if (!WEP_CVAR(oknex, charge)) return '0 0 0';
float charge = 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 = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
- g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
- g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
+ 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;
if (charge > animlimit)
{
- g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
- g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
- g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - 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;
}
+ // transition color can't be '0 0 0' as it defaults to player model glow color
+ if (g == '0 0 0')
+ g = '0 0 0.000001';
return g;
}
#endif
mydmg *= charge;
myforce *= charge;
- W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
+ W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, thiswep.m_id);
if(charge > WEP_CVAR(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound
{
sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, charge_animlimit)), ATTN_NORM);
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_OVERKILL_NEX.m_id);
+ FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
if(yoda && flying)
Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
{
// Secondary uses it's own refire timer if refire_type is 1.
actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor);
- // Ugly hack to reuse the fire mode of the blaster.
- makevectors(actor.v_angle);
- Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
- actor.(weaponentity).m_weapon = WEP_BLASTER;
- W_Blaster_Attack(
- actor,
- weaponentity,
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(oknex, shotangle),
- WEP_CVAR_SEC(oknex, damage),
- WEP_CVAR_SEC(oknex, edgedamage),
- WEP_CVAR_SEC(oknex, radius),
- WEP_CVAR_SEC(oknex, force),
- WEP_CVAR_SEC(oknex, speed),
- WEP_CVAR_SEC(oknex, spread),
- WEP_CVAR_SEC(oknex, delay),
- WEP_CVAR_SEC(oknex, lifetime)
- );
- actor.(weaponentity).m_weapon = oldwep;
+ BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
{
return;
}
- // ugly instagib hack to reuse the fire mode of the laser
- makevectors(actor.v_angle);
- Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
- actor.(weaponentity).m_weapon = WEP_BLASTER;
- W_Blaster_Attack(
- actor,
- weaponentity,
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(oknex, shotangle),
- WEP_CVAR_SEC(oknex, damage),
- WEP_CVAR_SEC(oknex, edgedamage),
- WEP_CVAR_SEC(oknex, radius),
- WEP_CVAR_SEC(oknex, force),
- WEP_CVAR_SEC(oknex, speed),
- WEP_CVAR_SEC(oknex, spread),
- WEP_CVAR_SEC(oknex, delay),
- WEP_CVAR_SEC(oknex, lifetime)
- );
- actor.(weaponentity).m_weapon = oldwep;
+ BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready);
return;
}
METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo);
- ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_PRI(oknex, ammo));
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo);
+ ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(oknex, ammo));
return ammo_amount;
}
if (WEP_CVAR(oknex, secondary))
{
// don't allow charging if we don't have enough ammo
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_SEC(oknex, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(oknex, ammo);
return ammo_amount;
}
else