#include "shockwave.qh" #ifdef GAMEQC REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE) #endif #ifdef SVQC const float MAX_SHOCKWAVE_HITS = 10; //#define DEBUG_SHOCKWAVE .float swing_prev; .entity swing_alreadyhit; .float shockwave_blasttime; entity shockwave_hit[MAX_SHOCKWAVE_HITS]; float shockwave_hit_damage[MAX_SHOCKWAVE_HITS]; vector shockwave_hit_force[MAX_SHOCKWAVE_HITS]; // MELEE ATTACK MODE void W_Shockwave_Melee_Think(entity this) { // declarations float i, f, swing, swing_factor, swing_damage, meleetime, is_player; entity target_victim; vector targpos; // check to see if we can still continue, otherwise give up now if(IS_DEAD(this.realowner) && WEP_CVAR(WEP_SHOCKWAVE, melee_no_doubleslap)) { delete(this); return; } // set start time of melee if(!this.cnt) { this.cnt = time; W_PlayStrengthSound(this.realowner); } // update values for v_* vectors makevectors(this.realowner.v_angle); // calculate swing percentage based on time meleetime = WEP_CVAR(WEP_SHOCKWAVE, melee_time) * W_WeaponRateFactor(this.realowner); swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10); f = ((1 - swing) * WEP_CVAR(WEP_SHOCKWAVE, melee_traces)); // perform the traces needed for this frame for(i=this.swing_prev; i < f; ++i) { swing_factor = ((1 - (i / WEP_CVAR(WEP_SHOCKWAVE, melee_traces))) * 2 - 1); targpos = (this.realowner.origin + this.realowner.view_ofs + (v_forward * WEP_CVAR(WEP_SHOCKWAVE, melee_range)) + (v_up * swing_factor * WEP_CVAR(WEP_SHOCKWAVE, melee_swing_up)) + (v_right * swing_factor * WEP_CVAR(WEP_SHOCKWAVE, melee_swing_side))); WarpZone_traceline_antilag( this.realowner, (this.realowner.origin + this.realowner.view_ofs), targpos, false, this.realowner, ANTILAG_LATENCY(this.realowner) ); // draw lightning beams for debugging #ifdef DEBUG_SHOCKWAVE te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5); te_customflash(targpos, 40, 2, '1 1 1'); #endif is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent)); if((trace_fraction < 1) // if trace is good, apply the damage and remove this if necessary && (trace_ent.takedamage == DAMAGE_AIM) && (trace_ent != this.swing_alreadyhit) && (is_player || WEP_CVAR(WEP_SHOCKWAVE, melee_nonplayerdamage))) { target_victim = trace_ent; // so it persists through other calls if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught swing_damage = (WEP_CVAR(WEP_SHOCKWAVE, melee_damage) * min(1, swing_factor + 1)); else swing_damage = (WEP_CVAR(WEP_SHOCKWAVE, melee_nonplayerdamage) * min(1, swing_factor + 1)); // trigger damage with this calculated info Damage( target_victim, this.realowner, this.realowner, swing_damage, (WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY), this.weaponentity_fld, (this.realowner.origin + this.realowner.view_ofs), (v_forward * WEP_CVAR(WEP_SHOCKWAVE, melee_force)) ); // handle accuracy if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOCKWAVE, 0, swing_damage); } #ifdef DEBUG_SHOCKWAVE LOG_INFOF( "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.", this.realowner.netname, target_victim.netname, swing_damage, swing_factor, time ); #endif // allow multiple hits with one swing, but not against the same player twice if(WEP_CVAR(WEP_SHOCKWAVE, melee_multihit)) { this.swing_alreadyhit = target_victim; continue; // move along to next trace } else { delete(this); return; } } } if(time >= this.cnt + meleetime) { // melee is finished delete(this); return; } else { // set up next frame this.swing_prev = i; this.nextthink = time; } } void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int fire) { sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(WEP_SHOCKWAVE, melee_animtime), w_ready); entity meleetemp = new_pure(meleetemp); meleetemp.owner = meleetemp.realowner = actor; setthink(meleetemp, W_Shockwave_Melee_Think); meleetemp.nextthink = time + WEP_CVAR(WEP_SHOCKWAVE, melee_delay) * W_WeaponRateFactor(actor); meleetemp.weaponentity_fld = weaponentity; W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(WEP_SHOCKWAVE, melee_damage), WEP_CVAR(WEP_SHOCKWAVE, melee_range), thiswep.m_id | HITTYPE_SECONDARY); } // SHOCKWAVE ATTACK MODE float W_Shockwave_Attack_CheckSpread( vector targetorg, vector nearest_on_line, vector sw_shotorg, vector attack_endpos) { float spreadlimit; float distance_of_attack = vlen(sw_shotorg - attack_endpos); float distance_from_line = vlen(targetorg - nearest_on_line); spreadlimit = (distance_of_attack ? min(1, (vlen(sw_shotorg - nearest_on_line) / distance_of_attack)) : 1); spreadlimit = ( (WEP_CVAR(WEP_SHOCKWAVE, blast_spread_min) * (1 - spreadlimit)) + (WEP_CVAR(WEP_SHOCKWAVE, blast_spread_max) * spreadlimit) ); if( (spreadlimit && (distance_from_line <= spreadlimit)) && ((vlen(normalize(targetorg - sw_shotorg) - normalize(attack_endpos - sw_shotorg)) * RAD2DEG) <= 90) ) { return bound(0, (distance_from_line / spreadlimit), 1); } else { return false; } } float W_Shockwave_Attack_IsVisible( entity actor, entity head, vector nearest_on_line, vector sw_shotorg, vector attack_endpos) { vector nearest_to_attacker = head.WarpZone_findradius_nearest; vector center = (head.origin + (head.mins + head.maxs) * 0.5); vector corner; float i; // STEP ONE: Check if the nearest point is clear if(W_Shockwave_Attack_CheckSpread(nearest_to_attacker, nearest_on_line, sw_shotorg, attack_endpos)) { WarpZone_TraceLine(sw_shotorg, nearest_to_attacker, MOVE_NOMONSTERS, actor); if(trace_fraction == 1) { return true; } // yes, the nearest point is clear and we can allow the damage } // STEP TWO: Check if shotorg to center point is clear if(W_Shockwave_Attack_CheckSpread(center, nearest_on_line, sw_shotorg, attack_endpos)) { WarpZone_TraceLine(sw_shotorg, center, MOVE_NOMONSTERS, actor); if(trace_fraction == 1) { return true; } // yes, the center point is clear and we can allow the damage } // STEP THREE: Check each corner to see if they are clear for(i=1; i<=8; ++i) { corner = get_corner_position(head, i); if(W_Shockwave_Attack_CheckSpread(corner, nearest_on_line, sw_shotorg, attack_endpos)) { WarpZone_TraceLine(sw_shotorg, corner, MOVE_NOMONSTERS, actor); if(trace_fraction == 1) { return true; } // yes, this corner is clear and we can allow the damage } } return false; } float W_Shockwave_Attack_CheckHit( float queue, entity head, vector final_force, float final_damage) { if(!head) { return false; } float i; for(i = 0; i <= queue; ++i) { if(shockwave_hit[i] == head) { if(vlen2(final_force) > vlen2(shockwave_hit_force[i])) { shockwave_hit_force[i] = final_force; } if(final_damage > shockwave_hit_damage[i]) { shockwave_hit_damage[i] = final_damage; } return false; } } shockwave_hit[queue] = head; shockwave_hit_force[queue] = final_force; shockwave_hit_damage[queue] = final_damage; return true; } void W_Shockwave_Send(entity actor) { WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE); WriteVector(MSG_BROADCAST, w_shotorg); WriteVector(MSG_BROADCAST, w_shotdir); WriteShort(MSG_BROADCAST, WEP_CVAR(WEP_SHOCKWAVE, blast_distance)); WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(WEP_SHOCKWAVE, blast_spread_max), 255)); WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(WEP_SHOCKWAVE, blast_spread_min), 255)); WriteByte(MSG_BROADCAST, etof(actor)); } void W_Shockwave_Attack(Weapon thiswep, entity actor, .entity weaponentity) { // declarations float multiplier, multiplier_from_accuracy, multiplier_from_distance; float final_damage; vector final_force, center, vel; entity head; float i, queue = 0; // set up the shot direction W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(WEP_SHOCKWAVE, blast_damage), thiswep.m_id); vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(WEP_SHOCKWAVE, blast_distance))); WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor); vector attack_hitpos = trace_endpos; float distance_to_end = vlen(w_shotorg - attack_endpos); float distance_to_hit = vlen(w_shotorg - attack_hitpos); //entity transform = WarpZone_trace_transform; // do the firing effect now W_Shockwave_Send(actor); Damage_DamageInfo( attack_hitpos, WEP_CVAR(WEP_SHOCKWAVE, blast_splash_damage), WEP_CVAR(WEP_SHOCKWAVE, blast_splash_edgedamage), WEP_CVAR(WEP_SHOCKWAVE, blast_splash_radius), w_shotdir * WEP_CVAR(WEP_SHOCKWAVE, blast_splash_force), thiswep.m_id, 0, actor ); // splash damage/jumping trace head = WarpZone_FindRadius( attack_hitpos, max( WEP_CVAR(WEP_SHOCKWAVE, blast_splash_radius), WEP_CVAR(WEP_SHOCKWAVE, blast_jump_radius) ), false ); float lag = ((IS_REAL_CLIENT(actor)) ? ANTILAG_LATENCY(actor) : 0); bool noantilag = ((IS_CLIENT(actor)) ? CS_CVAR(actor).cvar_cl_noantilag : false); if(lag < 0.001) lag = 0; if(autocvar_g_antilag == 0 || noantilag) lag = 0; // only do hitscan, but no antilag if(lag) antilag_takeback_all(actor, lag); while(head) { if(head.takedamage) { float distance_to_head = vlen(attack_hitpos - head.WarpZone_findradius_nearest); if((head == actor) && (distance_to_head <= WEP_CVAR(WEP_SHOCKWAVE, blast_jump_radius))) { // ======================== // BLAST JUMP CALCULATION // ======================== // calculate importance of distance and accuracy for this attack multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / WEP_CVAR(WEP_SHOCKWAVE, blast_jump_radius))) : 0 ) ); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0 ) ); multiplier = max( WEP_CVAR(WEP_SHOCKWAVE, blast_jump_multiplier_min), ( (multiplier_from_accuracy * WEP_CVAR(WEP_SHOCKWAVE, blast_jump_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(WEP_SHOCKWAVE, blast_jump_multiplier_distance)) ) ); // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage final_damage = ( (WEP_CVAR(WEP_SHOCKWAVE, blast_jump_damage) * multiplier) + (WEP_CVAR(WEP_SHOCKWAVE, blast_jump_edgedamage) * (1 - multiplier)) ); // figure out the direction of force vel = normalize(vec2(head.velocity)); vel *= ( bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1) * WEP_CVAR(WEP_SHOCKWAVE, blast_jump_force_velocitybias) ); if (autocvar_g_player_damageplayercenter) { vector shot_origin = CENTER_OR_VIEWOFS(actor); shot_origin.z += actor.(weaponentity).movedir.z; //if (head == actor) // was checked for already, is true final_force = normalize((shot_origin - attack_hitpos) + vel); //else // use target's bbox centerpoint //final_force = normalize(((head.origin + ((head.mins + head.maxs) * 0.5)) - attack_hitpos) + vel); } else { // if it's a player, use the view origin as reference final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel); } // now multiply the direction by force units final_force *= (WEP_CVAR(WEP_SHOCKWAVE, blast_jump_force) * multiplier); final_force.z *= WEP_CVAR(WEP_SHOCKWAVE, blast_jump_force_zscale); // trigger damage with this calculated info Damage( head, actor, actor, final_damage, thiswep.m_id, weaponentity, head.origin, final_force ); #ifdef DEBUG_SHOCKWAVE LOG_INFOF( "SELF HIT: multiplier = %f, damage = %f, force = %f... " "multiplier_from_accuracy = %f, multiplier_from_distance = %f.", multiplier, final_damage, vlen(final_force), multiplier_from_accuracy, multiplier_from_distance ); #endif } else if(distance_to_head <= WEP_CVAR(WEP_SHOCKWAVE, blast_splash_radius)) { // ========================== // BLAST SPLASH CALCULATION // ========================== // calculate importance of distance and accuracy for this attack multiplier_from_accuracy = (1 - (distance_to_head ? min(1, (distance_to_head / WEP_CVAR(WEP_SHOCKWAVE, blast_splash_radius))) : 0 ) ); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (distance_to_hit / distance_to_end)) : 0 ) ); multiplier = max( WEP_CVAR(WEP_SHOCKWAVE, blast_splash_multiplier_min), ( (multiplier_from_accuracy * WEP_CVAR(WEP_SHOCKWAVE, blast_splash_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(WEP_SHOCKWAVE, blast_splash_multiplier_distance)) ) ); // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage final_damage = ( (WEP_CVAR(WEP_SHOCKWAVE, blast_splash_damage) * multiplier) + (WEP_CVAR(WEP_SHOCKWAVE, blast_splash_edgedamage) * (1 - multiplier)) ); // figure out the direction of force final_force = (w_shotdir * WEP_CVAR(WEP_SHOCKWAVE, blast_splash_force_forwardbias)); if (autocvar_g_player_damageplayercenter) { //if (head == actor) // was checked for already, is false //final_force = normalize(CENTER_OR_VIEWOFS(actor) + '0 0 actor.(weaponentity).movedir.z' - (attack_hitpos - final_force)); //else // use target's bbox centerpoint final_force = normalize((head.origin + ((head.mins + head.maxs) * 0.5)) - (attack_hitpos - final_force)); } else { // if it's a player, use the view origin as reference final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - final_force)); } //te_lightning2(NULL, attack_hitpos, (attack_hitpos + (final_force * 200))); // now multiply the direction by force units final_force *= (WEP_CVAR(WEP_SHOCKWAVE, blast_splash_force) * multiplier); final_force.z *= WEP_CVAR(WEP_SHOCKWAVE, blast_force_zscale); // queue damage with this calculated info if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); } #ifdef DEBUG_SHOCKWAVE LOG_INFOF( "SPLASH HIT: multiplier = %f, damage = %f, force = %f... " "multiplier_from_accuracy = %f, multiplier_from_distance = %f.", multiplier, final_damage, vlen(final_force), multiplier_from_accuracy, multiplier_from_distance ); #endif } } head = head.chain; } // cone damage trace head = WarpZone_FindRadius(w_shotorg, WEP_CVAR(WEP_SHOCKWAVE, blast_distance), false); while(head) { if((head != actor) && head.takedamage) { // ======================== // BLAST CONE CALCULATION // ======================== if (autocvar_g_player_damageplayercenter) { //if (head == actor) // was checked for already, is false //center = CENTER_OR_VIEWOFS(actor) + '0 0 actor.(weaponentity).movedir.z'; //else // use target's bbox centerpoint center = head.origin + ((head.mins + head.maxs) * 0.5); } else { // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in damage.qc) center = CENTER_OR_VIEWOFS(head); } // find the closest point on the enemy to the center of the attack float h; // hypotenuse, which is the distance between attacker to head float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin h = vlen(center - actor.origin); a = h * (normalize(center - actor.origin) * w_shotdir); // WEAPONTODO: replace with simpler method vector nearest_on_line = (w_shotorg + a * w_shotdir); vector nearest_to_attacker = NearestPointOnBoundingBox(center + head.mins, center + head.maxs, nearest_on_line); if((vdist(head.WarpZone_findradius_dist, <=, WEP_CVAR(WEP_SHOCKWAVE, blast_distance))) && (W_Shockwave_Attack_IsVisible(actor, head, nearest_on_line, w_shotorg, attack_endpos))) { // calculate importance of distance and accuracy for this attack multiplier_from_accuracy = (1 - W_Shockwave_Attack_CheckSpread( nearest_to_attacker, nearest_on_line, w_shotorg, attack_endpos ) ); multiplier_from_distance = (1 - (distance_to_hit ? min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end)) : 0 ) ); multiplier = max( WEP_CVAR(WEP_SHOCKWAVE, blast_multiplier_min), ( (multiplier_from_accuracy * WEP_CVAR(WEP_SHOCKWAVE, blast_multiplier_accuracy)) + (multiplier_from_distance * WEP_CVAR(WEP_SHOCKWAVE, blast_multiplier_distance)) ) ); // calculate damage from multiplier: 1 = "highest" damage, 0 = "lowest" edgedamage final_damage = ( (WEP_CVAR(WEP_SHOCKWAVE, blast_damage) * multiplier) + (WEP_CVAR(WEP_SHOCKWAVE, blast_edgedamage) * (1 - multiplier)) ); // figure out the direction of force final_force = (w_shotdir * WEP_CVAR(WEP_SHOCKWAVE, blast_force_forwardbias)); final_force = normalize(center - (nearest_on_line - final_force)); //te_lightning2(NULL, nearest_on_line, (attack_hitpos + (final_force * 200))); // now multiply the direction by force units final_force *= (WEP_CVAR(WEP_SHOCKWAVE, blast_force) * multiplier); final_force.z *= WEP_CVAR(WEP_SHOCKWAVE, blast_force_zscale); // queue damage with this calculated info if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); } #ifdef DEBUG_SHOCKWAVE LOG_INFOF( "BLAST HIT: multiplier = %f, damage = %f, force = %f... " "multiplier_from_accuracy = %f, multiplier_from_distance = %f.", multiplier, final_damage, vlen(final_force), multiplier_from_accuracy, multiplier_from_distance ); #endif } } head = head.chain; } for(i = 1; i <= queue; ++i) { head = shockwave_hit[i-1]; final_force = shockwave_hit_force[i-1]; final_damage = shockwave_hit_damage[i-1]; Damage( head, actor, actor, final_damage, thiswep.m_id, weaponentity, head.origin, final_force ); if(accuracy_isgooddamage(actor, head)) accuracy_add(actor, thiswep, 0, final_damage); #ifdef DEBUG_SHOCKWAVE LOG_INFOF( "SHOCKWAVE by %s: damage = %f, force = %f.", actor.netname, final_damage, vlen(final_force) ); #endif shockwave_hit[i-1] = NULL; shockwave_hit_force[i-1] = '0 0 0'; shockwave_hit_damage[i-1] = 0; } if(lag) antilag_restore_all(actor); } METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR(WEP_SHOCKWAVE, melee_range))) { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false); } else { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false); } } METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(fire & 1) { if(time >= actor.(weaponentity).shockwave_blasttime) // handle refire separately so the secondary can be fired straight after a primary { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(WEP_SHOCKWAVE, blast_animtime))) { W_Shockwave_Attack(thiswep, actor, weaponentity); actor.(weaponentity).shockwave_blasttime = time + WEP_CVAR(WEP_SHOCKWAVE, blast_refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(WEP_SHOCKWAVE, blast_animtime), w_ready); } } } else if(fire & 2) { //if(actor.clip_load >= 0) // we are not currently reloading if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(WEP_SHOCKWAVE, melee_refire))) { // attempt forcing playback of the anim by switching to another anim (that we never play) here... weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shockwave_Melee); } } } METHOD(Shockwave, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // infinite ammo } METHOD(Shockwave, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { // shockwave has infinite ammo return true; } METHOD(Shockwave, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(Shockwave, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_SHOCKWAVE_MURDER_SLAP; else return WEAPON_SHOCKWAVE_MURDER; } #endif #ifdef CSQC // WEAPONTODO: add client side settings for these const float SW_MAXALPHA = 0.5; const float SW_FADETIME = 0.4; const float SW_DISTTOMIN = 200; void Draw_Shockwave(entity this) { // fading/removal control float a = bound(0, (SW_MAXALPHA - ((time - this.sw_time) / SW_FADETIME)), SW_MAXALPHA); if(a < ALPHA_MIN_VISIBLE) { delete(this); } // WEAPONTODO: save this only once when creating the entity vector sw_color = entcs_GetColor(this.sv_entnum - 1); // Team_ColorRGB(entcs_GetTeam(this.sv_entnum)); // WEAPONTODO: trace to find what we actually hit vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance)); vector _forward, right, up; VECTOR_VECTORS(this.sw_shotdir, _forward, right, up); // WEAPONTODO: combine and simplify these calculations vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min)); vector max_end = (endpos + (up * this.sw_spread_max)); float spread_to_min = vlen(normalize(min_end - this.sw_shotorg) - this.sw_shotdir); float spread_to_max = vlen(normalize(max_end - min_end) - this.sw_shotdir); vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0'; vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0'; float new_max_dist, new_min_dist; vector deviation, angle = '0 0 0'; float counter, divisions = 20; for(counter = 0; counter < divisions; ++counter) { // perfect circle effect lines makevectors('0 360 0' * (counter / divisions)); angle.y = v_forward.x; angle.z = v_forward.y; // first do the spread_to_min effect deviation = angle * spread_to_min; deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z))); new_min_dist = SW_DISTTOMIN; new_min_end = (this.sw_shotorg + (deviation * new_min_dist)); //te_lightning2(NULL, new_min_end, this.sw_shotorg); // then calculate spread_to_max effect deviation = angle * spread_to_max; deviation = ((this.sw_shotdir + (right * deviation.y) + (up * deviation.z))); new_max_dist = vlen(new_min_end - endpos); new_max_end = (new_min_end + (deviation * new_max_dist)); //te_lightning2(NULL, new_end, prev_min_end); if(counter == 0) { first_min_end = new_min_end; first_max_end = new_max_end; } if(counter >= 1) { // draw from shot origin to min spread radius R_BeginPolygon("", DRAWFLAG_NORMAL, false); R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); R_PolygonVertex(new_min_end, '0 0 0', sw_color, a); R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a); R_EndPolygon(); // draw from min spread radius to max spread radius R_BeginPolygon("", DRAWFLAG_NORMAL, false); R_PolygonVertex(new_min_end, '0 0 0', sw_color, a); R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a); R_PolygonVertex(new_max_end, '0 0 0', sw_color, a); R_EndPolygon(); } prev_min_end = new_min_end; prev_max_end = new_max_end; // last division only if((counter + 1) == divisions) { // draw from shot origin to min spread radius R_BeginPolygon("", DRAWFLAG_NORMAL, false); R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); R_PolygonVertex(first_min_end, '0 0 0', sw_color, a); R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a); R_EndPolygon(); // draw from min spread radius to max spread radius R_BeginPolygon("", DRAWFLAG_NORMAL, false); R_PolygonVertex(first_min_end, '0 0 0', sw_color, a); R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a); R_PolygonVertex(first_max_end, '0 0 0', sw_color, a); R_EndPolygon(); } } } NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew) { Net_ReadShockwaveParticle(); return true; } void Net_ReadShockwaveParticle() { entity shockwave = new(shockwave_cone); shockwave.draw = Draw_Shockwave; IL_PUSH(g_drawables, shockwave); shockwave.sw_shotorg = ReadVector(); shockwave.sw_shotdir = ReadVector(); shockwave.sw_distance = ReadShort(); shockwave.sw_spread_max = ReadByte(); shockwave.sw_spread_min = ReadByte(); shockwave.sv_entnum = ReadByte(); shockwave.sw_time = time; } METHOD(Shockwave, wr_impacteffect, void(entity thiswep, entity actor)) { // handled by Net_ReadShockwaveParticle //vector org2 = w_org + w_backoff * 2; //pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1); } #endif