nope, remove that as well
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", "Nex");
3 #else
4 #ifdef SVQC
5 void SendCSQCNexBeamParticle(float charge) {
6         vector v;
7         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
8         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
9         WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
10         WriteCoord(MSG_BROADCAST, w_shotorg_x);
11         WriteCoord(MSG_BROADCAST, w_shotorg_y);
12         WriteCoord(MSG_BROADCAST, w_shotorg_z);
13         WriteCoord(MSG_BROADCAST, v_x);
14         WriteCoord(MSG_BROADCAST, v_y);
15         WriteCoord(MSG_BROADCAST, v_z);
16         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
17 }
18
19 void W_Nex_Attack (float issecondary)
20 {
21         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
22         if(issecondary)
23         {
24                 mydmg = cvar("g_balance_nex_secondary_damage");
25                 myforce = cvar("g_balance_nex_secondary_force");
26                 mymindist = cvar("g_balance_nex_secondary_damagefalloff_mindist");
27                 mymaxdist = cvar("g_balance_nex_secondary_damagefalloff_maxdist");
28                 myhalflife = cvar("g_balance_nex_secondary_damagefalloff_halflife");
29                 myforcehalflife = cvar("g_balance_nex_secondary_damagefalloff_forcehalflife");
30                 myammo = cvar("g_balance_nex_secondary_ammo");
31         }
32         else
33         {
34                 mydmg = cvar("g_balance_nex_primary_damage");
35                 myforce = cvar("g_balance_nex_primary_force");
36                 mymindist = cvar("g_balance_nex_primary_damagefalloff_mindist");
37                 mymaxdist = cvar("g_balance_nex_primary_damagefalloff_maxdist");
38                 myhalflife = cvar("g_balance_nex_primary_damagefalloff_halflife");
39                 myforcehalflife = cvar("g_balance_nex_primary_damagefalloff_forcehalflife");
40                 myammo = cvar("g_balance_nex_primary_ammo");
41         }
42
43         float flying;
44         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
45
46         if(cvar("g_balance_nex_charge"))
47         {
48                 charge = cvar("g_balance_nex_charge_mindmg") / mydmg + (1 - cvar("g_balance_nex_charge_mindmg") / mydmg) * self.nex_charge;
49                 self.nex_charge *= cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce
50                                                                                  // O RLY? -- divVerent
51         }
52         else
53                 charge = 1;
54         mydmg *= charge;
55         myforce *= charge;
56
57         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);
58
59         yoda = 0;
60         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
61
62         if(yoda && flying)
63                 AnnounceTo(self, "yoda");
64
65         //beam and muzzle flash done on client
66         SendCSQCNexBeamParticle(charge);
67         
68         // flash and burn the wall
69         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
70                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
71
72         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
73                 self.ammo_cells = self.ammo_cells - myammo;
74 }
75
76 void spawnfunc_weapon_nex (void); // defined in t_items.qc
77
78 .float nex_charge_pool_pauseregen_finished;
79 float w_nex(float req)
80 {
81         float dt;
82         if (req == WR_AIM)
83         {
84                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
85                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
86         }
87         else if (req == WR_THINK)
88         {
89                 if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
90                         self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
91
92                 if(cvar("g_balance_nex_secondary_charge_pool"))
93                 if(self.nex_charge_pool_ammo < 1)
94                 {
95                         if(self.nex_charge_pool_pauseregen_finished < time)
96                                 self.nex_charge_pool_ammo = min(1, self.nex_charge_pool_ammo + cvar("g_balance_nex_secondary_charge_pool_regen") * frametime / W_TICSPERFRAME);
97                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_nex_secondary_charge_pool_pause_health_regen"));
98                 }
99
100                 if (self.BUTTON_ATCK)
101                 {
102                         if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
103                         {
104                                 W_Nex_Attack(0);
105                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready);
106                         }
107                 }
108                 if (self.BUTTON_ATCK2)
109                 {
110                         if(cvar("g_balance_nex_secondary_charge"))
111                         {
112                                 self.nex_charge_rottime = time + cvar("g_balance_nex_charge_rot_pause");
113                                 dt = frametime / W_TICSPERFRAME;
114
115                                 if(cvar("g_balance_nex_secondary_charge_pool"))
116                                 {
117                                         if(cvar("g_balance_nex_secondary_ammo"))
118                                         {
119                                                 // always deplete if secondary is held
120                                                 self.nex_charge_pool_ammo = max(0, self.nex_charge_pool_ammo - cvar("g_balance_nex_secondary_ammo") * dt);
121
122                                                 dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
123                                                 self.nex_charge_pool_pauseregen_finished = time + cvar("g_balance_nex_secondary_charge_pool_pause_regen");
124                                                 dt = min(dt, self.nex_charge_pool_ammo);
125                                                 dt = max(0, dt);
126
127                                                 self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
128                                         }
129                                 }
130
131                                 else if(cvar("g_balance_nex_secondary_ammo"))
132                                 {
133                                         if(self.nex_charge < 1)
134                                         {
135                                                 dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
136                                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
137                                                 {
138                                                         dt = min(dt, (self.ammo_cells - cvar("g_balance_nex_primary_ammo")) / cvar("g_balance_nex_secondary_ammo"));
139                                                         dt = max(0, dt);
140                                                         if(dt > 0)
141                                                         {
142                                                                 self.ammo_cells = max(cvar("g_balance_nex_secondary_ammo"), self.ammo_cells - cvar("g_balance_nex_secondary_ammo") * dt);
143                                                         }
144                                                 }
145                                                 self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
146                                         }
147                                 }
148                         }
149                         else if(cvar("g_balance_nex_secondary"))
150                         {
151                                 if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
152                                 {
153                                         W_Nex_Attack(1);
154                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
155                                 }
156                         }
157                 }
158         }
159         else if (req == WR_PRECACHE)
160         {
161                 precache_model ("models/nexflash.md3");
162                 precache_model ("models/weapons/g_nex.md3");
163                 precache_model ("models/weapons/v_nex.md3");
164                 precache_model ("models/weapons/h_nex.iqm");
165                 precache_sound ("weapons/nexfire.wav");
166                 precache_sound ("weapons/nexwhoosh1.wav");
167                 precache_sound ("weapons/nexwhoosh2.wav");
168                 precache_sound ("weapons/nexwhoosh3.wav");
169         }
170         else if (req == WR_SETUP)
171                 weapon_setup(WEP_NEX);
172         else if (req == WR_CHECKAMMO1)
173                 return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
174         else if (req == WR_CHECKAMMO2)
175                 return self.ammo_cells >= cvar("g_balance_nex_primary_ammo"); // don't allow charging if we don't have enough ammo
176         return TRUE;
177 };
178 #endif
179 #ifdef CSQC
180 float w_nex(float req)
181 {
182         if(req == WR_IMPACTEFFECT)
183         {
184                 vector org2;
185                 org2 = w_org + w_backoff * 6;
186                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
187                 if(!w_issilent)
188                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
189         }
190         else if(req == WR_PRECACHE)
191         {
192                 precache_sound("weapons/neximpact.wav");
193         }
194         else if (req == WR_SUICIDEMESSAGE)
195                 w_deathtypestring = "%s did the impossible";
196         else if (req == WR_KILLMESSAGE)
197                 w_deathtypestring = "%s has been vaporized by %s";
198         return TRUE;
199 }
200 #endif
201 #endif