#ifndef IMPLEMENTATION CLASS(Vortex, Weapon) /* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells) /* impulse */ ATTRIB(Vortex, impulse, int, 7) /* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); /* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); /* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1'); /* modelname */ ATTRIB(Vortex, mdl, string, "nex"); #ifndef MENUQC /* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM); #endif /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex"); /* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65); /* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex"); /* refname */ ATTRIB(Vortex, netname, string, "vortex"); /* wepname */ ATTRIB(Vortex, message, string, _("Vortex")); ENDCLASS(Vortex) REGISTER_WEAPON(VORTEX, NEW(Vortex)); #define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex) #define VORTEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, BOTH, ammo) \ w_cvar(id, sn, BOTH, animtime) \ w_cvar(id, sn, BOTH, damage) \ w_cvar(id, sn, BOTH, force) \ w_cvar(id, sn, BOTH, damagefalloff_mindist) \ w_cvar(id, sn, BOTH, damagefalloff_maxdist) \ w_cvar(id, sn, BOTH, damagefalloff_halflife) \ w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, NONE, charge) \ w_cvar(id, sn, NONE, charge_mindmg) \ w_cvar(id, sn, NONE, charge_shot_multiplier) \ w_cvar(id, sn, NONE, charge_animlimit) \ w_cvar(id, sn, NONE, charge_limit) \ w_cvar(id, sn, NONE, charge_rate) \ w_cvar(id, sn, NONE, charge_rot_rate) \ w_cvar(id, sn, NONE, charge_rot_pause) \ w_cvar(id, sn, NONE, charge_start) \ w_cvar(id, sn, NONE, charge_minspeed) \ w_cvar(id, sn, NONE, charge_maxspeed) \ w_cvar(id, sn, NONE, charge_velocity_rate) \ w_cvar(id, sn, NONE, secondary) \ w_cvar(id, sn, SEC, chargepool) \ w_cvar(id, sn, SEC, chargepool_regen) \ w_cvar(id, sn, SEC, chargepool_pause_regen) \ w_prop(id, sn, float, reloading_ammo, reload_ammo) \ w_prop(id, sn, float, reloading_time, reload_time) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float vortex_lasthit; #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX.m_id); } void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); } void SendCSQCVortexBeamParticle(float charge) { vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE); WriteCoord(MSG_BROADCAST, w_shotorg.x); WriteCoord(MSG_BROADCAST, w_shotorg.y); WriteCoord(MSG_BROADCAST, w_shotorg.z); WriteCoord(MSG_BROADCAST, v.x); WriteCoord(MSG_BROADCAST, v.y); WriteCoord(MSG_BROADCAST, v.z); WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255)); } void W_Vortex_Attack(Weapon thiswep, float issecondary) {SELFPARAM(); float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge; mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage); myforce = WEP_CVAR_BOTH(vortex, !issecondary, force); mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist); mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist); myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife); myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife); myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo); float flying; flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last if(WEP_CVAR(vortex, charge)) { charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge; self.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce // O RLY? -- divVerent // YA RLY -- FruitieX } else charge = 1; mydmg *= charge; myforce *= charge; W_SetupShot(self, true, 5, SND(NEXFIRE), CH_WEAPON_A, mydmg); if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound { 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); } yoda = 0; damage_goodhits = 0; FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id); if(yoda && flying) Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); if(damage_goodhits && self.vortex_lasthit) { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); damage_goodhits = 0; // only every second time } self.vortex_lasthit = damage_goodhits; //beam and muzzle flash done on client SendCSQCVortexBeamParticle(charge); W_DecreaseAmmo(thiswep, myammo); } .float vortex_chargepool_pauseregen_finished; METHOD(Vortex, wr_aim, void(entity thiswep)) { if(bot_aim(1000000, 0, 1, false)) self.BUTTON_ATCK = true; else { if(WEP_CVAR(vortex, charge)) self.BUTTON_ATCK2 = true; } } METHOD(Vortex, wr_think, void(entity thiswep, bool fire1, bool fire2)) { if(WEP_CVAR(vortex, charge) && self.vortex_charge < WEP_CVAR(vortex, charge_limit)) self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME); if(WEP_CVAR_SEC(vortex, chargepool)) if(self.vortex_chargepool_ammo < 1) { if(self.vortex_chargepool_pauseregen_finished < time) self.vortex_chargepool_ammo = min(1, self.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME); self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen)); } if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload Weapon w = get_weaponinfo(self.weapon); w.wr_reload(w); } else { if(fire1) { if(weapon_prepareattack(false, WEP_CVAR_PRI(vortex, refire))) { W_Vortex_Attack(thiswep, 0); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready); } } if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : fire2) { if(WEP_CVAR(vortex, charge)) { self.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause); float dt = frametime / W_TICSPERFRAME; if(self.vortex_charge < 1) { if(WEP_CVAR_SEC(vortex, chargepool)) { if(WEP_CVAR_SEC(vortex, ammo)) { // always deplete if secondary is held self.vortex_chargepool_ammo = max(0, self.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt); dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate)); self.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen); dt = min(dt, self.vortex_chargepool_ammo); dt = max(0, dt); self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); } } else if(WEP_CVAR_SEC(vortex, ammo)) { if(fire2) // only eat ammo when the button is pressed { dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate)); if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if(autocvar_g_balance_vortex_reload_ammo) { dt = min(dt, (self.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); dt = max(0, dt); if(dt > 0) { self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt); } self.(weapon_load[WEP_VORTEX.m_id]) = self.clip_load; } else { dt = min(dt, (self.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); dt = max(0, dt); if(dt > 0) { self.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), self.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt); } } } self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); } } else { dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate)); self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); } } } else if(WEP_CVAR(vortex, secondary)) { if(weapon_prepareattack(false, WEP_CVAR_SEC(vortex, refire))) { W_Vortex_Attack(thiswep, 1); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); } } } } } METHOD(Vortex, wr_init, void(entity thiswep)) { VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); } METHOD(Vortex, wr_setup, void(entity thiswep)) { self.vortex_lasthit = 0; } METHOD(Vortex, wr_checkammo1, bool(entity thiswep)) { float ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo); ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo)); return ammo_amount; } METHOD(Vortex, wr_checkammo2, bool(entity thiswep)) { if(WEP_CVAR(vortex, secondary)) { // don't allow charging if we don't have enough ammo float ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo); ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo); return ammo_amount; } else { return false; // zoom is not a fire mode } } METHOD(Vortex, wr_config, void(entity thiswep)) { VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); } METHOD(Vortex, wr_resetplayer, void(entity thiswep)) { self.vortex_lasthit = 0; } METHOD(Vortex, wr_reload, void(entity thiswep)) { W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD)); } METHOD(Vortex, wr_suicidemessage, int(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(Vortex, wr_killmessage, int(entity thiswep)) { return WEAPON_VORTEX_MURDER; } #endif #ifdef CSQC float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO METHOD(Vortex, wr_impacteffect, void(entity thiswep)) { vector org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); } METHOD(Vortex, wr_init, void(entity thiswep)) { if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) { precache_pic("gfx/reticle_nex"); } } METHOD(Vortex, wr_zoomreticle, bool(entity thiswep)) { if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2)) { reticle_image = "gfx/reticle_nex"; return true; } else { // no weapon specific image for this weapon return false; } } #endif #endif