]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_nex.qc
Merge remote branch 'origin/master' into tzork/balance-tzork
[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 w_nex(float req)
79 {
80         float dt;
81         if (req == WR_AIM)
82         {
83                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
84                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
85         }
86         else if (req == WR_THINK)
87         {
88                 if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
89                         self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
90
91                 if (self.BUTTON_ATCK)
92                 {
93                         if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
94                         {
95                                 W_Nex_Attack(0);
96                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready);
97                         }
98                 }
99                 if (self.BUTTON_ATCK2)
100                 {
101                         if(cvar("g_balance_nex_secondary_charge"))
102                         {
103                                 self.nex_charge_rottime = time + cvar("g_balance_nex_charge_rot_pause");
104                                 dt = frametime / W_TICSPERFRAME;
105                                 if(self.nex_charge < 1)
106                                 {
107                                         dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
108                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
109                                         {
110                                                 if(cvar("g_balance_nex_secondary_ammo"))
111                                                 {
112                                                         dt = min(dt, (self.ammo_cells - cvar("g_balance_nex_primary_ammo")) / cvar("g_balance_nex_secondary_ammo"));
113                                                         dt = max(0, dt);
114                                                         if(dt > 0)
115                                                         {
116                                                                 self.ammo_cells = max(cvar("g_balance_nex_secondary_ammo"), self.ammo_cells - cvar("g_balance_nex_secondary_ammo") * dt);
117                                                         }
118                                                 }
119                                         }
120                                         self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
121                                 }
122                         }
123                         else if(cvar("g_balance_nex_secondary"))
124                         {
125                                 if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
126                                 {
127                                         W_Nex_Attack(1);
128                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
129                                 }
130                         }
131                 }
132         }
133         else if (req == WR_PRECACHE)
134         {
135                 precache_model ("models/nexflash.md3");
136                 precache_model ("models/weapons/g_nex.md3");
137                 precache_model ("models/weapons/v_nex.md3");
138                 precache_model ("models/weapons/h_nex.iqm");
139                 precache_sound ("weapons/nexfire.wav");
140                 precache_sound ("weapons/nexwhoosh1.wav");
141                 precache_sound ("weapons/nexwhoosh2.wav");
142                 precache_sound ("weapons/nexwhoosh3.wav");
143         }
144         else if (req == WR_SETUP)
145                 weapon_setup(WEP_NEX);
146         else if (req == WR_CHECKAMMO1)
147                 return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
148         else if (req == WR_CHECKAMMO2)
149         {
150                 if(cvar("g_balance_nex_secondary_charge"))
151                         return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
152                 return self.ammo_cells >= cvar("g_balance_nex_secondary_ammo");
153         }
154         return TRUE;
155 };
156 #endif
157 #ifdef CSQC
158 float w_nex(float req)
159 {
160         if(req == WR_IMPACTEFFECT)
161         {
162                 vector org2;
163                 org2 = w_org + w_backoff * 6;
164                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
165                 if(!w_issilent)
166                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
167         }
168         else if(req == WR_PRECACHE)
169         {
170                 precache_sound("weapons/neximpact.wav");
171         }
172         else if (req == WR_SUICIDEMESSAGE)
173                 w_deathtypestring = "%s did the impossible";
174         else if (req == WR_KILLMESSAGE)
175                 w_deathtypestring = "%s has been vaporized by %s";
176         return TRUE;
177 }
178 #endif
179 #endif