4 /* function */ W_Vortex,
5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* modelname */ "nex",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairnex 0.65",
13 /* wepimg */ "weaponnex",
14 /* refname */ "vortex",
15 /* wepname */ _("Vortex")
18 #define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex)
19 #define VORTEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, ammo) \
21 w_cvar(id, sn, BOTH, animtime) \
22 w_cvar(id, sn, BOTH, damage) \
23 w_cvar(id, sn, BOTH, force) \
24 w_cvar(id, sn, BOTH, damagefalloff_mindist) \
25 w_cvar(id, sn, BOTH, damagefalloff_maxdist) \
26 w_cvar(id, sn, BOTH, damagefalloff_halflife) \
27 w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \
28 w_cvar(id, sn, BOTH, refire) \
29 w_cvar(id, sn, NONE, charge) \
30 w_cvar(id, sn, NONE, charge_mindmg) \
31 w_cvar(id, sn, NONE, charge_shot_multiplier) \
32 w_cvar(id, sn, NONE, charge_animlimit) \
33 w_cvar(id, sn, NONE, charge_limit) \
34 w_cvar(id, sn, NONE, charge_rate) \
35 w_cvar(id, sn, NONE, charge_rot_rate) \
36 w_cvar(id, sn, NONE, charge_rot_pause) \
37 w_cvar(id, sn, NONE, charge_start) \
38 w_cvar(id, sn, NONE, charge_minspeed) \
39 w_cvar(id, sn, NONE, charge_maxspeed) \
40 w_cvar(id, sn, NONE, charge_velocity_rate) \
41 w_cvar(id, sn, NONE, secondary) \
42 w_cvar(id, sn, SEC, chargepool) \
43 w_cvar(id, sn, SEC, chargepool_regen) \
44 w_cvar(id, sn, SEC, chargepool_pause_regen) \
45 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
46 w_prop(id, sn, float, reloading_time, reload_time) \
47 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
48 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
49 w_prop(id, sn, string, weaponreplace, weaponreplace) \
50 w_prop(id, sn, float, weaponstart, weaponstart) \
51 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
52 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
55 VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
57 .float vortex_lasthit;
61 void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX); }
62 void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); }
64 void SendCSQCVortexBeamParticle(float charge) {
66 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
67 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
68 WriteByte(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
69 WriteCoord(MSG_BROADCAST, w_shotorg.x);
70 WriteCoord(MSG_BROADCAST, w_shotorg.y);
71 WriteCoord(MSG_BROADCAST, w_shotorg.z);
72 WriteCoord(MSG_BROADCAST, v.x);
73 WriteCoord(MSG_BROADCAST, v.y);
74 WriteCoord(MSG_BROADCAST, v.z);
75 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
78 void W_Vortex_Attack(float issecondary)
80 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
82 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
83 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
84 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
85 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
86 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
87 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
88 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
91 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
93 if(WEP_CVAR(vortex, charge))
95 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge;
96 self.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
97 // O RLY? -- divVerent
105 W_SetupShot(self, true, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
106 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
108 sound(self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
113 FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX);
116 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
117 if(damage_goodhits && self.vortex_lasthit)
119 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
120 damage_goodhits = 0; // only every second time
123 self.vortex_lasthit = damage_goodhits;
125 //beam and muzzle flash done on client
126 SendCSQCVortexBeamParticle(charge);
128 W_DecreaseAmmo(myammo);
131 void spawnfunc_weapon_vortex(void); // defined in t_items.qc
133 .float vortex_chargepool_pauseregen_finished;
134 bool W_Vortex(int req)
142 if(bot_aim(1000000, 0, 1, false))
143 self.BUTTON_ATCK = true;
146 if(WEP_CVAR(vortex, charge))
147 self.BUTTON_ATCK2 = true;
153 if(WEP_CVAR(vortex, charge) && self.vortex_charge < WEP_CVAR(vortex, charge_limit))
154 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
156 if(WEP_CVAR_SEC(vortex, chargepool))
157 if(self.vortex_chargepool_ammo < 1)
159 if(self.vortex_chargepool_pauseregen_finished < time)
160 self.vortex_chargepool_ammo = min(1, self.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
161 self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
164 if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) // forced reload
165 WEP_ACTION(self.weapon, WR_RELOAD);
170 if(weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
173 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
176 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
178 if(WEP_CVAR(vortex, charge))
180 self.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
181 dt = frametime / W_TICSPERFRAME;
183 if(self.vortex_charge < 1)
185 if(WEP_CVAR_SEC(vortex, chargepool))
187 if(WEP_CVAR_SEC(vortex, ammo))
189 // always deplete if secondary is held
190 self.vortex_chargepool_ammo = max(0, self.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
192 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
193 self.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
194 dt = min(dt, self.vortex_chargepool_ammo);
197 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
201 else if(WEP_CVAR_SEC(vortex, ammo))
203 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
205 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
206 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
208 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
209 if(autocvar_g_balance_vortex_reload_ammo)
211 dt = min(dt, (self.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
215 self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
217 self.(weapon_load[WEP_VORTEX]) = self.clip_load;
221 dt = min(dt, (self.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
225 self.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), self.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
229 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
235 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
236 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
240 else if(WEP_CVAR(vortex, secondary))
242 if(weapon_prepareattack(0, WEP_CVAR_SEC(vortex, refire)))
245 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
255 precache_model("models/nexflash.md3");
256 precache_model("models/weapons/g_nex.md3");
257 precache_model("models/weapons/v_nex.md3");
258 precache_model("models/weapons/h_nex.iqm");
259 precache_sound("weapons/nexfire.wav");
260 precache_sound("weapons/nexcharge.wav");
261 precache_sound("weapons/nexwhoosh1.wav");
262 precache_sound("weapons/nexwhoosh2.wav");
263 precache_sound("weapons/nexwhoosh3.wav");
264 VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
269 self.vortex_lasthit = 0;
274 ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
275 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_PRI(vortex, ammo));
280 if(WEP_CVAR(vortex, secondary))
282 // don't allow charging if we don't have enough ammo
283 ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
284 ammo_amount += self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_SEC(vortex, ammo);
289 return false; // zoom is not a fire mode
294 VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
299 self.vortex_lasthit = 0;
304 W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), "weapons/reload.wav");
307 case WR_SUICIDEMESSAGE:
309 return WEAPON_THINKING_WITH_PORTALS;
313 return WEAPON_VORTEX_MURDER;
320 float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
321 bool W_Vortex(int req)
325 case WR_IMPACTEFFECT:
328 org2 = w_org + w_backoff * 6;
329 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
331 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
337 precache_sound("weapons/neximpact.wav");
338 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
340 precache_pic("gfx/reticle_nex");
346 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
348 reticle_image = "gfx/reticle_nex";
353 // no weapon specific image for this weapon