               self.cnt = time; 
-               W_PlayStrengthSound(self.realowner);
-       }
-
-       makevectors(self.realowner.v_angle); // update values for v_* vectors
-       
-       // calculate swing percentage based on time
-       meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
-       swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
-       f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
-       
-       // check to see if we can still continue, otherwise give up now
-       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
-       {
-               remove(self);
-               return;
-       }
-       
-       // if okay, perform the traces needed for this frame 
-       for(i=self.swing_prev; i < f; ++i)
-       {
-               swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
-               
-               targpos = (self.realowner.origin + self.realowner.view_ofs 
-                       + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
-                       + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
-                       + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
-
-               WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, 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 = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
-
-               if((trace_fraction < 1) // if trace is good, apply the damage and remove self
-                       && (trace_ent.takedamage == DAMAGE_AIM)  
-                       && (trace_ent != self.swing_alreadyhit)
-                       && (is_player || autocvar_g_balance_shotgun_secondary_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 = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
-                       else
-                               swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
-                       
-                       //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
-                       
-                       Damage(target_victim, self.realowner, self.realowner, 
-                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
-                               self.realowner.origin + self.realowner.view_ofs, 
-                               v_forward * autocvar_g_balance_shotgun_secondary_force);
-                               
-                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
-                               
-                       // draw large red flash for debugging
-                       //te_customflash(targpos, 200, 2, '15 0 0');
-                       
-                       if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
-                       {
-                               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_Shotgun_Attack2 (void)
-{
-       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
-       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
-
-       entity meleetemp;
-       meleetemp = spawn();
-       meleetemp.realowner = self;
-       meleetemp.think = shotgun_meleethink;
-       meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
-       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
-}
-
-void spawnfunc_weapon_shotgun(); // defined in t_items.qc
-
-.float shotgun_primarytime;
-
-float w_shotgun(float req)
-{
-       float ammo_amount;
-       if (req == WR_AIM)
-               if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
-                       self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
-               else
-               {
-                       if(autocvar_g_antilag_bullets)
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
-                       else
-                               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
-               }
-
-       else if (req == WR_THINK)
-       {
-               if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
-               {
-                       // don't force reload an empty shotgun if its melee attack is active
-                       if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
-                               weapon_action(self.weapon, WR_RELOAD);
-               }
-               else
-               {
-                       if (self.BUTTON_ATCK)
-                       {
-                               if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
-                               {
-                                       if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
-                                       {
-                                               W_Shotgun_Attack();
-                                               self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
-                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
-                                       }
-                               }
-                       }
-               }
-               if (self.clip_load >= 0) // we are not currently reloading
-               if (!self.crouch) // no crouchmelee please
-               if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
-               if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
-               {
-                       // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                       weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
-               }
-       }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/uziflash.md3");
-               precache_model ("models/weapons/g_shotgun.md3");
-               precache_model ("models/weapons/v_shotgun.md3");
-               precache_model ("models/weapons/h_shotgun.iqm");
-               precache_sound ("misc/itempickup.wav");
-               precache_sound ("weapons/shotgun_fire.wav");
-               precache_sound ("weapons/shotgun_melee.wav");
-               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
-       }
-       else if (req == WR_SETUP)
-       {
-               weapon_setup(WEP_SHOTGUN);
-               self.current_ammo = ammo_shells;
-       }
-       else if (req == WR_CHECKAMMO1)
-       {
-               ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
-               ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
-               return ammo_amount;
-       }
-       else if (req == WR_CHECKAMMO2)
-       {
-               // melee attack is always available
-               return TRUE;
-       }
-       else if (req == WR_RELOAD)
-       {
-               W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
-       }
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               return WEAPON_THINKING_WITH_PORTALS;
-       }
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-                       return WEAPON_SHOTGUN_MURDER_SLAP;
-               else
-                       return WEAPON_SHOTGUN_MURDER;
-       }
-       return TRUE;
-}
-#endif
-#ifdef CSQC
-.float prevric;
-float w_shotgun(float req)
-{
-       if(req == WR_IMPACTEFFECT)
-       {
-               vector org2;
-               org2 = w_org + w_backoff * 2;
-               pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
-               if(!w_issilent && time - self.prevric > 0.25)
-               {
-                       if(w_random < 0.0165)
-                               sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
-                       else if(w_random < 0.033)
-                               sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
-                       else if(w_random < 0.05)
-                               sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
-                       self.prevric = time;
-               }
-       }
-       else if(req == WR_PRECACHE)
-       {
-               precache_sound("weapons/ric1.wav");
-               precache_sound("weapons/ric2.wav");
-               precache_sound("weapons/ric3.wav");
-       }
-       return TRUE;
-}
-#endif
-#endif
diff --git a/qcsrc/common/weapons/uzi.qc b/qcsrc/common/weapons/uzi.qc
deleted file mode 100644 (file)
index 923ed95..0000000
+++ /dev/null
@@ -1,341 +0,0 @@
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id  */ UZI,
-/* function  */ w_uzi,
-/* ammotype  */ IT_NAILS,
-/* impulse   */ 3,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* model     */ "uzi",
-/* shortname */ "uzi",
-/* fullname  */ _("Machine Gun")
-);
-#else
-#ifdef SVQC
-
-// leilei's fancy muzzleflash stuff
-void UZI_Flash_Go()
-{
-       self.frame = self.frame + 2;
-       self.scale = self.scale * 0.5;
-       self.alpha = self.alpha - 0.25;
-       self.nextthink = time + 0.05;
-
-       if (self.alpha <= 0)
-       {
-               self.think = SUB_Remove;
-               self.nextthink = time;
-               self.realowner.muzzle_flash = world;
-               return;
-       }
-
-}
-
-void UziFlash()
-{
-       if (self.muzzle_flash == world)
-               self.muzzle_flash = spawn();
-
-       // muzzle flash for 1st person view
-       setmodel(self.muzzle_flash, "models/uziflash.md3"); // precision set below
-
-       self.muzzle_flash.scale = 0.75;
-       self.muzzle_flash.think = UZI_Flash_Go;
-       self.muzzle_flash.nextthink = time + 0.02;
-       self.muzzle_flash.frame = 2;
-       self.muzzle_flash.alpha = 0.75;
-       self.muzzle_flash.angles_z = random() * 180;
-       self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
-}
-
-void W_UZI_Attack (float deathtype)
-{
-       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
-       if (!g_norecoil)
-       {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
-       }
-
-       // this attack_finished just enforces a cooldown at the end of a burst
-       ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
-
-       if (self.misc_bulletcounter == 1)
-               fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
-       else
-               fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
-       endFireBallisticBullet();
-
-       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       UziFlash();
-       W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-
-       // casing code
-       if (autocvar_g_casings >= 2)
-               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
-
-       if (self.misc_bulletcounter == 1)
-               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_first_ammo, autocvar_g_balance_uzi_reload_ammo);
-       else
-               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
-}
-
-// weapon frames
-void uzi_fire1_02()
-{
-       if(self.weapon != self.switchweapon) // abort immediately if switching
-       {
-               w_ready();
-               return;
-       }
-       if (self.BUTTON_ATCK)
-       {
-               if (!weapon_action(self.weapon, WR_CHECKAMMO2))
-               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               {
-                       W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                       w_ready();
-                       return;
-               }
-               self.misc_bulletcounter = self.misc_bulletcounter + 1;
-               W_UZI_Attack(WEP_UZI);
-               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
-       }
-       else
-               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
-}
-
-
-void uzi_mode1_fire_auto()
-{
-       float uzi_spread;
-
-       if (!self.BUTTON_ATCK)
-       {
-               w_ready();
-               return;
-       }
-
-       if (!weapon_action(self.weapon, WR_CHECKAMMO1))
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-       {
-               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-               w_ready();
-               return;
-       }
-
-       W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
-
-       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
-       if (!g_norecoil)
-       {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
-       }
-
-       uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.misc_bulletcounter), autocvar_g_balance_uzi_spread_max);
-       fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
-       endFireBallisticBullet();
-
-       self.misc_bulletcounter = self.misc_bulletcounter + 1;
-
-       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       UziFlash();
-       W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-
-       if (autocvar_g_casings >= 2) // casing code
-               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
-
-       ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
-       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
-}
-
-void uzi_mode1_fire_burst()
-{
-       W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
-       if (!g_norecoil)
-       {
-               self.punchangle_x = random () - 0.5;
-               self.punchangle_y = random () - 0.5;
-       }
-
-       fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
-       endFireBallisticBullet();
-
-
-       pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       UziFlash();
-       W_AttachToShotorg(self.muzzle_flash, '5 0 0');
-
-       if (autocvar_g_casings >= 2) // casing code
-               SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
-
-       self.misc_bulletcounter = self.misc_bulletcounter + 1;
-       if (self.misc_bulletcounter == 0)
-       {
-               ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
-               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
-       }
-       else
-       {
-               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
-       }
-
-}
-
-void spawnfunc_weapon_machinegun(); // defined in t_items.qc
-
-float w_uzi(float req)
-{
-       float ammo_amount;
-       if (req == WR_AIM)
-               if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
-                       self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
-               else
-               {
-                       self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
-               }
-       else if (req == WR_THINK)
-       {
-               if(autocvar_g_balance_uzi_reload_ammo && self.clip_load < min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo)) // forced reload
-                       weapon_action(self.weapon, WR_RELOAD);
-               else if(autocvar_g_balance_uzi_mode == 1)
-               {
-                       if (self.BUTTON_ATCK)
-                       if (weapon_prepareattack(0, 0))
-                       {
-                               self.misc_bulletcounter = 0;
-                               uzi_mode1_fire_auto();
-                       }
-
-                       if(self.BUTTON_ATCK2)
-                       if(weapon_prepareattack(1, 0))
-                       {
-                               if (!weapon_action(self.weapon, WR_CHECKAMMO2))
-                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-                               {
-                                       W_SwitchWeapon_Force(self, w_getbestweapon(self));
-                                       w_ready();
-                                       return FALSE;
-                               }
-
-                               W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_burst_ammo, autocvar_g_balance_uzi_reload_ammo);
-
-                               self.misc_bulletcounter = autocvar_g_balance_uzi_burst * -1;
-                               uzi_mode1_fire_burst();
-                       }
-               }
-               else
-               {
-
-                       if (self.BUTTON_ATCK)
-                       if (weapon_prepareattack(0, 0))
-                       {
-                               self.misc_bulletcounter = 1;
-                               W_UZI_Attack(WEP_UZI); // sets attack_finished
-                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
-                       }
-
-                       if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
-                       if (weapon_prepareattack(1, 0))
-                       {
-                               self.misc_bulletcounter = 1;
-                               W_UZI_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
-                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
-                       }
-               }
-       }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/uziflash.md3");
-               precache_model ("models/weapons/g_uzi.md3");
-               precache_model ("models/weapons/v_uzi.md3");
-               precache_model ("models/weapons/h_uzi.iqm");
-               precache_sound ("weapons/uzi_fire.wav");
-               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
-       }
-       else if (req == WR_SETUP)
-       {
-               weapon_setup(WEP_UZI);
-               self.current_ammo = ammo_nails;
-       }
-       else if (req == WR_CHECKAMMO1)
-       {
-               if(autocvar_g_balance_uzi_mode == 1)
-                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
-               else
-                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
-
-               if(autocvar_g_balance_uzi_reload_ammo)
-               {
-                       if(autocvar_g_balance_uzi_mode == 1)
-                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_sustained_ammo;
-                       else
-                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
-               }
-               return ammo_amount;
-       }
-       else if (req == WR_CHECKAMMO2)
-       {
-               if(autocvar_g_balance_uzi_mode == 1)
-                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
-               else
-                       ammo_amount = self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
-
-               if(autocvar_g_balance_uzi_reload_ammo)
-               {
-                       if(autocvar_g_balance_uzi_mode == 1)
-                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_burst_ammo;
-                       else
-                               ammo_amount += self.(weapon_load[WEP_UZI]) >= autocvar_g_balance_uzi_first_ammo;
-               }
-               return ammo_amount;
-       }
-       else if (req == WR_RELOAD)
-       {
-               W_Reload(min(max(autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_first_ammo), autocvar_g_balance_uzi_burst_ammo), autocvar_g_balance_uzi_reload_ammo, autocvar_g_balance_uzi_reload_time, "weapons/reload.wav");
-       }
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               return WEAPON_THINKING_WITH_PORTALS;
-       }
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-                       return WEAPON_UZI_MURDER_SNIPE;
-               else
-                       return WEAPON_UZI_MURDER_SPRAY;
-       }
-       return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_uzi(float req)
-{
-       if(req == WR_IMPACTEFFECT)
-       {
-               vector org2;
-               org2 = w_org + w_backoff * 2;
-               pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
-               if(!w_issilent)
-                       if(w_random < 0.05)
-                               sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
-                       else if(w_random < 0.1)
-                               sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
-                       else if(w_random < 0.2)
-                               sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
-       }
-       else if(req == WR_PRECACHE)
-       {
-               precache_sound("weapons/ric1.wav");
-               precache_sound("weapons/ric2.wav");
-               precache_sound("weapons/ric3.wav");
-       }
-       return TRUE;
-}
-#endif
-#endif
index bd698b0075895dc8e09000327dbc4c8d8d87e1de..beaebaf55c2e0abaddb2a7b17441a1cdbd0cc2b0 100644 (file)
@@ -1,17 +1,19 @@
 // ONLY EVER ADD NEW WEAPONS AT THE END. IF YOU REMOVE ONE, PUT THE LAST ONE ON
 // ITS PLACE. THIS IS TO AVOID UNNECESSARY RENUMBERING OF WEAPON IMPULSES.
 // IF YOU DISREGARD THIS NOTICE, I'LL KILL YOU WITH THE @!#%'N TUBA
-#include "laser.qc"
-#include "shotgun.qc"
-#include "uzi.qc"
-#include "grenadelauncher.qc"
+
+// core weapons
+#include "blaster.qc"
+#include "shockwave.qc"
+#include "machinegun.qc"
+#include "mortar.qc"
 #include "minelayer.qc"
 #include "electro.qc"
-#include "lightning.qc"
+#include "arc.qc"
 #include "crylink.qc"
 #include "nex.qc"
 #include "hagar.qc"
-#include "rocketlauncher.qc"
+#include "devastator.qc"
 #include "porto.qc"
 #include "minstanex.qc"
 #include "hook.qc"
@@ -20,3 +22,5 @@
 #include "rifle.qc"
 #include "fireball.qc"
 #include "seeker.qc"
+
+// other weapons