2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
8 void W_Nex_SetAmmoCounter()
10 // set clip_load to the weapon we have switched to, if the gun uses reloading
11 if(!autocvar_g_balance_nex_reload_ammo)
12 self.clip_load = 0; // also keeps crosshair ammo from displaying
15 self.clip_load = self.nex_load;
16 self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
20 void W_Nex_ReloadedAndReady()
24 // now do the ammo transfer
25 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
26 while(self.clip_load < autocvar_g_balance_nex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
31 self.nex_load = self.clip_load;
33 t = ATTACK_FINISHED(self) - autocvar_g_balance_nex_reload_time - 1;
34 ATTACK_FINISHED(self) = t;
40 // return if reloading is disabled for this weapon
41 if(!autocvar_g_balance_nex_reload_ammo)
44 if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)))
49 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
51 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_nex_reload_time + 1;
52 ATTACK_FINISHED(self) = t;
54 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_nex_reload_time, W_Nex_ReloadedAndReady);
56 self.old_clip_load = self.clip_load;
60 void SendCSQCNexBeamParticle(float charge) {
62 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
63 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
64 WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
65 WriteCoord(MSG_BROADCAST, w_shotorg_x);
66 WriteCoord(MSG_BROADCAST, w_shotorg_y);
67 WriteCoord(MSG_BROADCAST, w_shotorg_z);
68 WriteCoord(MSG_BROADCAST, v_x);
69 WriteCoord(MSG_BROADCAST, v_y);
70 WriteCoord(MSG_BROADCAST, v_z);
71 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
74 void W_Nex_Attack (float issecondary)
76 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
79 mydmg = autocvar_g_balance_nex_secondary_damage;
80 myforce = autocvar_g_balance_nex_secondary_force;
81 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
82 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
83 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
84 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
85 myammo = autocvar_g_balance_nex_secondary_ammo;
89 mydmg = autocvar_g_balance_nex_primary_damage;
90 myforce = autocvar_g_balance_nex_primary_force;
91 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
92 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
93 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
94 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
95 myammo = autocvar_g_balance_nex_primary_ammo;
99 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
101 if(autocvar_g_balance_nex_charge)
103 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
104 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
105 // O RLY? -- divVerent
106 // YA RLY -- FruitieX
113 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
114 if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
116 sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM);
120 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
123 AnnounceTo(self, "yoda");
125 //beam and muzzle flash done on client
126 SendCSQCNexBeamParticle(charge);
128 // flash and burn the wall
129 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
130 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
132 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
133 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
135 if(autocvar_g_balance_nex_reload_ammo)
137 self.clip_load -= myammo;
138 self.nex_load = self.clip_load;
141 self.ammo_cells -= myammo;
145 void spawnfunc_weapon_nex (void); // defined in t_items.qc
147 .float nex_chargepool_pauseregen_finished;
148 float w_nex(float req)
153 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
154 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
156 else if (req == WR_THINK)
158 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
159 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
161 if(autocvar_g_balance_nex_secondary_chargepool)
162 if(self.nex_chargepool_ammo < 1)
164 if(self.nex_chargepool_pauseregen_finished < time)
165 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
166 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
169 if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
173 if (self.BUTTON_ATCK)
175 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
178 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
181 if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
183 if(autocvar_g_balance_nex_secondary_charge)
185 self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
186 dt = frametime / W_TICSPERFRAME;
188 if(self.nex_charge < 1)
190 if(autocvar_g_balance_nex_secondary_chargepool)
192 if(autocvar_g_balance_nex_secondary_ammo)
194 // always deplete if secondary is held
195 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
197 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
198 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
199 dt = min(dt, self.nex_chargepool_ammo);
202 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
206 else if(autocvar_g_balance_nex_secondary_ammo)
208 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
210 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
211 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
213 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
214 if(autocvar_g_balance_nex_reload_ammo)
216 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
220 self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
225 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
229 self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
233 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
239 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
240 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
244 else if(autocvar_g_balance_nex_secondary)
246 if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
249 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
255 if(autocvar_g_balance_nex_charge)
257 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
258 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
259 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
261 if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
263 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
264 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
265 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
271 if(self.switchweapon == self.weapon)
273 if(self.weaponentity.state == WS_READY)
275 self.wish_reload = 0;
281 else if (req == WR_PRECACHE)
283 precache_model ("models/nexflash.md3");
284 precache_model ("models/weapons/g_nex.md3");
285 precache_model ("models/weapons/v_nex.md3");
286 precache_model ("models/weapons/h_nex.iqm");
287 precache_sound ("weapons/nexfire.wav");
288 precache_sound ("weapons/nexcharge.wav");
289 precache_sound ("weapons/nexwhoosh1.wav");
290 precache_sound ("weapons/nexwhoosh2.wav");
291 precache_sound ("weapons/nexwhoosh3.wav");
293 else if (req == WR_SETUP)
295 weapon_setup(WEP_NEX);
296 W_Nex_SetAmmoCounter();
298 else if (req == WR_CHECKAMMO1)
300 if(autocvar_g_balance_nex_reload_ammo)
301 return self.clip_load >= autocvar_g_balance_nex_primary_ammo;
303 return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
305 else if (req == WR_CHECKAMMO2)
307 if(autocvar_g_balance_nex_reload_ammo)
308 return self.clip_load >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
310 return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
312 else if (req == WR_RELOAD)
321 float w_nex(float req)
323 if(req == WR_IMPACTEFFECT)
326 org2 = w_org + w_backoff * 6;
327 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
329 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
331 else if(req == WR_PRECACHE)
333 precache_sound("weapons/neximpact.wav");
335 else if (req == WR_SUICIDEMESSAGE)
336 w_deathtypestring = "%s did the impossible";
337 else if (req == WR_KILLMESSAGE)
338 w_deathtypestring = "%s has been vaporized by %s";