#if defined(GAMEQC)
-METHOD(OverkillNex, wr_glow, vector(OverkillNex this, entity actor, entity wepent))
+METHOD(OverkillNex, wr_glow, vector(OverkillNex this, int actor_colors, entity wepent))
{
if (!WEP_CVAR(oknex, charge)) return '0 0 0';
- float charge = wepent.oknex_charge;
+ float charge = max(0.25, wepent.oknex_charge);
float animlimit = WEP_CVAR(oknex, charge_animlimit);
- float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
- vector g;
- g.x = f * autocvar_g_weapon_charge_colormod_red_half;
- g.y = f * autocvar_g_weapon_charge_colormod_green_half;
- g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
+ float f = min(1, charge / animlimit);
+ vector mycolors = colormapPaletteColor(actor_colors & 0x0F, true);
+ vector g = f * (mycolors * 0.3);
if (charge > animlimit)
{
- f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
- g.x += f * autocvar_g_weapon_charge_colormod_red_full;
- g.y += f * autocvar_g_weapon_charge_colormod_green_full;
- g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
+ f = (charge - animlimit) / (1 - animlimit);
+ g += f * (mycolors * 0.7);
}
// transition color can't be '0 0 0' as it defaults to player model glow color
if (g == '0 0 0')
}
yoda = 0;
- damage_goodhits = 0;
- FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
+ impressive_hits = 0;
+ FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, true, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
if(yoda && flying)
Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- if(damage_goodhits && actor.oknex_lasthit)
+ if(impressive_hits && actor.oknex_lasthit)
{
Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
- damage_goodhits = 0; // only every second time
+ impressive_hits = 0; // only every second time
}
- actor.oknex_lasthit = damage_goodhits;
+ actor.oknex_lasthit = impressive_hits;
//beam and muzzle flash done on client
SendCSQCVortexBeamParticle(charge);
METHOD(OverkillNex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
+ if(bot_aim(actor, weaponentity, 1000000, 0, 1, false, true))
PHYS_INPUT_BUTTON_ATCK(actor) = true;
else
{
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
- a = actor.(weaponentity).anim_fire2;
- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
- wframe_send(it, actor.(weaponentity), a, true);
+ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
// if(fire & 2) // only eat ammo when the button is pressed
// {
// dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
- // if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ // if(!(actor.items & IT_UNLIMITED_AMMO))
// {
// // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
// if(autocvar_g_balance_vortex_reload_ammo)