#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ NEX, /* function */ w_nex, /* ammotype */ IT_CELLS, /* impulse */ 7, /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, /* rating */ BOT_PICKUP_RATING_HIGH, /* model */ "nex", /* shortname */ "nex", /* fullname */ _("Nex") ); #define NEX_SETTINGS(weapon) \ WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \ WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \ WEP_ADD_CVAR(weapon, MO_BOTH, damage) \ WEP_ADD_CVAR(weapon, MO_BOTH, force) \ WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_mindist) \ WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_maxdist) \ WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_halflife) \ WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_forcehalflife) \ WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \ WEP_ADD_CVAR(weapon, MO_BOTH, refire) \ WEP_ADD_CVAR(weapon, MO_NONE, charge) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_mindmg) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_shot_multiplier) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_animlimit) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_limit) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_rate) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_rate) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_pause) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_start) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_minspeed) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_maxspeed) \ WEP_ADD_CVAR(weapon, MO_NONE, charge_velocity_rate) \ WEP_ADD_CVAR(weapon, MO_SEC, chargepool) \ WEP_ADD_CVAR(weapon, MO_SEC, chargepool_regen) \ WEP_ADD_CVAR(weapon, MO_SEC, chargepool_pause_regen) \ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \ WEP_ADD_PROP(weapon, reloading_time, reload_time) \ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop) #ifdef SVQC NEX_SETTINGS(nex) void spawnfunc_weapon_nex (void) { weapon_defaultspawnfunc(WEP_NEX); } #endif #else #ifdef SVQC void SendCSQCNexBeamParticle(float charge) { vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE); WriteCoord(MSG_BROADCAST, w_shotorg_x); WriteCoord(MSG_BROADCAST, w_shotorg_y); WriteCoord(MSG_BROADCAST, w_shotorg_z); WriteCoord(MSG_BROADCAST, v_x); WriteCoord(MSG_BROADCAST, v_y); WriteCoord(MSG_BROADCAST, v_z); WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255)); } void W_Nex_Attack (float issecondary) { float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge; mydmg = WEP_CVAR_BOTH(nex, !issecondary, damage); myforce = WEP_CVAR_BOTH(nex, !issecondary, force); mymindist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_mindist); mymaxdist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_maxdist); myhalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_halflife); myforcehalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_forcehalflife); myammo = WEP_CVAR_BOTH(nex, !issecondary, ammo); float flying; flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last if(WEP_CVAR(nex, charge)) { charge = WEP_CVAR(nex, charge_mindmg) / mydmg + (1 - WEP_CVAR(nex, charge_mindmg) / mydmg) * self.nex_charge; self.nex_charge *= WEP_CVAR(nex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce // O RLY? -- divVerent // YA RLY -- FruitieX } else charge = 1; mydmg *= charge; myforce *= charge; W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg); if(charge > WEP_CVAR(nex, charge_animlimit) && WEP_CVAR(nex, charge_animlimit)) // if the Nex is overcharged, we play an extra sound { sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(nex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(nex, charge_animlimit)), ATTN_NORM); } yoda = 0; FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX); if(yoda && flying) Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); //beam and muzzle flash done on client SendCSQCNexBeamParticle(charge); W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo); } void spawnfunc_weapon_nex (void); // defined in t_items.qc .float nex_chargepool_pauseregen_finished; float w_nex(float req) { float dt; float ammo_amount; switch(req) { case WR_AIM: { if(bot_aim(1000000, 0, 1, FALSE)) self.BUTTON_ATCK = TRUE; else { if(WEP_CVAR(nex, charge)) self.BUTTON_ATCK2 = TRUE; } return TRUE; } case WR_THINK: { if(WEP_CVAR(nex, charge) && self.nex_charge < WEP_CVAR(nex, charge_limit)) self.nex_charge = min(1, self.nex_charge + WEP_CVAR(nex, charge_rate) * frametime / W_TICSPERFRAME); if(WEP_CVAR_SEC(nex, chargepool)) if(self.nex_chargepool_ammo < 1) { if(self.nex_chargepool_pauseregen_finished < time) self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + WEP_CVAR_SEC(nex, chargepool_regen) * frametime / W_TICSPERFRAME); self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(nex, chargepool_pause_regen)); } 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 WEP_ACTION(self.weapon, WR_RELOAD); else { if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, WEP_CVAR_PRI(nex, refire))) { W_Nex_Attack(0); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(nex, animtime), w_ready); } } if ((WEP_CVAR(nex, charge) && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2) { if(WEP_CVAR(nex, charge)) { self.nex_charge_rottime = time + WEP_CVAR(nex, charge_rot_pause); dt = frametime / W_TICSPERFRAME; if(self.nex_charge < 1) { if(WEP_CVAR_SEC(nex, chargepool)) { if(WEP_CVAR_SEC(nex, ammo)) { // always deplete if secondary is held self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - WEP_CVAR_SEC(nex, ammo) * dt); dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate)); self.nex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(nex, chargepool_pause_regen); dt = min(dt, self.nex_chargepool_ammo); dt = max(0, dt); self.nex_charge += dt * WEP_CVAR(nex, charge_rate); } } else if(WEP_CVAR_SEC(nex, ammo)) { if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed { dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate)); if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if(autocvar_g_balance_nex_reload_ammo) { dt = min(dt, (self.clip_load - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo)); dt = max(0, dt); if(dt > 0) { self.clip_load = max(WEP_CVAR_SEC(nex, ammo), self.clip_load - WEP_CVAR_SEC(nex, ammo) * dt); } self.(weapon_load[WEP_NEX]) = self.clip_load; } else { dt = min(dt, (self.ammo_cells - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo)); dt = max(0, dt); if(dt > 0) { self.ammo_cells = max(WEP_CVAR_SEC(nex, ammo), self.ammo_cells - WEP_CVAR_SEC(nex, ammo) * dt); } } } self.nex_charge += dt * WEP_CVAR(nex, charge_rate); } } else { dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate)); self.nex_charge += dt * WEP_CVAR(nex, charge_rate); } } } else if(autocvar_g_balance_nex_secondary) { if (weapon_prepareattack(0, WEP_CVAR_SEC(nex, refire))) { W_Nex_Attack(1); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(nex, animtime), w_ready); } } } } return TRUE; } case WR_PRECACHE: { precache_model ("models/nexflash.md3"); precache_model ("models/weapons/g_nex.md3"); precache_model ("models/weapons/v_nex.md3"); precache_model ("models/weapons/h_nex.iqm"); precache_sound ("weapons/nexfire.wav"); precache_sound ("weapons/nexcharge.wav"); precache_sound ("weapons/nexwhoosh1.wav"); precache_sound ("weapons/nexwhoosh2.wav"); precache_sound ("weapons/nexwhoosh3.wav"); #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/ #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_NEX,weapon,prop,name) NEX_SETTINGS(nex) #undef WEP_ADD_CVAR #undef WEP_ADD_PROP return TRUE; } case WR_SETUP: { weapon_setup(WEP_NEX); self.current_ammo = ammo_cells; return TRUE; } case WR_CHECKAMMO1: { ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(nex, ammo); ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= WEP_CVAR_PRI(nex, ammo)); return ammo_amount; } case WR_CHECKAMMO2: { if(autocvar_g_balance_nex_secondary) { // don't allow charging if we don't have enough ammo ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(nex, ammo); ammo_amount += self.(weapon_load[WEP_NEX]) >= WEP_CVAR_SEC(nex, ammo); return ammo_amount; } else { return FALSE; // zoom is not a fire mode } } case WR_RELOAD: { W_Reload(min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo)), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: { return WEAPON_THINKING_WITH_PORTALS; } case WR_KILLMESSAGE: { return WEAPON_NEX_MURDER; } } return TRUE; } #endif #ifdef CSQC float w_nex(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM); return TRUE; } case WR_PRECACHE: { precache_sound("weapons/neximpact.wav"); return TRUE; } } return TRUE; } #endif #endif