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Overkill weapons: better secondary refire.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okvortex.qc
1 #include "okvortex.qh"
2
3 #ifdef SVQC
4
5 .float okvortex_lasthit;
6 #endif
7
8 #if defined(GAMEQC)
9
10 METHOD(OverkillVortex, wr_glow, vector(OverkillVortex this, entity actor, entity wepent))
11 {
12         if (!WEP_CVAR(okvortex, charge)) return '0 0 0';
13         float charge = wepent.okvortex_charge;
14         float animlimit = WEP_CVAR(okvortex, charge_animlimit);
15         vector g;
16         g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
17         g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
18         g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
19         if (charge > animlimit)
20         {
21                 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
22                 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
23                 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
24         }
25         return g;
26 }
27 #endif
28
29 #ifdef SVQC
30 spawnfunc(weapon_okvortex) { weapon_defaultspawnfunc(this, WEP_OVERKILL_VORTEX); }
31
32 REGISTER_MUTATOR(okvortex_charge, true);
33
34 MUTATOR_HOOKFUNCTION(okvortex_charge, GetPressedKeys)
35 {
36         entity player = M_ARGV(0, entity);
37
38         // WEAPONTODO
39         if(!WEP_CVAR(okvortex, charge) || !WEP_CVAR(okvortex, charge_velocity_rate))
40                 return;
41
42         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
43         {
44                 .entity weaponentity = weaponentities[slot];
45
46                 if (player.(weaponentity).m_weapon == WEP_OVERKILL_VORTEX && WEP_CVAR(okvortex, charge) && WEP_CVAR(okvortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(okvortex, charge_minspeed)))
47                 {
48                         float xyspeed = vlen(vec2(player.velocity));
49                         // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
50                                 xyspeed = min(xyspeed, WEP_CVAR(okvortex, charge_maxspeed));
51                         float f = (xyspeed - WEP_CVAR(okvortex, charge_minspeed)) / (WEP_CVAR(okvortex, charge_maxspeed) - WEP_CVAR(okvortex, charge_minspeed));
52                         // add the extra charge
53                         player.(weaponentity).okvortex_charge = min(1, player.(weaponentity).okvortex_charge + WEP_CVAR(okvortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
54                 }
55         }
56 }
57
58 void W_OverkillVortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
59 {
60         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
61
62         mydmg = WEP_CVAR_BOTH(okvortex, !issecondary, damage);
63         myforce = WEP_CVAR_BOTH(okvortex, !issecondary, force);
64         mymindist = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_mindist);
65         mymaxdist = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_maxdist);
66         myhalflife = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_halflife);
67         myforcehalflife = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_forcehalflife);
68         myammo = WEP_CVAR_BOTH(okvortex, !issecondary, ammo);
69
70         float flying;
71         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
72
73         if (WEP_CVAR(okvortex, charge))
74         {
75                 charge = WEP_CVAR(okvortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(okvortex, charge_mindmg) / mydmg) * actor.(weaponentity).okvortex_charge;
76                 actor.(weaponentity).okvortex_charge *= WEP_CVAR(okvortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
77                 // O RLY? -- divVerent
78                 // YA RLY -- FruitieX
79         }
80         else
81         {
82                 charge = 1;
83         }
84         mydmg *= charge;
85         myforce *= charge;
86
87         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
88         if(charge > WEP_CVAR(okvortex, charge_animlimit) && WEP_CVAR(okvortex, charge_animlimit)) // if the OverkillVortex is overcharged, we play an extra sound
89         {
90                 sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(okvortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(okvortex, charge_animlimit)), ATTN_NORM);
91         }
92
93         yoda = 0;
94         damage_goodhits = 0;
95         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_OVERKILL_VORTEX.m_id);
96
97         if(yoda && flying)
98                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
99         if(damage_goodhits && actor.okvortex_lasthit)
100         {
101                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
102                 damage_goodhits = 0; // only every second time
103         }
104
105         actor.okvortex_lasthit = damage_goodhits;
106
107         //beam and muzzle flash done on client
108         SendCSQCVortexBeamParticle(charge);
109
110         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
111 }
112
113 .float okvortex_chargepool_pauseregen_finished;
114
115 METHOD(OverkillVortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
116 {
117         if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
118                 PHYS_INPUT_BUTTON_ATCK(actor) = true;
119         else
120         {
121                 if(WEP_CVAR(okvortex, charge))
122                         PHYS_INPUT_BUTTON_ATCK2(actor) = true;
123         }
124 }
125
126 METHOD(OverkillVortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
127 {
128         if (WEP_CVAR(okvortex, charge) && actor.(weaponentity).okvortex_charge < WEP_CVAR(okvortex, charge_limit))
129         {
130                 actor.(weaponentity).okvortex_charge = min(1, actor.(weaponentity).okvortex_charge + WEP_CVAR(okvortex, charge_rate) * frametime / W_TICSPERFRAME);
131         }
132
133         if (weaponslot(weaponentity) == 0)
134         {
135                 actor.okvortex_charge = actor.(weaponentity).okvortex_charge;
136         }
137
138         if (WEP_CVAR_SEC(okvortex, chargepool))
139                 if (actor.(weaponentity).okvortex_chargepool_ammo < 1)
140                 {
141                         if (actor.okvortex_chargepool_pauseregen_finished < time)
142                                 actor.(weaponentity).okvortex_chargepool_ammo = min(1, actor.(weaponentity).okvortex_chargepool_ammo + WEP_CVAR_SEC(okvortex, chargepool_regen) * frametime / W_TICSPERFRAME);
143                         actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen));
144                 }
145
146         if(weaponslot(weaponentity) == 0)
147                 actor.okvortex_chargepool_ammo = actor.(weaponentity).okvortex_chargepool_ammo;
148
149         if ((WEP_CVAR_SEC(okvortex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
150         {
151                 // Secondary uses it's own refire timer if refire_type is 1.
152                 actor.jump_interval = time + WEP_CVAR_SEC(okvortex, refire) * W_WeaponRateFactor(actor);
153                 // Ugly hack to reuse the fire mode of the blaster.
154                 makevectors(actor.v_angle);
155                 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
156                 actor.(weaponentity).m_weapon = WEP_BLASTER;
157                 W_Blaster_Attack(
158                         actor,
159                         weaponentity,
160                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
161                         WEP_CVAR_SEC(okvortex, shotangle),
162                         WEP_CVAR_SEC(okvortex, damage),
163                         WEP_CVAR_SEC(okvortex, edgedamage),
164                         WEP_CVAR_SEC(okvortex, radius),
165                         WEP_CVAR_SEC(okvortex, force),
166                         WEP_CVAR_SEC(okvortex, speed),
167                         WEP_CVAR_SEC(okvortex, spread),
168                         WEP_CVAR_SEC(okvortex, delay),
169                         WEP_CVAR_SEC(okvortex, lifetime)
170                 );
171                 actor.(weaponentity).m_weapon = oldwep;
172         }
173
174         if (autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okvortex, ammo))
175         {
176                 // Rorced reload
177                 thiswep.wr_reload(thiswep, actor, weaponentity);
178                 return;
179         }
180         if (fire & 1) // Primary attack
181         {
182                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okvortex, refire)))
183                 {
184                         return;
185                 }
186                 W_OverkillVortex_Attack(thiswep, actor, weaponentity, 0);
187                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okvortex, animtime), w_ready);
188                 return;
189         }
190         if ((fire & 2) && (WEP_CVAR(okvortex, secondary) == 2) && (WEP_CVAR_SEC(okvortex, refire_type) == 0))
191         {
192                 // Secondary attack
193                 if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okshotgun, refire)))
194                 {
195                         return;
196                 }
197                 // ugly instagib hack to reuse the fire mode of the laser
198                 makevectors(actor.v_angle);
199                 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
200                 actor.(weaponentity).m_weapon = WEP_BLASTER;
201                 W_Blaster_Attack(
202                         actor,
203                         weaponentity,
204                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
205                         WEP_CVAR_SEC(okvortex, shotangle),
206                         WEP_CVAR_SEC(okvortex, damage),
207                         WEP_CVAR_SEC(okvortex, edgedamage),
208                         WEP_CVAR_SEC(okvortex, radius),
209                         WEP_CVAR_SEC(okvortex, force),
210                         WEP_CVAR_SEC(okvortex, speed),
211                         WEP_CVAR_SEC(okvortex, spread),
212                         WEP_CVAR_SEC(okvortex, delay),
213                         WEP_CVAR_SEC(okvortex, lifetime)
214                 );
215                 actor.(weaponentity).m_weapon = oldwep;
216                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okvortex, animtime), w_ready);
217                 return;
218         }
219         //if ((WEP_CVAR(okvortex, charge) && (WEP_CVAR(okvortex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
220         //{
221         //      if(WEP_CVAR(okvortex, charge))
222         //      {
223         //              actor.(weaponentity).okvortex_charge_rottime = time + WEP_CVAR(okvortex, charge_rot_pause);
224         //              float dt = frametime / W_TICSPERFRAME;
225         //
226         //              if(actor.(weaponentity).okvortex_charge < 1)
227         //              {
228         //                      if(WEP_CVAR_SEC(okvortex, chargepool))
229         //                      {
230         //                              if(WEP_CVAR_SEC(okvortex, ammo))
231         //                              {
232         //                                      // always deplete if secondary is held
233         //                                      actor.okvortex_chargepool_ammo = max(0, actor.okvortex_chargepool_ammo - WEP_CVAR_SEC(okvortex, ammo) * dt);
234
235         //                                      dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
236         //                                      actor.okvortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen);
237         //                                      dt = min(dt, actor.okvortex_chargepool_ammo);
238         //                                      dt = max(0, dt);
239
240         //                                      actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
241         //                              }
242         //                      }
243
244         //                      else if(WEP_CVAR_SEC(okvortex, ammo))
245         //                      {
246         //                              if(fire & 2) // only eat ammo when the button is pressed
247         //                              {
248         //                                      dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
249         //                                      if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
250         //                                      {
251         //                                              // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
252         //                                              if(autocvar_g_balance_vortex_reload_ammo)
253         //                                              {
254         //                                                      dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
255         //                                                      dt = max(0, dt);
256         //                                                      if(dt > 0)
257         //                                                      {
258         //                                                              actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(okvortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(okvortex, ammo) * dt);
259         //                                                      }
260         //                                                      actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) = actor.(weaponentity).clip_load;
261         //                                              }
262         //                                              else
263         //                                              {
264         //                                                      dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
265         //                                                      dt = max(0, dt);
266         //                                                      if(dt > 0)
267         //                                                      {
268         //                                                              actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(okvortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(okvortex, ammo) * dt);
269         //                                                      }
270         //                                              }
271         //                                      }
272         //                                      actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
273         //                              }
274         //                      }
275
276         //                      else
277         //                      {
278         //                              dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
279         //                              actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
280         //                      }
281         //              }
282         //      }
283         //      else if(WEP_CVAR(okvortex, secondary))
284         //      {
285         //              if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okvortex, refire)))
286         //              {
287         //                      W_OverkillVortex_Attack(thiswep, actor, weaponentity, 1);
288         //                      weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(okvortex, animtime), w_ready);
289         //              }
290         //      }
291         //}
292 }
293
294 METHOD(OverkillVortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
295 {
296         actor.okvortex_lasthit = 0;
297 }
298
299 METHOD(OverkillVortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
300 {
301         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(okvortex, ammo);
302         ammo_amount += (autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_PRI(okvortex, ammo));
303         return ammo_amount;
304 }
305
306 METHOD(OverkillVortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
307 {
308         if(WEP_CVAR(okvortex, secondary))
309         {
310                 // don't allow charging if we don't have enough ammo
311                 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(okvortex, ammo);
312                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_SEC(okvortex, ammo);
313                 return ammo_amount;
314         }
315         else
316         {
317                 return false; // zoom is not a fire mode
318         }
319 }
320
321 METHOD(OverkillVortex, wr_resetplayer, void(entity thiswep, entity actor))
322 {
323         if (WEP_CVAR(okvortex, charge)) {
324                 if (WEP_CVAR_SEC(okvortex, chargepool)) {
325                         actor.okvortex_chargepool_ammo = 1;
326                 }
327                 actor.okvortex_charge = WEP_CVAR(okvortex, charge_start);
328                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
329                 {
330                         .entity weaponentity = weaponentities[slot];
331                         actor.(weaponentity).okvortex_charge = WEP_CVAR(okvortex, charge_start);
332
333                         if (WEP_CVAR_SEC(okvortex, chargepool))
334                                 actor.(weaponentity).okvortex_chargepool_ammo = 1;
335                 }
336         }
337         actor.okvortex_lasthit = 0;
338 }
339
340 METHOD(OverkillVortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
341 {
342         W_Reload(actor, weaponentity, WEP_CVAR_PRI(okvortex, ammo), SND_RELOAD);
343 }
344
345 METHOD(OverkillVortex, wr_suicidemessage, Notification(entity thiswep))
346 {
347         return WEAPON_THINKING_WITH_PORTALS;
348 }
349
350 METHOD(OverkillVortex, wr_killmessage, Notification(entity thiswep))
351 {
352         return WEAPON_VORTEX_MURDER;
353 }
354
355 METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
356 {
357         return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(okvortex, secondary);
358 }
359
360 #endif
361 #ifdef CSQC
362
363 METHOD(OverkillVortex, wr_impacteffect, void(entity thiswep, entity actor))
364 {
365         entity this = actor;
366         vector org2 = w_org + w_backoff * 6;
367         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
368         if(!w_issilent)
369                 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
370 }
371
372 METHOD(OverkillVortex, wr_init, void(entity thiswep))
373 {
374         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
375         {
376                 precache_pic("gfx/reticle_nex");
377         }
378 }
379
380 METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
381 {
382         if(button_zoom || zoomscript_caught || (!WEP_CVAR(okvortex, secondary) && button_attack2))
383         {
384                 return true;
385         }
386         else
387         {
388                 // no weapon specific image for this weapon
389                 return false;
390         }
391 }
392
393 #endif