2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
8 self.reload_ammo_player = ammo_cells;
9 self.reload_ammo_min = min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo);
10 self.reload_ammo_amount = autocvar_g_balance_nex_reload_ammo;
11 self.reload_time = autocvar_g_balance_nex_reload_time;
12 self.reload_sound = "weapons/reload.wav";
17 void SendCSQCNexBeamParticle(float charge) {
19 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
20 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
21 WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
22 WriteCoord(MSG_BROADCAST, w_shotorg_x);
23 WriteCoord(MSG_BROADCAST, w_shotorg_y);
24 WriteCoord(MSG_BROADCAST, w_shotorg_z);
25 WriteCoord(MSG_BROADCAST, v_x);
26 WriteCoord(MSG_BROADCAST, v_y);
27 WriteCoord(MSG_BROADCAST, v_z);
28 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
31 void W_Nex_Attack (float issecondary)
33 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
36 mydmg = autocvar_g_balance_nex_secondary_damage;
37 myforce = autocvar_g_balance_nex_secondary_force;
38 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
39 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
40 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
41 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
42 myammo = autocvar_g_balance_nex_secondary_ammo;
46 mydmg = autocvar_g_balance_nex_primary_damage;
47 myforce = autocvar_g_balance_nex_primary_force;
48 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
49 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
50 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
51 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
52 myammo = autocvar_g_balance_nex_primary_ammo;
56 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
58 if(autocvar_g_balance_nex_charge)
60 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
61 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
62 // O RLY? -- divVerent
70 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
71 if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
73 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);
77 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
80 AnnounceTo(self, "yoda");
82 //beam and muzzle flash done on client
83 SendCSQCNexBeamParticle(charge);
85 // flash and burn the wall
86 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
87 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
89 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
90 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
92 if(autocvar_g_balance_nex_reload_ammo)
94 self.clip_load -= myammo;
95 self.weapon_load[WEP_NEX] = self.clip_load;
98 self.ammo_cells -= myammo;
102 void spawnfunc_weapon_nex (void); // defined in t_items.qc
104 .float nex_chargepool_pauseregen_finished;
105 float w_nex(float req)
111 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
112 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
114 else if (req == WR_THINK)
116 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
117 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
119 if(autocvar_g_balance_nex_secondary_chargepool)
120 if(self.nex_chargepool_ammo < 1)
122 if(self.nex_chargepool_pauseregen_finished < time)
123 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
124 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
127 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
131 if (self.BUTTON_ATCK)
133 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
136 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
139 if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
141 if(autocvar_g_balance_nex_secondary_charge)
143 self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
144 dt = frametime / W_TICSPERFRAME;
146 if(self.nex_charge < 1)
148 if(autocvar_g_balance_nex_secondary_chargepool)
150 if(autocvar_g_balance_nex_secondary_ammo)
152 // always deplete if secondary is held
153 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
155 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
156 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
157 dt = min(dt, self.nex_chargepool_ammo);
160 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
164 else if(autocvar_g_balance_nex_secondary_ammo)
166 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
168 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
169 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
171 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
172 if(autocvar_g_balance_nex_reload_ammo)
174 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
178 self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
180 self.weapon_load[WEP_NEX] = self.clip_load;
184 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
188 self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
192 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
198 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
199 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
203 else if(autocvar_g_balance_nex_secondary)
205 if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
208 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
214 if(autocvar_g_balance_nex_charge)
216 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);
217 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);
218 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);
220 if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
222 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);
223 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);
224 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);
228 else if (req == WR_PRECACHE)
230 precache_model ("models/nexflash.md3");
231 precache_model ("models/weapons/g_nex.md3");
232 precache_model ("models/weapons/v_nex.md3");
233 precache_model ("models/weapons/h_nex.iqm");
234 precache_sound ("weapons/nexfire.wav");
235 precache_sound ("weapons/nexcharge.wav");
236 precache_sound ("weapons/nexwhoosh1.wav");
237 precache_sound ("weapons/nexwhoosh2.wav");
238 precache_sound ("weapons/nexwhoosh3.wav");
239 precache_sound ("weapons/reload.wav");
241 else if (req == WR_SETUP)
243 weapon_setup(WEP_NEX);
245 else if (req == WR_CHECKAMMO1)
247 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
248 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo);
251 else if (req == WR_CHECKAMMO2)
253 // don't allow charging if we don't have enough ammo
254 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
255 ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo;
258 else if (req == WR_RELOAD)
267 float w_nex(float req)
269 if(req == WR_IMPACTEFFECT)
272 org2 = w_org + w_backoff * 6;
273 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
275 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
277 else if(req == WR_PRECACHE)
279 precache_sound("weapons/neximpact.wav");
281 else if (req == WR_SUICIDEMESSAGE)
282 w_deathtypestring = _("%s did the impossible");
283 else if (req == WR_KILLMESSAGE)
284 w_deathtypestring = _("%s has been vaporized by %s");