]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/mutators/mutator/overkill/oknex.qc
cbcc285a54585382d61e0618fa7a2269a8985860
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / oknex.qc
1 #include "oknex.qh"
2
3 #ifdef SVQC
4
5 .float oknex_lasthit;
6 #endif
7
8 #if defined(GAMEQC)
9
10 METHOD(OverkillNex, wr_glow, vector(OverkillNex this, entity actor, entity wepent))
11 {
12         if (!WEP_CVAR(oknex, charge)) return '0 0 0';
13         float charge = wepent.oknex_charge;
14         float animlimit = WEP_CVAR(oknex, charge_animlimit);
15         float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
16         vector g;
17         g.x = f * autocvar_g_weapon_charge_colormod_red_half;
18         g.y = f * autocvar_g_weapon_charge_colormod_green_half;
19         g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
20         if (charge > animlimit)
21         {
22                 f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
23                 g.x += f * autocvar_g_weapon_charge_colormod_red_full;
24                 g.y += f * autocvar_g_weapon_charge_colormod_green_full;
25                 g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
26         }
27         // transition color can't be '0 0 0' as it defaults to player model glow color
28         if (g == '0 0 0')
29                 g = '0 0 0.000001';
30         return g;
31 }
32 #endif
33
34 #ifdef SVQC
35 REGISTER_MUTATOR(oknex_charge, true);
36
37 MUTATOR_HOOKFUNCTION(oknex_charge, GetPressedKeys)
38 {
39         entity player = M_ARGV(0, entity);
40
41         // WEAPONTODO
42         if(!WEP_CVAR(oknex, charge) || !WEP_CVAR(oknex, charge_velocity_rate))
43                 return;
44
45         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
46         {
47                 .entity weaponentity = weaponentities[slot];
48
49                 if (player.(weaponentity).m_weapon == WEP_OVERKILL_NEX && WEP_CVAR(oknex, charge) && WEP_CVAR(oknex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(oknex, charge_minspeed)))
50                 {
51                         float xyspeed = vlen(vec2(player.velocity));
52                         // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
53                                 xyspeed = min(xyspeed, WEP_CVAR(oknex, charge_maxspeed));
54                         float f = (xyspeed - WEP_CVAR(oknex, charge_minspeed)) / (WEP_CVAR(oknex, charge_maxspeed) - WEP_CVAR(oknex, charge_minspeed));
55                         // add the extra charge
56                         player.(weaponentity).oknex_charge = min(1, player.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
57                 }
58         }
59 }
60
61 void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
62 {
63         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
64
65         mydmg = WEP_CVAR_BOTH(oknex, !issecondary, damage);
66         myforce = WEP_CVAR_BOTH(oknex, !issecondary, force);
67         mymindist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_mindist);
68         mymaxdist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_maxdist);
69         myhalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_halflife);
70         myforcehalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_forcehalflife);
71         myammo = WEP_CVAR_BOTH(oknex, !issecondary, ammo);
72
73         float flying;
74         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
75
76         if (WEP_CVAR(oknex, charge))
77         {
78                 charge = WEP_CVAR(oknex, charge_mindmg) / mydmg + (1 - WEP_CVAR(oknex, charge_mindmg) / mydmg) * actor.(weaponentity).oknex_charge;
79                 actor.(weaponentity).oknex_charge *= WEP_CVAR(oknex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
80                 // O RLY? -- divVerent
81                 // YA RLY -- FruitieX
82         }
83         else
84         {
85                 charge = 1;
86         }
87         mydmg *= charge;
88         myforce *= charge;
89
90         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, thiswep.m_id);
91         if(charge > WEP_CVAR(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound
92         {
93                 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);
94         }
95
96         yoda = 0;
97         damage_goodhits = 0;
98         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
99
100         if(yoda && flying)
101                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
102         if(damage_goodhits && actor.oknex_lasthit)
103         {
104                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
105                 damage_goodhits = 0; // only every second time
106         }
107
108         actor.oknex_lasthit = damage_goodhits;
109
110         //beam and muzzle flash done on client
111         SendCSQCVortexBeamParticle(charge);
112
113         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
114 }
115
116 .float oknex_chargepool_pauseregen_finished;
117
118 METHOD(OverkillNex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
119 {
120         if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
121                 PHYS_INPUT_BUTTON_ATCK(actor) = true;
122         else
123         {
124                 if(WEP_CVAR(oknex, charge))
125                         PHYS_INPUT_BUTTON_ATCK2(actor) = true;
126         }
127 }
128
129 METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
130 {
131         if (WEP_CVAR(oknex, charge) && actor.(weaponentity).oknex_charge < WEP_CVAR(oknex, charge_limit))
132         {
133                 actor.(weaponentity).oknex_charge = min(1, actor.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_rate) * frametime / W_TICSPERFRAME);
134         }
135
136         if (WEP_CVAR_SEC(oknex, chargepool))
137                 if (actor.(weaponentity).oknex_chargepool_ammo < 1)
138                 {
139                         if (actor.oknex_chargepool_pauseregen_finished < time)
140                                 actor.(weaponentity).oknex_chargepool_ammo = min(1, actor.(weaponentity).oknex_chargepool_ammo + WEP_CVAR_SEC(oknex, chargepool_regen) * frametime / W_TICSPERFRAME);
141                         actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(oknex, chargepool_pause_regen));
142                 }
143
144         if ((WEP_CVAR_SEC(oknex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
145         {
146                 // Secondary uses it's own refire timer if refire_type is 1.
147                 actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor);
148                 BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
149                 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
150                         (actor.(weaponentity).wframe == WFRAME_FIRE2))
151                 {
152                         // Set secondary fire animation.
153                         vector a = '0 0 0';
154                         actor.(weaponentity).wframe = WFRAME_FIRE2;
155                         a = actor.(weaponentity).anim_fire2;
156                         a.z *= g_weaponratefactor;
157                         FOREACH_CLIENT(true, LAMBDA(
158                                 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
159                                 {
160                                         wframe_send(it, actor.(weaponentity), a, true);
161                                 }
162                         ));
163                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
164                 }
165         }
166
167         if (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(oknex, ammo))
168         {
169                 // Rorced reload
170                 thiswep.wr_reload(thiswep, actor, weaponentity);
171                 return;
172         }
173         if (fire & 1) // Primary attack
174         {
175                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(oknex, refire)))
176                 {
177                         return;
178                 }
179                 W_OverkillNex_Attack(thiswep, actor, weaponentity, 0);
180                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(oknex, animtime), w_ready);
181                 return;
182         }
183         if ((fire & 2) && (WEP_CVAR(oknex, secondary) == 2) && (WEP_CVAR_SEC(oknex, refire_type) == 0))
184         {
185                 // Secondary attack
186                 if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(oknex, refire)))
187                 {
188                         return;
189                 }
190                 BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
191                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready);
192                 return;
193         }
194         //if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
195         //{
196         //      if(WEP_CVAR(oknex, charge))
197         //      {
198         //              actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause);
199         //              float dt = frametime / W_TICSPERFRAME;
200         //
201         //              if(actor.(weaponentity).oknex_charge < 1)
202         //              {
203         //                      if(WEP_CVAR_SEC(oknex, chargepool))
204         //                      {
205         //                              if(WEP_CVAR_SEC(oknex, ammo))
206         //                              {
207         //                                      // always deplete if secondary is held
208         //                                      actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(oknex, ammo) * dt);
209
210         //                                      dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
211         //                                      actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(oknex, chargepool_pause_regen);
212         //                                      dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo);
213         //                                      dt = max(0, dt);
214
215         //                                      actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
216         //                              }
217         //                      }
218
219         //                      else if(WEP_CVAR_SEC(oknex, ammo))
220         //                      {
221         //                              if(fire & 2) // only eat ammo when the button is pressed
222         //                              {
223         //                                      dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
224         //                                      if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
225         //                                      {
226         //                                              // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
227         //                                              if(autocvar_g_balance_vortex_reload_ammo)
228         //                                              {
229         //                                                      dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
230         //                                                      dt = max(0, dt);
231         //                                                      if(dt > 0)
232         //                                                      {
233         //                                                              actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt);
234         //                                                      }
235         //                                                      actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load;
236         //                                              }
237         //                                              else
238         //                                              {
239         //                                                      dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
240         //                                                      dt = max(0, dt);
241         //                                                      if(dt > 0)
242         //                                                      {
243         //                                                              actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt);
244         //                                                      }
245         //                                              }
246         //                                      }
247         //                                      actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
248         //                              }
249         //                      }
250
251         //                      else
252         //                      {
253         //                              dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
254         //                              actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
255         //                      }
256         //              }
257         //      }
258         //      else if(WEP_CVAR(oknex, secondary))
259         //      {
260         //              if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire)))
261         //              {
262         //                      W_OverkillNex_Attack(thiswep, actor, weaponentity, 1);
263         //                      weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready);
264         //              }
265         //      }
266         //}
267 }
268
269 METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
270 {
271         actor.oknex_lasthit = 0;
272 }
273
274 METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
275 {
276         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo);
277         ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(oknex, ammo));
278         return ammo_amount;
279 }
280
281 METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
282 {
283         if (WEP_CVAR(oknex, secondary))
284         {
285                 // don't allow charging if we don't have enough ammo
286                 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo);
287                 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(oknex, ammo);
288                 return ammo_amount;
289         }
290         else
291         {
292                 return false; // zoom is not a fire mode
293         }
294 }
295
296 METHOD(OverkillNex, wr_resetplayer, void(entity thiswep, entity actor))
297 {
298         if (WEP_CVAR(oknex, charge)) {
299                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
300                 {
301                         .entity weaponentity = weaponentities[slot];
302                         actor.(weaponentity).oknex_charge = WEP_CVAR(oknex, charge_start);
303                 }
304         }
305         actor.oknex_lasthit = 0;
306 }
307
308 METHOD(OverkillNex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
309 {
310         W_Reload(actor, weaponentity, WEP_CVAR_PRI(oknex, ammo), SND_RELOAD);
311 }
312
313 METHOD(OverkillNex, wr_suicidemessage, Notification(entity thiswep))
314 {
315         return WEAPON_THINKING_WITH_PORTALS;
316 }
317
318 METHOD(OverkillNex, wr_killmessage, Notification(entity thiswep))
319 {
320         return WEAPON_OVERKILL_NEX_MURDER;
321 }
322
323 METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
324 {
325         return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(oknex, secondary);
326 }
327
328 #endif
329 #ifdef CSQC
330
331 METHOD(OverkillNex, wr_impacteffect, void(entity thiswep, entity actor))
332 {
333         entity this = actor;
334         vector org2 = w_org + w_backoff * 6;
335         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
336         if(!w_issilent)
337                 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
338 }
339
340 METHOD(OverkillNex, wr_init, void(entity thiswep))
341 {
342         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
343         {
344                 precache_pic("gfx/reticle_nex");
345         }
346 }
347
348 METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
349 {
350         if(button_zoom || zoomscript_caught || (!WEP_CVAR(oknex, secondary) && button_attack2))
351         {
352                 return true;
353         }
354         else
355         {
356                 // no weapon specific image for this weapon
357                 return false;
358         }
359 }
360
361 METHOD(OverkillNex, wr_zoomdir, bool(entity thiswep))
362 {
363     return button_attack2 && !WEP_CVAR(oknex, secondary);
364 }
365
366 #endif