2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", "Nex");
5 void SendCSQCNexBeamParticle(float charge) {
7 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
8 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
9 WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
10 WriteCoord(MSG_BROADCAST, w_shotorg_x);
11 WriteCoord(MSG_BROADCAST, w_shotorg_y);
12 WriteCoord(MSG_BROADCAST, w_shotorg_z);
13 WriteCoord(MSG_BROADCAST, v_x);
14 WriteCoord(MSG_BROADCAST, v_y);
15 WriteCoord(MSG_BROADCAST, v_z);
16 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
19 void W_Nex_Attack (float issecondary)
21 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
24 mydmg = cvar("g_balance_nex_secondary_damage");
25 myforce = cvar("g_balance_nex_secondary_force");
26 mymindist = cvar("g_balance_nex_secondary_damagefalloff_mindist");
27 mymaxdist = cvar("g_balance_nex_secondary_damagefalloff_maxdist");
28 myhalflife = cvar("g_balance_nex_secondary_damagefalloff_halflife");
29 myforcehalflife = cvar("g_balance_nex_secondary_damagefalloff_forcehalflife");
30 myammo = cvar("g_balance_nex_secondary_ammo");
34 mydmg = cvar("g_balance_nex_primary_damage");
35 myforce = cvar("g_balance_nex_primary_force");
36 mymindist = cvar("g_balance_nex_primary_damagefalloff_mindist");
37 mymaxdist = cvar("g_balance_nex_primary_damagefalloff_maxdist");
38 myhalflife = cvar("g_balance_nex_primary_damagefalloff_halflife");
39 myforcehalflife = cvar("g_balance_nex_primary_damagefalloff_forcehalflife");
40 myammo = cvar("g_balance_nex_primary_ammo");
44 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
46 if(cvar("g_balance_nex_charge"))
48 charge = cvar("g_balance_nex_charge_mindmg") / mydmg + (1 - cvar("g_balance_nex_charge_mindmg") / mydmg) * self.nex_charge;
49 self.nex_charge *= cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce
50 // O RLY? -- divVerent
57 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
60 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
63 AnnounceTo(self, "yoda");
65 //beam and muzzle flash done on client
66 SendCSQCNexBeamParticle(charge);
68 // flash and burn the wall
69 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
70 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
72 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
73 self.ammo_cells = self.ammo_cells - myammo;
76 void spawnfunc_weapon_nex (void); // defined in t_items.qc
78 .float nex_charge_pool_pauseregen_finished;
79 float w_nex(float req)
84 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
85 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
87 else if (req == WR_THINK)
89 if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
90 self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
92 if(cvar("g_balance_nex_secondary_charge_pool"))
93 if(self.nex_charge_pool_ammo < 1)
95 if(self.nex_charge_pool_pauseregen_finished < time)
96 self.nex_charge_pool_ammo = min(1, self.nex_charge_pool_ammo + cvar("g_balance_nex_secondary_charge_pool_regen") * frametime / W_TICSPERFRAME);
97 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_nex_secondary_charge_pool_pause_health_regen"));
100 if (self.BUTTON_ATCK)
102 if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
105 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready);
108 if (self.BUTTON_ATCK2)
110 if(cvar("g_balance_nex_secondary_charge"))
112 self.nex_charge_rottime = time + cvar("g_balance_nex_charge_rot_pause");
113 dt = frametime / W_TICSPERFRAME;
115 if(cvar("g_balance_nex_secondary_charge_pool"))
117 if(cvar("g_balance_nex_secondary_ammo"))
119 // always deplete if secondary is held
120 self.nex_charge_pool_ammo = max(0, self.nex_charge_pool_ammo - cvar("g_balance_nex_secondary_ammo") * dt);
122 dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
123 self.nex_charge_pool_pauseregen_finished = time + cvar("g_balance_nex_secondary_charge_pool_pause_regen");
124 dt = min(dt, self.nex_charge_pool_ammo);
127 self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
131 else if(cvar("g_balance_nex_secondary_ammo"))
133 if(self.nex_charge < 1)
135 dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
136 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
138 dt = min(dt, (self.ammo_cells - cvar("g_balance_nex_primary_ammo")) / cvar("g_balance_nex_secondary_ammo"));
142 self.ammo_cells = max(cvar("g_balance_nex_secondary_ammo"), self.ammo_cells - cvar("g_balance_nex_secondary_ammo") * dt);
145 self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
149 else if(cvar("g_balance_nex_secondary"))
151 if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
154 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
159 else if (req == WR_PRECACHE)
161 precache_model ("models/nexflash.md3");
162 precache_model ("models/weapons/g_nex.md3");
163 precache_model ("models/weapons/v_nex.md3");
164 precache_model ("models/weapons/h_nex.iqm");
165 precache_sound ("weapons/nexfire.wav");
166 precache_sound ("weapons/nexwhoosh1.wav");
167 precache_sound ("weapons/nexwhoosh2.wav");
168 precache_sound ("weapons/nexwhoosh3.wav");
170 else if (req == WR_SETUP)
171 weapon_setup(WEP_NEX);
172 else if (req == WR_CHECKAMMO1)
173 return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
174 else if (req == WR_CHECKAMMO2)
175 return self.ammo_cells >= cvar("g_balance_nex_primary_ammo"); // don't allow charging if we don't have enough ammo
180 float w_nex(float req)
182 if(req == WR_IMPACTEFFECT)
185 org2 = w_org + w_backoff * 6;
186 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
188 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
190 else if(req == WR_PRECACHE)
192 precache_sound("weapons/neximpact.wav");
194 else if (req == WR_SUICIDEMESSAGE)
195 w_deathtypestring = "%s did the impossible";
196 else if (req == WR_KILLMESSAGE)
197 w_deathtypestring = "%s has been vaporized by %s";