3 //REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
4 //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
7 float autocvar_g_weapon_charge_colormod_red_full;
8 float autocvar_g_weapon_charge_colormod_red_half;
9 float autocvar_g_weapon_charge_colormod_green_full;
10 float autocvar_g_weapon_charge_colormod_blue_full;
11 float autocvar_g_weapon_charge_colormod_blue_half;
12 float autocvar_g_weapon_charge_colormod_green_half;
13 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
15 METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
17 if (!WEP_CVAR(vortex, charge)) return '0 0 0';
18 float charge = wepent.vortex_charge;
19 float animlimit = WEP_CVAR(vortex, charge_animlimit);
20 float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
22 g.x = f * autocvar_g_weapon_charge_colormod_red_half;
23 g.y = f * autocvar_g_weapon_charge_colormod_green_half;
24 g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
25 if (charge > animlimit)
27 f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
28 g.x += f * autocvar_g_weapon_charge_colormod_red_full;
29 g.y += f * autocvar_g_weapon_charge_colormod_green_full;
30 g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
36 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
39 void SendCSQCVortexBeamParticle(float charge) {
41 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
42 WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
43 WriteVector(MSG_BROADCAST, w_shotorg);
44 WriteVector(MSG_BROADCAST, v);
45 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
48 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
51 vector shotorg = ReadVector();
52 vector endpos = ReadVector();
53 charge = ReadByte() / 255.0;
55 pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
57 //draw either the old v2.3 beam or the new beam
58 charge = sqrt(charge); // divide evenly among trail spacing and alpha
59 particles_alphamin = particles_alphamax = particles_fade = charge;
61 if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
63 if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
64 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
66 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
74 REGISTER_MUTATOR(vortex_charge, true);
76 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
78 entity player = M_ARGV(0, entity);
81 if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
84 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
86 .entity weaponentity = weaponentities[slot];
88 if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed)))
90 float xyspeed = vlen(vec2(player.velocity));
91 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
92 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
93 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
94 // add the extra charge
95 player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
100 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
102 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
104 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
105 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
106 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
107 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
108 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
109 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
110 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
112 float dtype = thiswep.m_id;
113 if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
114 dtype |= HITTYPE_ARMORPIERCE;
117 flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
119 if(WEP_CVAR(vortex, charge))
121 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
122 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
123 // O RLY? -- divVerent
124 // YA RLY -- FruitieX
131 W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype);
132 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
134 sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
139 FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype);
142 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
143 if(damage_goodhits && actor.vortex_lasthit)
145 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
146 damage_goodhits = 0; // only every second time
149 actor.vortex_lasthit = damage_goodhits;
151 //beam and muzzle flash done on client
152 SendCSQCVortexBeamParticle(charge);
154 W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
157 .float vortex_chargepool_pauseregen_finished;
159 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
161 if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
162 PHYS_INPUT_BUTTON_ATCK(actor) = true;
165 if(WEP_CVAR(vortex, charge))
166 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
169 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
171 if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
172 actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
174 if(WEP_CVAR_SEC(vortex, chargepool))
175 if(actor.(weaponentity).vortex_chargepool_ammo < 1)
177 if(actor.vortex_chargepool_pauseregen_finished < time)
178 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
179 actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
182 if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
183 thiswep.wr_reload(thiswep, actor, weaponentity);
188 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
190 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
191 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
194 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
196 if(WEP_CVAR(vortex, charge))
198 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
199 float dt = frametime / W_TICSPERFRAME;
201 if(actor.(weaponentity).vortex_charge < 1)
203 if(WEP_CVAR_SEC(vortex, chargepool))
205 if(WEP_CVAR_SEC(vortex, ammo))
207 // always deplete if secondary is held
208 actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
210 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
211 actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
212 dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
215 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
219 else if(WEP_CVAR_SEC(vortex, ammo))
221 if(fire & 2) // only eat ammo when the button is pressed
223 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
224 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
226 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
227 if(autocvar_g_balance_vortex_reload_ammo)
229 dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
233 actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
235 actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
239 dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
243 SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
247 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
253 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
254 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
258 else if(WEP_CVAR(vortex, secondary))
260 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
262 W_Vortex_Attack(thiswep, actor, weaponentity, 1);
263 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
269 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
271 actor.vortex_lasthit = 0;
273 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
275 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
276 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
279 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
281 if(WEP_CVAR(vortex, secondary))
283 // don't allow charging if we don't have enough ammo
284 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
285 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
290 return false; // zoom is not a fire mode
293 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
295 if (WEP_CVAR(vortex, charge)) {
296 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
298 .entity weaponentity = weaponentities[slot];
299 actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
301 if (WEP_CVAR_SEC(vortex, chargepool))
302 actor.(weaponentity).vortex_chargepool_ammo = 1;
305 actor.vortex_lasthit = 0;
307 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
309 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
311 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
313 return WEAPON_THINKING_WITH_PORTALS;
315 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
317 return WEAPON_VORTEX_MURDER;
319 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
321 return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
327 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
330 vector org2 = w_org + w_backoff * 6;
331 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
333 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
335 METHOD(Vortex, wr_init, void(entity thiswep))
337 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
339 precache_pic("gfx/reticle_nex");
342 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
344 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
350 // no weapon specific image for this weapon
354 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
356 return button_attack2 && !WEP_CVAR(vortex, secondary);