From ba14606d708666ac1824782b027d59b8167e5be5 Mon Sep 17 00:00:00 2001 From: Samual Lenks Date: Sun, 8 Dec 2013 00:41:34 -0500 Subject: [PATCH] Lots of work on Shockwave-- now most of it uses new settings system --- qcsrc/common/weapons/w_shockwave.qc | 227 +++++++++++++++++----------- 1 file changed, 137 insertions(+), 90 deletions(-) diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index 1cd785d2b..94e5ee30d 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -10,6 +10,68 @@ REGISTER_WEAPON( /* netname */ "shockwave", /* fullname */ _("Shockwave") ); + +#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_damage) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_distance) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_edgedamage) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_forwardbias) \ + /*w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_velocitybias)*/ \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_zscale) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_damage) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_edgedamage) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_velocitybias) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_zscale) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_accuracy) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_distance) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_min) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_radius) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_accuracy) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_distance) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_min) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_damage) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_edgedamage) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force_forwardbias) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_accuracy) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_distance) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_min) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_radius) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_max) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_min) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_animtime) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_damage) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_delay) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_force) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_multihit) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_no_doubleslap) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_nonplayerdamage) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_range) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_refire) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_side) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_up) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_time) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_traces) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_ammo) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_animtime) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bulletconstant) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bullets) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_damage) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_force) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_refire) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_speed) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_spread) \ + w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, secondary) \ + w_prop(WEP_SHOCKWAVE, shockwave, reloading_ammo, reload_ammo) \ + w_prop(WEP_SHOCKWAVE, shockwave, reloading_time, reload_time) \ + w_prop(WEP_SHOCKWAVE, shockwave, switchdelay_raise, switchdelay_raise) \ + w_prop(WEP_SHOCKWAVE, shockwave, switchdelay_drop, switchdelay_drop) + +#ifdef SVQC +SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) +#endif #else #ifdef SVQC void spawnfunc_weapon_shockwave() @@ -23,7 +85,7 @@ void spawnfunc_weapon_shockwave() } weapon_defaultspawnfunc(WEP_SHOCKWAVE); } -/* + .float swing_prev; .entity swing_alreadyhit; .float shockwave_pelletstime; @@ -54,17 +116,17 @@ void W_Shockwave_Pellets(void) W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shockwave_reload_ammo); - W_SetupShot (self, TRUE, 5, "weapons/shockwave_fire.wav", CH_WEAPON_A, d * bullets); - for (sc = 0;sc < bullets;sc = sc + 1) + W_SetupShot(self, TRUE, 5, "weapons/shockwave_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_SHOCKWAVE, 0, bulletconstant); endFireBallisticBullet(); pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shockwave_pellets_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); + 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(); @@ -92,12 +154,12 @@ void W_Shockwave_Melee_Think() 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(); + meleetime = WEP_CVAR(shockwave, melee_time) * W_WeaponRateFactor(); swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10); - f = ((1 - swing) * autocvar_g_balance_laser_melee_traces); + f = ((1 - swing) * WEP_CVAR(shockwave, 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) + if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR(shockwave, melee_no_doubleslap)) { remove(self); return; @@ -106,12 +168,12 @@ void W_Shockwave_Melee_Think() // 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); + swing_factor = ((1 - (i / WEP_CVAR(shockwave, 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)); + + (v_forward * WEP_CVAR(shockwave, melee_range)) + + (v_up * swing_factor * WEP_CVAR(shockwave, melee_swing_up)) + + (v_right * swing_factor * WEP_CVAR(shockwave, melee_swing_side))); WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner)); @@ -124,25 +186,25 @@ void W_Shockwave_Melee_Think() 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)) + && (is_player || WEP_CVAR(shockwave, melee_nonplayerdamage))) { target_victim = trace_ent; // so it persists through other calls if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught. - swing_damage = (autocvar_g_balance_laser_melee_damage * min(1, swing_factor + 1)); + swing_damage = (WEP_CVAR(shockwave, melee_damage * min(1, swing_factor + 1))); else - swing_damage = (autocvar_g_balance_laser_melee_nonplayerdamage * min(1, swing_factor + 1)); + swing_damage = (WEP_CVAR(shockwave, 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_SHOCKWAVE | HITTYPE_SECONDARY, self.realowner.origin + self.realowner.view_ofs, - v_forward * autocvar_g_balance_laser_melee_force); + v_forward * WEP_CVAR(shockwave, melee_force)); if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); } - if(autocvar_g_balance_laser_melee_multihit) // allow multiple hits with one swing, but not against the same player twice. + if(WEP_CVAR(shockwave, 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 @@ -172,14 +234,14 @@ void W_Shockwave_Melee_Think() void W_Shockwave_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); + weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready); entity meleetemp; meleetemp = spawn(); meleetemp.owner = meleetemp.realowner = self; meleetemp.think = W_Shockwave_Melee_Think; - meleetemp.nextthink = time + autocvar_g_balance_shockwave_melee_delay * W_WeaponRateFactor(); - W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shockwave_melee_damage, autocvar_g_balance_shockwave_melee_range); + meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(); + W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range)); } // SHOCKWAVE ATTACK MODE @@ -194,7 +256,7 @@ float W_Shockwave_Attack_CheckSpread( 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); + spreadlimit = (WEP_CVAR(shockwave, blast_spread_min) * (1 - spreadlimit) + WEP_CVAR(shockwave, blast_spread_max) * spreadlimit); if( (spreadlimit && (distance_from_line <= spreadlimit)) @@ -283,8 +345,8 @@ void W_Shockwave_Attack() 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)); + W_SetupShot(self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage)); + vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance))); WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, self); vector attack_hitpos = trace_endpos; float distance_to_end = vlen(w_shotorg - attack_endpos); @@ -292,48 +354,48 @@ void W_Shockwave_Attack() //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_SHOCKWAVE, 0, self); + //SendCSQCShockwaveParticle(attack_endpos); + Damage_DamageInfo(attack_hitpos, WEP_CVAR(shockwave, blast_splash_damage), WEP_CVAR(shockwave, blast_splash_edgedamage), WEP_CVAR(shockwave, blast_splash_radius), w_shotdir * WEP_CVAR(shockwave, blast_splash_force), WEP_SHOCKWAVE, 0, self); // splash damage/jumping trace - head = WarpZone_FindRadius(attack_hitpos, max(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE); + head = WarpZone_FindRadius(attack_hitpos, max(WEP_CVAR(shockwave, blast_splash_radius), WEP_CVAR(shockwave, blast_jump_radius)), FALSE); while(head) { next = head.chain; if(head.takedamage) { - center = PLAYER_CENTER(head); + center = CENTER_OR_VIEWOFS(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)) + if((head == self) && (distance_to_head <= WEP_CVAR(shockwave, blast_jump_radius))) { - multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_jump_radius)) : 0)); + multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / WEP_CVAR(shockwave, blast_jump_radius))) : 0)); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0)); - multiplier = max(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))); + multiplier = max(WEP_CVAR(shockwave, blast_jump_multiplier_min), ((multiplier_from_accuracy * WEP_CVAR(shockwave, blast_jump_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(shockwave, blast_jump_multiplier_distance)))); - final_force = ((normalize(center - attack_hitpos) * autocvar_g_balance_laser_shockwave_jump_force) * multiplier); + final_force = ((normalize(center - attack_hitpos) * WEP_CVAR(shockwave, blast_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; + vel = normalize(vel) * bound(0, vlen(vel) / autocvar_sv_maxspeed, 1) * WEP_CVAR(shockwave, blast_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)); + final_force_z *= WEP_CVAR(shockwave, blast_jump_force_zscale); + final_damage = (WEP_CVAR(shockwave, blast_jump_damage) * multiplier + WEP_CVAR(shockwave, blast_jump_edgedamage) * (1 - multiplier)); Damage(head, self, self, final_damage, WEP_SHOCKWAVE, 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) + else if (distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius)) { - multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / autocvar_g_balance_laser_shockwave_splash_radius)) : 0)); + multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / WEP_CVAR(shockwave, blast_splash_radius))) : 0)); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0)); - multiplier = max(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))); + multiplier = max(WEP_CVAR(shockwave, blast_splash_multiplier_min), ((multiplier_from_accuracy * WEP_CVAR(shockwave, blast_splash_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(shockwave, blast_splash_multiplier_distance)))); - final_force = normalize(center - (attack_hitpos - (w_shotdir * autocvar_g_balance_laser_shockwave_splash_force_forwardbias))); + final_force = normalize(center - (attack_hitpos - (w_shotdir * WEP_CVAR(shockwave, blast_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)); + final_force = ((final_force * WEP_CVAR(shockwave, blast_splash_force)) * multiplier); + final_force_z *= WEP_CVAR(shockwave, blast_force_zscale); + final_damage = (WEP_CVAR(shockwave, blast_splash_damage) * multiplier + WEP_CVAR(shockwave, blast_splash_edgedamage) * (1 - multiplier)); if(W_Shockwave_Attack_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"); @@ -343,7 +405,7 @@ void W_Shockwave_Attack() } // cone damage trace - head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_shockwave_distance, FALSE); + head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(shockwave, blast_distance), FALSE); while(head) { next = head.chain; @@ -366,18 +428,18 @@ void W_Shockwave_Attack() 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) + if((distance_to_target <= WEP_CVAR(shockwave, blast_distance)) && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos))) { multiplier_from_accuracy = (1 - W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos)); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (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))); + multiplier = max(WEP_CVAR(shockwave, blast_multiplier_min), ((multiplier_from_accuracy * WEP_CVAR(shockwave, blast_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(shockwave, blast_multiplier_distance)))); - final_force = normalize(center - (nearest_on_line - (w_shotdir * autocvar_g_balance_laser_shockwave_force_forwardbias))); + final_force = normalize(center - (nearest_on_line - (w_shotdir * WEP_CVAR(shockwave, blast_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)); + final_force = ((final_force * WEP_CVAR(shockwave, blast_force)) * multiplier); + final_force_z *= WEP_CVAR(shockwave, blast_force_zscale); + final_damage = (WEP_CVAR(shockwave, blast_damage) * multiplier + WEP_CVAR(shockwave, blast_edgedamage) * (1 - multiplier)); if(W_Shockwave_Attack_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"); @@ -401,26 +463,18 @@ void W_Shockwave_Attack() } //print("queue was ", ftos(queue), ".\n\n"); } -*/ + float W_Shockwave(float req) { - float ammo_amount = 0; - + float ammo_amount; switch(req) { - /* case WR_AIM: { - if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shockwave_secondary_melee_range) - self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); + if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR(shockwave, melee_range)) + { self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); } else - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); - { - if(autocvar_g_antilag_bullets) - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); - else - self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shockwave_pellets_speed, 0, 0.001, FALSE); - } + { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); } return TRUE; } @@ -429,7 +483,7 @@ float W_Shockwave(float req) if(autocvar_g_balance_shockwave_reload_ammo && self.clip_load < autocvar_g_balance_shockwave_pellets_ammo) // forced reload { // don't force reload an empty shockwave if its melee attack is active - if not(autocvar_g_balance_shockwave_secondary && self.ammo_shells < autocvar_g_balance_shockwave_pellets_ammo) + if(!(autocvar_g_balance_shockwave_secondary && self.ammo_shells < autocvar_g_balance_shockwave_pellets_ammo)) WEP_ACTION(self.weapon, WR_RELOAD); } else @@ -450,7 +504,7 @@ float W_Shockwave(float req) if (self.clip_load >= 0) // we are not currently reloading if (!self.crouch) // no crouchmelee please if (self.BUTTON_ATCK2 && autocvar_g_balance_shockwave_secondary) - if (weapon_prepareattack(1, autocvar_g_balance_shockwave_secondary_refire)) + if (weapon_prepareattack(1, WEP_CVAR(shockwave, melee_refire))) { // attempt forcing playback of the anim by switching to another anim (that we never play) here... weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Melee); @@ -458,16 +512,16 @@ float W_Shockwave(float req) return TRUE; } - */ case WR_INIT: { - precache_model ("models/uziflash.md3"); - precache_model ("models/weapons/g_shockwave.md3"); - precache_model ("models/weapons/v_shockwave.md3"); - precache_model ("models/weapons/h_shockwave.iqm"); - precache_sound ("misc/itempickup.wav"); - precache_sound ("weapons/shockwave_fire.wav"); - precache_sound ("weapons/shockwave_melee.wav"); + precache_model("models/uziflash.md3"); + precache_model("models/weapons/g_shockwave.md3"); + precache_model("models/weapons/v_shockwave.md3"); + precache_model("models/weapons/h_shockwave.iqm"); + precache_sound("misc/itempickup.wav"); + precache_sound("weapons/shockwave_fire.wav"); + precache_sound("weapons/shockwave_melee.wav"); + SHOCKWAVE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP) return TRUE; } case WR_SETUP: @@ -477,9 +531,8 @@ float W_Shockwave(float req) } case WR_CHECKAMMO1: { - /* ammo_amount = self.ammo_shells >= autocvar_g_balance_shockwave_pellets_ammo; - ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= autocvar_g_balance_shockwave_pellets_ammo;*/ + ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= autocvar_g_balance_shockwave_pellets_ammo; return ammo_amount; } case WR_CHECKAMMO2: @@ -487,9 +540,14 @@ float W_Shockwave(float req) // melee attack is always available return TRUE; } + case WR_CONFIG: + { + SHOCKWAVE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) + return TRUE; + } case WR_RELOAD: { - //W_Reload(autocvar_g_balance_shockwave_pellets_ammo, "weapons/reload.wav"); + W_Reload(autocvar_g_balance_shockwave_pellets_ammo, "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: @@ -508,7 +566,6 @@ float W_Shockwave(float req) } #endif #ifdef CSQC -.float prevric; float W_Shockwave(float req) { switch(req) @@ -518,24 +575,14 @@ float W_Shockwave(float req) vector org2; org2 = w_org + w_backoff * 2; pointparticles(particleeffectnum("shockwave_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, ATTEN_NORM); - else if(w_random < 0.033) - sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM); - else if(w_random < 0.05) - sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM); - self.prevric = time; - } return TRUE; } case WR_INIT: { - precache_sound("weapons/ric1.wav"); - precache_sound("weapons/ric2.wav"); - precache_sound("weapons/ric3.wav"); - return TRUE; + //precache_sound("weapons/ric1.wav"); + //precache_sound("weapons/ric2.wav"); + //precache_sound("weapons/ric3.wav"); + return FALSE; } } return TRUE; -- 2.39.2