]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vortex.qc
Merge branch 'master' into martin-t/linkexplode
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
index f1e14750379daebd4ba84d60842060839572fcb6..46fd4d8c0887639b8b8c32e8b116c0f60ff4538e 100644 (file)
@@ -29,6 +29,9 @@ METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
                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
@@ -156,6 +159,12 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
 
 .float vortex_chargepool_pauseregen_finished;
 
+void W_Vortex_Charge(entity actor, .entity weaponentity, float dt)
+{
+    if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
+        actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt / W_TICSPERFRAME);
+}
+
 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
@@ -168,8 +177,8 @@ METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 }
 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
-        actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
+    if(!WEP_CVAR(vortex, charge_always))
+        W_Vortex_Charge(actor, weaponentity, frametime);
 
     if(WEP_CVAR_SEC(vortex, chargepool))
         if(actor.(weaponentity).vortex_chargepool_ammo < 1)
@@ -221,7 +230,7 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
                         if(fire & 2) // only eat ammo when the button is pressed
                         {
                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, 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)