]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_nex.qc
Merge branch 'master' into mirceakitsune/universal_reload_system
[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
6 // weapon load persistence, for weapons that support reloading
7 .float nex_load;
8
9 void W_Nex_SetAmmoCounter()
10 {
11         // set clip_load to the weapon we have switched to, if the gun uses reloading
12         if(!autocvar_g_balance_nex_reload_ammo)
13                 self.clip_load = 0; // also keeps crosshair ammo from displaying
14         else
15         {
16                 self.clip_load = self.nex_load;
17                 self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
18         }
19 }
20
21 void W_Nex_ReloadedAndReady()
22 {
23         float t;
24
25         // now do the ammo transfer
26         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
27         while(self.clip_load < autocvar_g_balance_nex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
28         {
29                 self.clip_load += 1;
30                 self.ammo_cells -= 1;
31         }
32         self.nex_load = self.clip_load;
33
34         t = ATTACK_FINISHED(self) - autocvar_g_balance_nex_reload_time - 1;
35         ATTACK_FINISHED(self) = t;
36         w_ready();
37 }
38
39 void W_Nex_Reload()
40 {
41         // return if reloading is disabled for this weapon
42         if(!autocvar_g_balance_nex_reload_ammo)
43                 return;
44
45         if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)))
46                 return;
47
48         float t;
49
50         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
51
52         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_nex_reload_time + 1;
53         ATTACK_FINISHED(self) = t;
54
55         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_nex_reload_time, W_Nex_ReloadedAndReady);
56
57         self.old_clip_load = self.clip_load;
58         self.clip_load = -1;
59 }
60
61 void SendCSQCNexBeamParticle(float charge) {
62         vector v;
63         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
64         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
65         WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
66         WriteCoord(MSG_BROADCAST, w_shotorg_x);
67         WriteCoord(MSG_BROADCAST, w_shotorg_y);
68         WriteCoord(MSG_BROADCAST, w_shotorg_z);
69         WriteCoord(MSG_BROADCAST, v_x);
70         WriteCoord(MSG_BROADCAST, v_y);
71         WriteCoord(MSG_BROADCAST, v_z);
72         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
73 }
74
75 void W_Nex_Attack (float issecondary)
76 {
77         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
78         if(issecondary)
79         {
80                 mydmg = autocvar_g_balance_nex_secondary_damage;
81                 myforce = autocvar_g_balance_nex_secondary_force;
82                 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
83                 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
84                 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
85                 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
86                 myammo = autocvar_g_balance_nex_secondary_ammo;
87         }
88         else
89         {
90                 mydmg = autocvar_g_balance_nex_primary_damage;
91                 myforce = autocvar_g_balance_nex_primary_force;
92                 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
93                 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
94                 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
95                 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
96                 myammo = autocvar_g_balance_nex_primary_ammo;
97         }
98
99         float flying;
100         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
101
102         if(autocvar_g_balance_nex_charge)
103         {
104                 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
105                 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
106                 // O RLY? -- divVerent
107                 // YA RLY -- FruitieX
108         }
109         else
110                 charge = 1;
111         mydmg *= charge;
112         myforce *= charge;
113
114         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
115         if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
116         {
117                 sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM);
118         }
119
120         yoda = 0;
121         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
122
123         if(yoda && flying)
124                 AnnounceTo(self, "yoda");
125
126         //beam and muzzle flash done on client
127         SendCSQCNexBeamParticle(charge);
128
129         // flash and burn the wall
130         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
131                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
132
133         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
134         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
135         {
136                 if(autocvar_g_balance_nex_reload_ammo)
137                 {
138                         self.clip_load -= myammo;
139                         self.nex_load = self.clip_load;
140                 }
141                 else
142                         self.ammo_cells -= myammo;
143         }
144 }
145
146 void spawnfunc_weapon_nex (void); // defined in t_items.qc
147
148 .float nex_chargepool_pauseregen_finished;
149 float w_nex(float req)
150 {
151         float dt;
152         float ammo_amount;
153         if (req == WR_AIM)
154         {
155                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
156                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
157         }
158         else if (req == WR_THINK)
159         {
160                 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
161                         self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
162
163                 if(autocvar_g_balance_nex_secondary_chargepool)
164                         if(self.nex_chargepool_ammo < 1)
165                         {
166                                 if(self.nex_chargepool_pauseregen_finished < time)
167                                         self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
168                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
169                         }
170
171                 if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
172                         W_Nex_Reload();
173                 else
174                 {
175                         if (self.BUTTON_ATCK)
176                         {
177                                 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
178                                 {
179                                         W_Nex_Attack(0);
180                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
181                                 }
182                         }
183                         if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
184                         {
185                                 if(autocvar_g_balance_nex_secondary_charge)
186                                 {
187                                         self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
188                                         dt = frametime / W_TICSPERFRAME;
189
190                                         if(self.nex_charge < 1)
191                                         {
192                                                 if(autocvar_g_balance_nex_secondary_chargepool)
193                                                 {
194                                                         if(autocvar_g_balance_nex_secondary_ammo)
195                                                         {
196                                                                 // always deplete if secondary is held
197                                                                 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
198
199                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
200                                                                 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
201                                                                 dt = min(dt, self.nex_chargepool_ammo);
202                                                                 dt = max(0, dt);
203
204                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
205                                                         }
206                                                 }
207
208                                                 else if(autocvar_g_balance_nex_secondary_ammo)
209                                                 {
210                                                         if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
211                                                         {
212                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
213                                                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
214                                                                 {
215                                                                         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
216                                                                         if(autocvar_g_balance_nex_reload_ammo)
217                                                                         {
218                                                                                 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
219                                                                                 dt = max(0, dt);
220                                                                                 if(dt > 0)
221                                                                                 {
222                                                                                         self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
223                                                                                 }
224                                                                                 self.nex_load = self.clip_load;
225                                                                         }
226                                                                         else
227                                                                         {
228                                                                                 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
229                                                                                 dt = max(0, dt);
230                                                                                 if(dt > 0)
231                                                                                 {
232                                                                                         self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
233                                                                                 }
234                                                                         }
235                                                                 }
236                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
237                                                         }
238                                                 }
239
240                                                 else
241                                                 {
242                                                         dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
243                                                         self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
244                                                 }
245                                         }
246                                 }
247                                 else if(autocvar_g_balance_nex_secondary)
248                                 {
249                                         if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
250                                         {
251                                                 W_Nex_Attack(1);
252                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
253                                         }
254                                 }
255                         }
256                 }
257
258                 if(autocvar_g_balance_nex_charge)
259                 {
260                         self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
261                         self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
262                         self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
263
264                         if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
265                         {
266                                 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
267                                 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
268                                 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
269                         }
270                 }
271         }
272         else if (req == WR_PRECACHE)
273         {
274                 precache_model ("models/nexflash.md3");
275                 precache_model ("models/weapons/g_nex.md3");
276                 precache_model ("models/weapons/v_nex.md3");
277                 precache_model ("models/weapons/h_nex.iqm");
278                 precache_sound ("weapons/nexfire.wav");
279                 precache_sound ("weapons/nexcharge.wav");
280                 precache_sound ("weapons/nexwhoosh1.wav");
281                 precache_sound ("weapons/nexwhoosh2.wav");
282                 precache_sound ("weapons/nexwhoosh3.wav");
283                 precache_sound ("weapons/reload.wav");
284         }
285         else if (req == WR_SETUP)
286         {
287                 weapon_setup(WEP_NEX);
288                 W_Nex_SetAmmoCounter();
289         }
290         else if (req == WR_CHECKAMMO1)
291         {
292                 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
293                 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_primary_ammo);
294                 return ammo_amount;
295         }
296         else if (req == WR_CHECKAMMO2)
297         {
298                 // don't allow charging if we don't have enough ammo
299                 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
300                 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_secondary_ammo);
301                 return ammo_amount;
302         }
303         else if (req == WR_RESETPLAYER)
304         {
305                 // all weapons must be fully loaded when we spawn
306                 self.nex_load = autocvar_g_balance_nex_reload_ammo;
307         }
308         else if (req == WR_RELOAD)
309         {
310                 W_Nex_Reload();
311         }
312
313         return TRUE;
314 };
315 #endif
316 #ifdef CSQC
317 float w_nex(float req)
318 {
319         if(req == WR_IMPACTEFFECT)
320         {
321                 vector org2;
322                 org2 = w_org + w_backoff * 6;
323                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
324                 if(!w_issilent)
325                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
326         }
327         else if(req == WR_PRECACHE)
328         {
329                 precache_sound("weapons/neximpact.wav");
330         }
331         else if (req == WR_SUICIDEMESSAGE)
332                 w_deathtypestring = _("%s did the impossible");
333         else if (req == WR_KILLMESSAGE)
334                 w_deathtypestring = _("%s has been vaporized by %s");
335         return TRUE;
336 }
337 #endif
338 #endif