#ifdef REGISTER_WEAPON REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", "Nex"); #else #ifdef SVQC void SendCSQCNexBeamParticle() { vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE); 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); } void W_Nex_Attack (float issecondary) { float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, myvel; if(issecondary) { mydmg = cvar("g_balance_nex_secondary_damage"); myforce = cvar("g_balance_nex_secondary_force"); mymindist = cvar("g_balance_nex_secondary_damagefalloff_mindist"); mymaxdist = cvar("g_balance_nex_secondary_damagefalloff_maxdist"); myhalflife = cvar("g_balance_nex_secondary_damagefalloff_halflife"); myforcehalflife = cvar("g_balance_nex_secondary_damagefalloff_forcehalflife"); myammo = cvar("g_balance_nex_secondary_ammo"); } else { mydmg = cvar("g_balance_nex_primary_damage"); myforce = cvar("g_balance_nex_primary_force"); mymindist = cvar("g_balance_nex_primary_damagefalloff_mindist"); mymaxdist = cvar("g_balance_nex_primary_damagefalloff_maxdist"); myhalflife = cvar("g_balance_nex_primary_damagefalloff_halflife"); myforcehalflife = cvar("g_balance_nex_primary_damagefalloff_forcehalflife"); myammo = cvar("g_balance_nex_primary_ammo"); } float flying; flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last if(cvar("g_balance_nex_velocitydependent")) // player velocity dependent damage and force { myvel = vlen(self.velocity); myvel = bound(cvar("g_balance_nex_velocitydependent_minspeed"), myvel, cvar("g_balance_nex_velocitydependent_maxspeed")); // TODO: make it more obvious (through effects, indicator on weapon) that damage increases when speed increases mydmg *= myvel / cvar("g_balance_nex_velocitydependent_maxspeed"); myforce *= myvel / cvar("g_balance_nex_velocitydependent_maxspeed"); } W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg); yoda = 0; FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX); if(yoda && flying) AnnounceTo(self, "yoda"); //beam and muzzle flash done on client SendCSQCNexBeamParticle(); // flash and burn the wall if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self); if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_cells = self.ammo_cells - myammo; } void spawnfunc_weapon_nex (void); // defined in t_items.qc float w_nex(float req) { if (req == WR_AIM) { self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE); self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE); } else if (req == WR_THINK) { if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire"))) { W_Nex_Attack(0); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready); } } if (self.BUTTON_ATCK2) { if(cvar("g_balance_nex_secondary")) { if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire"))) { W_Nex_Attack(1); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready); } } } } else if (req == WR_PRECACHE) { precache_model ("models/nexflash.md3"); precache_model ("models/weapons/g_nex.md3"); precache_model ("models/weapons/v_nex.md3"); precache_model ("models/weapons/h_nex.iqm"); precache_sound ("weapons/nexfire.wav"); precache_sound ("weapons/nexwhoosh1.wav"); precache_sound ("weapons/nexwhoosh2.wav"); precache_sound ("weapons/nexwhoosh3.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_NEX); else if (req == WR_CHECKAMMO1) return self.ammo_cells >= cvar("g_balance_nex_primary_ammo"); else if (req == WR_CHECKAMMO2) return self.ammo_cells >= cvar("g_balance_nex_secondary_ammo"); return TRUE; }; #endif #ifdef CSQC float w_nex(float req) { if(req == WR_IMPACTEFFECT) { vector org2; org2 = w_org + w_backoff * 6; pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM); } else if(req == WR_PRECACHE) { precache_sound("weapons/neximpact.wav"); } else if (req == WR_SUICIDEMESSAGE) w_deathtypestring = "%s did the impossible"; else if (req == WR_KILLMESSAGE) w_deathtypestring = "%s has been vaporized by %s"; return TRUE; } #endif #endif