5 .float okvortex_lasthit;
10 METHOD(OverkillVortex, wr_glow, vector(OverkillVortex this, entity actor, entity wepent))
12 if (!WEP_CVAR(okvortex, charge)) return '0 0 0';
13 float charge = wepent.okvortex_charge;
14 float animlimit = WEP_CVAR(okvortex, charge_animlimit);
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)
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);
30 spawnfunc(weapon_okvortex) { weapon_defaultspawnfunc(this, WEP_OVERKILL_VORTEX); }
32 REGISTER_MUTATOR(okvortex_charge, true);
34 MUTATOR_HOOKFUNCTION(okvortex_charge, GetPressedKeys)
36 entity player = M_ARGV(0, entity);
39 if(!WEP_CVAR(okvortex, charge) || !WEP_CVAR(okvortex, charge_velocity_rate))
42 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
44 .entity weaponentity = weaponentities[slot];
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)))
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);
58 void W_OverkillVortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
60 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
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);
71 flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
73 if(WEP_CVAR(okvortex, charge))
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
85 W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
86 if(charge > WEP_CVAR(okvortex, charge_animlimit) && WEP_CVAR(okvortex, charge_animlimit)) // if the OverkillVortex is overcharged, we play an extra sound
88 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);
93 FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_OVERKILL_VORTEX.m_id);
96 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
97 if(damage_goodhits && actor.okvortex_lasthit)
99 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
100 damage_goodhits = 0; // only every second time
103 actor.okvortex_lasthit = damage_goodhits;
105 //beam and muzzle flash done on client
106 SendCSQCVortexBeamParticle(charge);
108 W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
111 .float okvortex_chargepool_pauseregen_finished;
113 METHOD(OverkillVortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
115 if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
116 PHYS_INPUT_BUTTON_ATCK(actor) = true;
119 if(WEP_CVAR(okvortex, charge))
120 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
124 METHOD(OverkillVortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
126 if(WEP_CVAR(okvortex, charge) && actor.(weaponentity).okvortex_charge < WEP_CVAR(okvortex, charge_limit))
127 actor.(weaponentity).okvortex_charge = min(1, actor.(weaponentity).okvortex_charge + WEP_CVAR(okvortex, charge_rate) * frametime / W_TICSPERFRAME);
129 if(weaponslot(weaponentity) == 0)
130 actor.okvortex_charge = actor.(weaponentity).okvortex_charge;
132 if(WEP_CVAR_SEC(okvortex, chargepool))
133 if(actor.(weaponentity).okvortex_chargepool_ammo < 1)
135 if(actor.okvortex_chargepool_pauseregen_finished < time)
136 actor.(weaponentity).okvortex_chargepool_ammo = min(1, actor.(weaponentity).okvortex_chargepool_ammo + WEP_CVAR_SEC(okvortex, chargepool_regen) * frametime / W_TICSPERFRAME);
137 actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen));
140 if(weaponslot(weaponentity) == 0)
141 actor.okvortex_chargepool_ammo = actor.(weaponentity).okvortex_chargepool_ammo;
143 if(autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(okvortex, ammo), WEP_CVAR_SEC(okvortex, ammo))) { // forced reload
144 thiswep.wr_reload(thiswep, actor, weaponentity);
149 if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okvortex, refire)))
151 W_OverkillVortex_Attack(thiswep, actor, weaponentity, 0);
152 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okvortex, animtime), w_ready);
155 else if ((fire & 2) && (WEP_CVAR(okvortex, secondary) == 2))
157 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
161 // ugly instagib hack to reuse the fire mode of the laser
162 makevectors(actor.v_angle);
163 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
164 actor.(weaponentity).m_weapon = WEP_BLASTER;
168 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
169 WEP_CVAR_SEC(okshotgun, shotangle),
170 WEP_CVAR_SEC(okshotgun, damage),
171 WEP_CVAR_SEC(okshotgun, edgedamage),
172 WEP_CVAR_SEC(okshotgun, radius),
173 WEP_CVAR_SEC(okshotgun, force),
174 WEP_CVAR_SEC(okshotgun, speed),
175 WEP_CVAR_SEC(okshotgun, spread),
176 WEP_CVAR_SEC(okshotgun, delay),
177 WEP_CVAR_SEC(okshotgun, lifetime)
179 actor.(weaponentity).m_weapon = oldwep;
180 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
183 if((WEP_CVAR(okvortex, charge) && !WEP_CVAR(okvortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
185 if(WEP_CVAR(okvortex, charge))
187 actor.(weaponentity).okvortex_charge_rottime = time + WEP_CVAR(okvortex, charge_rot_pause);
188 float dt = frametime / W_TICSPERFRAME;
190 if(actor.(weaponentity).okvortex_charge < 1)
192 if(WEP_CVAR_SEC(okvortex, chargepool))
194 if(WEP_CVAR_SEC(okvortex, ammo))
196 // always deplete if secondary is held
197 actor.okvortex_chargepool_ammo = max(0, actor.okvortex_chargepool_ammo - WEP_CVAR_SEC(okvortex, ammo) * dt);
199 dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
200 actor.okvortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen);
201 dt = min(dt, actor.okvortex_chargepool_ammo);
204 actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
208 else if(WEP_CVAR_SEC(okvortex, ammo))
210 if(fire & 2) // only eat ammo when the button is pressed
212 dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
213 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
215 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
216 if(autocvar_g_balance_vortex_reload_ammo)
218 dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
222 actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(okvortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(okvortex, ammo) * dt);
224 actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) = actor.(weaponentity).clip_load;
228 dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
232 actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(okvortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(okvortex, ammo) * dt);
236 actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
242 dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
243 actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
247 else if(WEP_CVAR(okvortex, secondary))
249 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okvortex, refire)))
251 W_OverkillVortex_Attack(thiswep, actor, weaponentity, 1);
252 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(okvortex, animtime), w_ready);
258 METHOD(OverkillVortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
260 actor.okvortex_lasthit = 0;
262 METHOD(OverkillVortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
264 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(okvortex, ammo);
265 ammo_amount += (autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_PRI(okvortex, ammo));
268 METHOD(OverkillVortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
270 if(WEP_CVAR(okvortex, secondary))
272 // don't allow charging if we don't have enough ammo
273 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(okvortex, ammo);
274 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_SEC(okvortex, ammo);
279 return false; // zoom is not a fire mode
282 METHOD(OverkillVortex, wr_resetplayer, void(entity thiswep, entity actor))
284 if (WEP_CVAR(okvortex, charge)) {
285 if (WEP_CVAR_SEC(okvortex, chargepool)) {
286 actor.okvortex_chargepool_ammo = 1;
288 actor.okvortex_charge = WEP_CVAR(okvortex, charge_start);
289 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
291 .entity weaponentity = weaponentities[slot];
292 actor.(weaponentity).okvortex_charge = WEP_CVAR(okvortex, charge_start);
294 if (WEP_CVAR_SEC(okvortex, chargepool))
295 actor.(weaponentity).okvortex_chargepool_ammo = 1;
298 actor.okvortex_lasthit = 0;
300 METHOD(OverkillVortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
302 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(okvortex, ammo), WEP_CVAR_SEC(okvortex, ammo)), SND_RELOAD);
304 METHOD(OverkillVortex, wr_suicidemessage, Notification(entity thiswep))
306 return WEAPON_THINKING_WITH_PORTALS;
308 METHOD(OverkillVortex, wr_killmessage, Notification(entity thiswep))
310 return WEAPON_VORTEX_MURDER;
312 METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
314 return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(okvortex, secondary);
320 METHOD(OverkillVortex, wr_impacteffect, void(entity thiswep, entity actor))
323 vector org2 = w_org + w_backoff * 6;
324 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
326 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
328 METHOD(OverkillVortex, wr_init, void(entity thiswep))
330 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
332 precache_pic("gfx/reticle_nex");
335 METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
337 if(button_zoom || zoomscript_caught || (!WEP_CVAR(okvortex, secondary) && button_attack2))
343 // no weapon specific image for this weapon