3 /* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Vortex, impulse, int, 7)
5 /* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
8 /* modelname */ ATTRIB(Vortex, mdl, string, "nex");
10 /* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
12 /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
13 /* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
14 /* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
15 /* refname */ ATTRIB(Vortex, netname, string, "vortex");
16 /* wepname */ ATTRIB(Vortex, message, string, _("Vortex"));
18 REGISTER_WEAPON(VORTEX, NEW(Vortex));
20 #define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex)
21 #define VORTEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, BOTH, ammo) \
23 w_cvar(id, sn, BOTH, animtime) \
24 w_cvar(id, sn, BOTH, damage) \
25 w_cvar(id, sn, BOTH, force) \
26 w_cvar(id, sn, BOTH, damagefalloff_mindist) \
27 w_cvar(id, sn, BOTH, damagefalloff_maxdist) \
28 w_cvar(id, sn, BOTH, damagefalloff_halflife) \
29 w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \
30 w_cvar(id, sn, BOTH, refire) \
31 w_cvar(id, sn, NONE, charge) \
32 w_cvar(id, sn, NONE, charge_mindmg) \
33 w_cvar(id, sn, NONE, charge_shot_multiplier) \
34 w_cvar(id, sn, NONE, charge_animlimit) \
35 w_cvar(id, sn, NONE, charge_limit) \
36 w_cvar(id, sn, NONE, charge_rate) \
37 w_cvar(id, sn, NONE, charge_rot_rate) \
38 w_cvar(id, sn, NONE, charge_rot_pause) \
39 w_cvar(id, sn, NONE, charge_start) \
40 w_cvar(id, sn, NONE, charge_minspeed) \
41 w_cvar(id, sn, NONE, charge_maxspeed) \
42 w_cvar(id, sn, NONE, charge_velocity_rate) \
43 w_cvar(id, sn, NONE, secondary) \
44 w_cvar(id, sn, SEC, chargepool) \
45 w_cvar(id, sn, SEC, chargepool_regen) \
46 w_cvar(id, sn, SEC, chargepool_pause_regen) \
47 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
48 w_prop(id, sn, float, reloading_time, reload_time) \
49 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
50 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
51 w_prop(id, sn, string, weaponreplace, weaponreplace) \
52 w_prop(id, sn, float, weaponstart, weaponstart) \
53 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
54 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
57 VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
59 .float vortex_lasthit;
64 void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX.m_id); }
65 void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); }
67 void SendCSQCVortexBeamParticle(float charge) {
69 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
70 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
71 WriteByte(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
72 WriteCoord(MSG_BROADCAST, w_shotorg.x);
73 WriteCoord(MSG_BROADCAST, w_shotorg.y);
74 WriteCoord(MSG_BROADCAST, w_shotorg.z);
75 WriteCoord(MSG_BROADCAST, v.x);
76 WriteCoord(MSG_BROADCAST, v.y);
77 WriteCoord(MSG_BROADCAST, v.z);
78 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
81 void W_Vortex_Attack(Weapon thiswep, float issecondary)
83 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
85 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
86 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
87 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
88 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
89 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
90 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
91 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
94 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
96 if(WEP_CVAR(vortex, charge))
98 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge;
99 self.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
100 // O RLY? -- divVerent
101 // YA RLY -- FruitieX
108 W_SetupShot(self, true, 5, SND(NEXFIRE), CH_WEAPON_A, mydmg);
109 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
111 sound(self, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
116 FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
119 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
120 if(damage_goodhits && self.vortex_lasthit)
122 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
123 damage_goodhits = 0; // only every second time
126 self.vortex_lasthit = damage_goodhits;
128 //beam and muzzle flash done on client
129 SendCSQCVortexBeamParticle(charge);
131 W_DecreaseAmmo(thiswep, myammo);
134 .float vortex_chargepool_pauseregen_finished;
136 METHOD(Vortex, wr_aim, bool(entity thiswep))
138 if(bot_aim(1000000, 0, 1, false))
139 self.BUTTON_ATCK = true;
142 if(WEP_CVAR(vortex, charge))
143 self.BUTTON_ATCK2 = true;
147 METHOD(Vortex, wr_think, bool(entity thiswep, bool fire1, bool fire2))
149 if(WEP_CVAR(vortex, charge) && self.vortex_charge < WEP_CVAR(vortex, charge_limit))
150 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
152 if(WEP_CVAR_SEC(vortex, chargepool))
153 if(self.vortex_chargepool_ammo < 1)
155 if(self.vortex_chargepool_pauseregen_finished < time)
156 self.vortex_chargepool_ammo = min(1, self.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
157 self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
160 if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
161 Weapon w = get_weaponinfo(self.weapon);
167 if(weapon_prepareattack(false, WEP_CVAR_PRI(vortex, refire)))
169 W_Vortex_Attack(thiswep, 0);
170 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
173 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : fire2)
175 if(WEP_CVAR(vortex, charge))
177 self.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
178 float dt = frametime / W_TICSPERFRAME;
180 if(self.vortex_charge < 1)
182 if(WEP_CVAR_SEC(vortex, chargepool))
184 if(WEP_CVAR_SEC(vortex, ammo))
186 // always deplete if secondary is held
187 self.vortex_chargepool_ammo = max(0, self.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
189 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
190 self.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
191 dt = min(dt, self.vortex_chargepool_ammo);
194 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
198 else if(WEP_CVAR_SEC(vortex, ammo))
200 if(fire2) // only eat ammo when the button is pressed
202 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
203 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
205 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
206 if(autocvar_g_balance_vortex_reload_ammo)
208 dt = min(dt, (self.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
212 self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
214 self.(weapon_load[WEP_VORTEX.m_id]) = self.clip_load;
218 dt = min(dt, (self.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
222 self.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), self.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
226 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
232 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
233 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
237 else if(WEP_CVAR(vortex, secondary))
239 if(weapon_prepareattack(false, WEP_CVAR_SEC(vortex, refire)))
241 W_Vortex_Attack(thiswep, 1);
242 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
250 METHOD(Vortex, wr_init, bool(entity thiswep))
252 VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
255 METHOD(Vortex, wr_setup, bool(entity thiswep))
257 self.vortex_lasthit = 0;
260 METHOD(Vortex, wr_checkammo1, bool(entity thiswep))
262 float ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
263 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
266 METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
268 if(WEP_CVAR(vortex, secondary))
270 // don't allow charging if we don't have enough ammo
271 float ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
272 ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
277 return false; // zoom is not a fire mode
280 METHOD(Vortex, wr_config, bool(entity thiswep))
282 VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
285 METHOD(Vortex, wr_resetplayer, bool(entity thiswep))
287 self.vortex_lasthit = 0;
290 METHOD(Vortex, wr_reload, bool(entity thiswep))
292 W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
295 METHOD(Vortex, wr_suicidemessage, bool(entity thiswep))
297 return WEAPON_THINKING_WITH_PORTALS;
299 METHOD(Vortex, wr_killmessage, bool(entity thiswep))
301 return WEAPON_VORTEX_MURDER;
306 float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
308 METHOD(Vortex, wr_impacteffect, bool(entity thiswep))
311 org2 = w_org + w_backoff * 6;
312 pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
314 sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
318 METHOD(Vortex, wr_init, bool(entity thiswep))
320 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
322 precache_pic("gfx/reticle_nex");
326 METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
328 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
330 reticle_image = "gfx/reticle_nex";
335 // no weapon specific image for this weapon