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)
59 void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX); }
60 void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); }
62 void SendCSQCVortexBeamParticle(float charge) {
64 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
65 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
66 WriteByte(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
67 WriteCoord(MSG_BROADCAST, w_shotorg.x);
68 WriteCoord(MSG_BROADCAST, w_shotorg.y);
69 WriteCoord(MSG_BROADCAST, w_shotorg.z);
70 WriteCoord(MSG_BROADCAST, v.x);
71 WriteCoord(MSG_BROADCAST, v.y);
72 WriteCoord(MSG_BROADCAST, v.z);
73 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
76 void W_Vortex_Attack(float issecondary)
78 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
80 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
81 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
82 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
83 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
84 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
85 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
86 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
89 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
91 if(WEP_CVAR(vortex, charge))
93 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge;
94 self.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
95 // O RLY? -- divVerent
103 W_SetupShot(self, true, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
104 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
106 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);
110 FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX);
113 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
115 //beam and muzzle flash done on client
116 SendCSQCVortexBeamParticle(charge);
118 W_DecreaseAmmo(myammo);
121 void spawnfunc_weapon_vortex(void); // defined in t_items.qc
123 .float vortex_chargepool_pauseregen_finished;
124 float W_Vortex(float req)
132 if(bot_aim(1000000, 0, 1, false))
133 self.BUTTON_ATCK = true;
136 if(WEP_CVAR(vortex, charge))
137 self.BUTTON_ATCK2 = true;
143 if(WEP_CVAR(vortex, charge) && self.vortex_charge < WEP_CVAR(vortex, charge_limit))
144 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
146 if(WEP_CVAR_SEC(vortex, chargepool))
147 if(self.vortex_chargepool_ammo < 1)
149 if(self.vortex_chargepool_pauseregen_finished < time)
150 self.vortex_chargepool_ammo = min(1, self.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
151 self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
154 if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) // forced reload
155 WEP_ACTION(self.weapon, WR_RELOAD);
160 if(weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
163 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
166 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
168 if(WEP_CVAR(vortex, charge))
170 self.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
171 dt = frametime / W_TICSPERFRAME;
173 if(self.vortex_charge < 1)
175 if(WEP_CVAR_SEC(vortex, chargepool))
177 if(WEP_CVAR_SEC(vortex, ammo))
179 // always deplete if secondary is held
180 self.vortex_chargepool_ammo = max(0, self.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
182 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
183 self.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
184 dt = min(dt, self.vortex_chargepool_ammo);
187 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
191 else if(WEP_CVAR_SEC(vortex, ammo))
193 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
195 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
196 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
198 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
199 if(autocvar_g_balance_vortex_reload_ammo)
201 dt = min(dt, (self.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
205 self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
207 self.(weapon_load[WEP_VORTEX]) = self.clip_load;
211 dt = min(dt, (self.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
215 self.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), self.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
219 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
225 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
226 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
230 else if(WEP_CVAR(vortex, secondary))
232 if(weapon_prepareattack(0, WEP_CVAR_SEC(vortex, refire)))
235 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
245 precache_model("models/nexflash.md3");
246 precache_model("models/weapons/g_nex.md3");
247 precache_model("models/weapons/v_nex.md3");
248 precache_model("models/weapons/h_nex.iqm");
249 precache_sound("weapons/nexfire.wav");
250 precache_sound("weapons/nexcharge.wav");
251 precache_sound("weapons/nexwhoosh1.wav");
252 precache_sound("weapons/nexwhoosh2.wav");
253 precache_sound("weapons/nexwhoosh3.wav");
254 VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
259 ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
260 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_PRI(vortex, ammo));
265 if(WEP_CVAR(vortex, secondary))
267 // don't allow charging if we don't have enough ammo
268 ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
269 ammo_amount += self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_SEC(vortex, ammo);
274 return false; // zoom is not a fire mode
279 VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
284 W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), "weapons/reload.wav");
287 case WR_SUICIDEMESSAGE:
289 return WEAPON_THINKING_WITH_PORTALS;
293 return WEAPON_VORTEX_MURDER;
300 float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
301 float W_Vortex(float req)
305 case WR_IMPACTEFFECT:
308 org2 = w_org + w_backoff * 6;
309 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
311 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
317 precache_sound("weapons/neximpact.wav");
318 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
320 precache_pic("gfx/reticle_nex");
326 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
328 reticle_image = "gfx/reticle_nex";
333 // no weapon specific image for this weapon