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 W_Reload(ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
11 void SendCSQCNexBeamParticle(float charge) {
13 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
14 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
15 WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
16 WriteCoord(MSG_BROADCAST, w_shotorg_x);
17 WriteCoord(MSG_BROADCAST, w_shotorg_y);
18 WriteCoord(MSG_BROADCAST, w_shotorg_z);
19 WriteCoord(MSG_BROADCAST, v_x);
20 WriteCoord(MSG_BROADCAST, v_y);
21 WriteCoord(MSG_BROADCAST, v_z);
22 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
25 void W_Nex_Attack (float issecondary)
27 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
30 mydmg = autocvar_g_balance_nex_secondary_damage;
31 myforce = autocvar_g_balance_nex_secondary_force;
32 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
33 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
34 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
35 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
36 myammo = autocvar_g_balance_nex_secondary_ammo;
40 mydmg = autocvar_g_balance_nex_primary_damage;
41 myforce = autocvar_g_balance_nex_primary_force;
42 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
43 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
44 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
45 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
46 myammo = autocvar_g_balance_nex_primary_ammo;
50 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
52 if(autocvar_g_balance_nex_charge)
54 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
55 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
56 // O RLY? -- divVerent
64 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
65 if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
67 sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
71 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
74 AnnounceTo(self, "yoda");
76 //beam and muzzle flash done on client
77 SendCSQCNexBeamParticle(charge);
79 // flash and burn the wall
80 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
81 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
83 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
84 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
86 if(autocvar_g_balance_nex_reload_ammo)
88 self.clip_load -= myammo;
89 self.weapon_load[WEP_NEX] = self.clip_load;
92 self.ammo_cells -= myammo;
96 void spawnfunc_weapon_nex (void); // defined in t_items.qc
98 .float nex_chargepool_pauseregen_finished;
99 float w_nex(float req)
105 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
106 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
108 else if (req == WR_THINK)
110 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
111 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
113 if(autocvar_g_balance_nex_secondary_chargepool)
114 if(self.nex_chargepool_ammo < 1)
116 if(self.nex_chargepool_pauseregen_finished < time)
117 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
118 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
121 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
125 if (self.BUTTON_ATCK)
127 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
130 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
133 if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
135 if(autocvar_g_balance_nex_secondary_charge)
137 self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
138 dt = frametime / W_TICSPERFRAME;
140 if(self.nex_charge < 1)
142 if(autocvar_g_balance_nex_secondary_chargepool)
144 if(autocvar_g_balance_nex_secondary_ammo)
146 // always deplete if secondary is held
147 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
149 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
150 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
151 dt = min(dt, self.nex_chargepool_ammo);
154 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
158 else if(autocvar_g_balance_nex_secondary_ammo)
160 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
162 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
163 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
165 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
166 if(autocvar_g_balance_nex_reload_ammo)
168 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
172 self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
174 self.weapon_load[WEP_NEX] = self.clip_load;
178 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
182 self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
186 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
192 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
193 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
197 else if(autocvar_g_balance_nex_secondary)
199 if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
202 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
208 if(autocvar_g_balance_nex_charge)
210 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_animlimit);
211 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_animlimit);
212 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_animlimit);
214 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
216 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_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
217 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_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
218 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_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
222 else if (req == WR_PRECACHE)
224 precache_model ("models/nexflash.md3");
225 precache_model ("models/weapons/g_nex.md3");
226 precache_model ("models/weapons/v_nex.md3");
227 precache_model ("models/weapons/h_nex.iqm");
228 precache_sound ("weapons/nexfire.wav");
229 precache_sound ("weapons/nexcharge.wav");
230 precache_sound ("weapons/nexwhoosh1.wav");
231 precache_sound ("weapons/nexwhoosh2.wav");
232 precache_sound ("weapons/nexwhoosh3.wav");
233 precache_sound ("weapons/reload.wav");
235 else if (req == WR_SETUP)
237 weapon_setup(WEP_NEX);
239 else if (req == WR_CHECKAMMO1)
241 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
242 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo);
245 else if (req == WR_CHECKAMMO2)
247 // don't allow charging if we don't have enough ammo
248 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
249 ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo;
252 else if (req == WR_RELOAD)
261 float w_nex(float req)
263 if(req == WR_IMPACTEFFECT)
266 org2 = w_org + w_backoff * 6;
267 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
269 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
271 else if(req == WR_PRECACHE)
273 precache_sound("weapons/neximpact.wav");
275 else if (req == WR_SUICIDEMESSAGE)
276 w_deathtypestring = _("%s did the impossible");
277 else if (req == WR_KILLMESSAGE)
278 w_deathtypestring = _("%s has been vaporized by %s");