4 /* function */ W_Vortex,
5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* modelname */ "nex",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairnex 0.65",
14 /* wepname */ _("Vortex")
17 #define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex)
18 #define VORTEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19 w_cvar(id, sn, BOTH, ammo) \
20 w_cvar(id, sn, BOTH, animtime) \
21 w_cvar(id, sn, BOTH, damage) \
22 w_cvar(id, sn, BOTH, force) \
23 w_cvar(id, sn, BOTH, damagefalloff_mindist) \
24 w_cvar(id, sn, BOTH, damagefalloff_maxdist) \
25 w_cvar(id, sn, BOTH, damagefalloff_halflife) \
26 w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \
27 w_cvar(id, sn, BOTH, refire) \
28 w_cvar(id, sn, NONE, charge) \
29 w_cvar(id, sn, NONE, charge_mindmg) \
30 w_cvar(id, sn, NONE, charge_shot_multiplier) \
31 w_cvar(id, sn, NONE, charge_animlimit) \
32 w_cvar(id, sn, NONE, charge_limit) \
33 w_cvar(id, sn, NONE, charge_rate) \
34 w_cvar(id, sn, NONE, charge_rot_rate) \
35 w_cvar(id, sn, NONE, charge_rot_pause) \
36 w_cvar(id, sn, NONE, charge_start) \
37 w_cvar(id, sn, NONE, charge_minspeed) \
38 w_cvar(id, sn, NONE, charge_maxspeed) \
39 w_cvar(id, sn, NONE, charge_velocity_rate) \
40 w_cvar(id, sn, NONE, secondary) \
41 w_cvar(id, sn, SEC, chargepool) \
42 w_cvar(id, sn, SEC, chargepool_regen) \
43 w_cvar(id, sn, SEC, chargepool_pause_regen) \
44 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
45 w_prop(id, sn, float, reloading_time, reload_time) \
46 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
47 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
48 w_prop(id, sn, string, weaponreplace, weaponreplace) \
49 w_prop(id, sn, float, weaponstart, weaponstart) \
50 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
53 VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
57 void spawnfunc_weapon_vortex() { weapon_defaultspawnfunc(WEP_VORTEX); }
58 void spawnfunc_weapon_nex() { spawnfunc_weapon_vortex(); }
60 void SendCSQCVortexBeamParticle(float charge) {
62 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
63 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
64 WriteByte(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
65 WriteCoord(MSG_BROADCAST, w_shotorg_x);
66 WriteCoord(MSG_BROADCAST, w_shotorg_y);
67 WriteCoord(MSG_BROADCAST, w_shotorg_z);
68 WriteCoord(MSG_BROADCAST, v_x);
69 WriteCoord(MSG_BROADCAST, v_y);
70 WriteCoord(MSG_BROADCAST, v_z);
71 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
74 void W_Vortex_Attack (float issecondary)
76 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
78 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
79 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
80 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
81 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
82 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
83 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
84 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
87 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
89 if(WEP_CVAR(vortex, charge))
91 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge;
92 self.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
93 // O RLY? -- divVerent
101 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
102 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
104 sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
108 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX);
111 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
113 //beam and muzzle flash done on client
114 SendCSQCVortexBeamParticle(charge);
116 W_DecreaseAmmo(myammo);
119 void spawnfunc_weapon_vortex (void); // defined in t_items.qc
121 .float vortex_chargepool_pauseregen_finished;
122 float W_Vortex(float req)
130 if(bot_aim(1000000, 0, 1, FALSE))
131 self.BUTTON_ATCK = TRUE;
134 if(WEP_CVAR(vortex, charge))
135 self.BUTTON_ATCK2 = TRUE;
141 if(WEP_CVAR(vortex, charge) && self.vortex_charge < WEP_CVAR(vortex, charge_limit))
142 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
144 if(WEP_CVAR_SEC(vortex, chargepool))
145 if(self.vortex_chargepool_ammo < 1)
147 if(self.vortex_chargepool_pauseregen_finished < time)
148 self.vortex_chargepool_ammo = min(1, self.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
149 self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
152 if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) // forced reload
153 WEP_ACTION(self.weapon, WR_RELOAD);
156 if (self.BUTTON_ATCK)
158 if (weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
161 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
164 if ((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
166 if(WEP_CVAR(vortex, charge))
168 self.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
169 dt = frametime / W_TICSPERFRAME;
171 if(self.vortex_charge < 1)
173 if(WEP_CVAR_SEC(vortex, chargepool))
175 if(WEP_CVAR_SEC(vortex, ammo))
177 // always deplete if secondary is held
178 self.vortex_chargepool_ammo = max(0, self.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
180 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
181 self.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
182 dt = min(dt, self.vortex_chargepool_ammo);
185 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
189 else if(WEP_CVAR_SEC(vortex, ammo))
191 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
193 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
194 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
196 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
197 if(autocvar_g_balance_vortex_reload_ammo)
199 dt = min(dt, (self.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
203 self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
205 self.(weapon_load[WEP_VORTEX]) = self.clip_load;
209 dt = min(dt, (self.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
213 self.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), self.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
217 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
223 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
224 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
228 else if(WEP_CVAR(vortex, secondary))
230 if (weapon_prepareattack(0, WEP_CVAR_SEC(vortex, refire)))
233 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
243 precache_model ("models/nexflash.md3");
244 precache_model ("models/weapons/g_nex.md3");
245 precache_model ("models/weapons/v_nex.md3");
246 precache_model ("models/weapons/h_nex.iqm");
247 precache_sound ("weapons/nexfire.wav");
248 precache_sound ("weapons/nexcharge.wav");
249 precache_sound ("weapons/nexwhoosh1.wav");
250 precache_sound ("weapons/nexwhoosh2.wav");
251 precache_sound ("weapons/nexwhoosh3.wav");
252 VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
257 ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
258 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_PRI(vortex, ammo));
263 if(WEP_CVAR(vortex, secondary))
265 // don't allow charging if we don't have enough ammo
266 ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
267 ammo_amount += self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_SEC(vortex, ammo);
272 return FALSE; // zoom is not a fire mode
277 VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
282 W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), "weapons/reload.wav");
285 case WR_SUICIDEMESSAGE:
287 return WEAPON_THINKING_WITH_PORTALS;
291 return WEAPON_VORTEX_MURDER;
298 var float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
299 float W_Vortex(float req)
303 case WR_IMPACTEFFECT:
306 org2 = w_org + w_backoff * 6;
307 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
309 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
315 precache_sound("weapons/neximpact.wav");
316 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
318 precache_pic("gfx/reticle_nex");
324 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
326 reticle_image = "gfx/reticle_nex";
331 // no weapon specific image for this weapon