#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, m_name, string, _("Vortex")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, BOTH) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, chargepool, float, SEC) \ P(class, prefix, chargepool_pause_regen, float, SEC) \ P(class, prefix, chargepool_regen, float, SEC) \ P(class, prefix, charge, float, NONE) \ P(class, prefix, charge_animlimit, float, NONE) \ P(class, prefix, charge_limit, float, NONE) \ P(class, prefix, charge_maxspeed, float, NONE) \ P(class, prefix, charge_mindmg, float, NONE) \ P(class, prefix, charge_minspeed, float, NONE) \ P(class, prefix, charge_rate, float, NONE) \ P(class, prefix, charge_rot_pause, float, NONE) \ P(class, prefix, charge_rot_rate, float, NONE) \ P(class, prefix, charge_shot_multiplier, float, NONE) \ P(class, prefix, charge_start, float, NONE) \ P(class, prefix, charge_velocity_rate, float, NONE) \ P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \ P(class, prefix, damagefalloff_halflife, float, BOTH) \ P(class, prefix, damagefalloff_maxdist, float, BOTH) \ P(class, prefix, damagefalloff_mindist, float, BOTH) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, force, float, BOTH) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, secondary, float, NONE) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Vortex, vortex) #undef X ENDCLASS(Vortex) REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex)); #ifdef SVQC .float vortex_lasthit; #endif #endif #ifdef IMPLEMENTATION REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge)) REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit)) #if defined(CSQC) float autocvar_g_weapon_charge_colormod_red_full; float autocvar_g_weapon_charge_colormod_red_half; float autocvar_g_weapon_charge_colormod_green_full; float autocvar_g_weapon_charge_colormod_blue_full; float autocvar_g_weapon_charge_colormod_blue_half; float autocvar_g_weapon_charge_colormod_green_half; float autocvar_g_weapon_charge_colormod_hdrmultiplier; METHOD(Vortex, wr_glow, vector(Vortex this)) { if (!STAT(WEP_CVAR_vortex_charge)) return '0 0 0'; float charge = STAT(VORTEX_CHARGE); float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit); vector g; g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit); g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit); g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit); if (charge > animlimit) { g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit); g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit); g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit); } return g; } #endif REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE) #if defined(SVQC) void SendCSQCVortexBeamParticle(float charge) { vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); WriteHeader(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)); } #elif defined(CSQC) NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew) { vector shotorg, endpos; float charge; shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord(); endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord(); charge = ReadByte() / 255.0; pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1); //draw either the old v2.3 beam or the new beam charge = sqrt(charge); // divide evenly among trail spacing and alpha particles_alphamin = particles_alphamax = particles_fade = charge; if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos)) if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo())) WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); else WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); return true; } #endif #ifdef SVQC spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); } spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); } REGISTER_MUTATOR(vortex_charge, true); MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys) {SELFPARAM(); // WEAPONTODO float xyspeed = vlen(vec2(self.velocity)); if (PS(self).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed)) { // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed)); float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed)); // add the extra charge self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH); } } 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, self, myammo); } .float vortex_chargepool_pauseregen_finished; METHOD(Vortex, wr_aim, void(entity thiswep)) { SELFPARAM(); if(bot_aim(self, 1000000, 0, 1, false)) PHYS_INPUT_BUTTON_ATCK(self) = true; else { if(WEP_CVAR(vortex, charge)) PHYS_INPUT_BUTTON_ATCK2(self) = true; } } METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit)) actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME); if(WEP_CVAR_SEC(vortex, chargepool)) if(actor.vortex_chargepool_ammo < 1) { if(actor.vortex_chargepool_pauseregen_finished < time) actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME); actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen)); } if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else { if(fire & 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire))) { W_Vortex_Attack(thiswep, 0); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready); } } if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2)) { if(WEP_CVAR(vortex, charge)) { actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause); float dt = frametime / W_TICSPERFRAME; if(actor.vortex_charge < 1) { if(WEP_CVAR_SEC(vortex, chargepool)) { if(WEP_CVAR_SEC(vortex, ammo)) { // always deplete if secondary is held actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt); dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate)); actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen); dt = min(dt, actor.vortex_chargepool_ammo); dt = max(0, dt); actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); } } else if(WEP_CVAR_SEC(vortex, ammo)) { if(fire & 2) // only eat ammo when the button is pressed { dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate)); if(!(actor.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, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); dt = max(0, dt); if(dt > 0) { actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt); } actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load; } else { dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); dt = max(0, dt); if(dt > 0) { actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt); } } } actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); } } else { dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate)); actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate); } } } else if(WEP_CVAR(vortex, secondary)) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire))) { W_Vortex_Attack(thiswep, 1); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); } } } } } METHOD(Vortex, wr_setup, void(entity thiswep)) { SELFPARAM(); self.vortex_lasthit = 0; } METHOD(Vortex, wr_checkammo1, bool(entity thiswep)) { SELFPARAM(); float ammo_amount = self.(thiswep.ammo_field) >= 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)) { SELFPARAM(); if(WEP_CVAR(vortex, secondary)) { // don't allow charging if we don't have enough ammo float ammo_amount = self.(thiswep.ammo_field) >= 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_resetplayer, void(entity thiswep)) { SELFPARAM(); if (WEP_CVAR(vortex, charge)) { if (WEP_CVAR_SEC(vortex, chargepool)) { self.vortex_chargepool_ammo = 1; } self.vortex_charge = WEP_CVAR(vortex, charge_start); } self.vortex_lasthit = 0; } METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { SELFPARAM(); W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD); } METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(Vortex, wr_killmessage, Notification(entity thiswep)) { return WEAPON_VORTEX_MURDER; } #endif #ifdef CSQC METHOD(Vortex, wr_impacteffect, void(entity thiswep)) { SELFPARAM(); vector org2 = w_org + w_backoff * 6; pointparticles(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