#ifdef REGISTER_WEAPON REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex")) #else #ifdef SVQC void SendCSQCNexBeamParticle(float charge) { 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); WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255)); } void W_Nex_Attack (float issecondary) { float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge; if(issecondary) { mydmg = autocvar_g_balance_nex_secondary_damage; myforce = autocvar_g_balance_nex_secondary_force; mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist; mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist; myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife; myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife; myammo = autocvar_g_balance_nex_secondary_ammo; } else { mydmg = autocvar_g_balance_nex_primary_damage; myforce = autocvar_g_balance_nex_primary_force; mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist; mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist; myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife; myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife; myammo = autocvar_g_balance_nex_primary_ammo; } float flying; flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last if(autocvar_g_balance_nex_charge) { charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge; self.nex_charge *= autocvar_g_balance_nex_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, "weapons/nexfire.wav", CH_WEAPON_A, mydmg); if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound { sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM); } yoda = 0; FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX); if(yoda && flying) Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); //beam and muzzle flash done on client SendCSQCNexBeamParticle(charge); W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo); } void spawnfunc_weapon_nex (void); // defined in t_items.qc .float nex_chargepool_pauseregen_finished; float w_nex(float req) { float dt; float ammo_amount; if (req == WR_AIM) { if(bot_aim(1000000, 0, 1, FALSE)) self.BUTTON_ATCK = TRUE; else { if(autocvar_g_balance_nex_charge) self.BUTTON_ATCK2 = TRUE; } } else if (req == WR_THINK) { if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit) self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME); if(autocvar_g_balance_nex_secondary_chargepool) if(self.nex_chargepool_ammo < 1) { if(self.nex_chargepool_pauseregen_finished < time) self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME); self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen); } 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 weapon_action(self.weapon, WR_RELOAD); else { if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire)) { W_Nex_Attack(0); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready); } } if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2) { if(autocvar_g_balance_nex_secondary_charge) { self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause; dt = frametime / W_TICSPERFRAME; if(self.nex_charge < 1) { if(autocvar_g_balance_nex_secondary_chargepool) { if(autocvar_g_balance_nex_secondary_ammo) { // always deplete if secondary is held self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt); dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen; dt = min(dt, self.nex_chargepool_ammo); dt = max(0, dt); self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; } } else if(autocvar_g_balance_nex_secondary_ammo) { if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed { dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if(autocvar_g_balance_nex_reload_ammo) { dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo); dt = max(0, dt); if(dt > 0) { self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt); } self.(weapon_load[WEP_NEX]) = self.clip_load; } else { dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo); dt = max(0, dt); if(dt > 0) { self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt); } } } self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; } } else { dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate); self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate; } } } else if(autocvar_g_balance_nex_secondary) { if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire)) { W_Nex_Attack(1); weapon_thinkf(WFRAME_FIRE1, autocvar_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/nexcharge.wav"); precache_sound ("weapons/nexwhoosh1.wav"); precache_sound ("weapons/nexwhoosh2.wav"); precache_sound ("weapons/nexwhoosh3.wav"); //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) { weapon_setup(WEP_NEX); self.current_ammo = ammo_cells; } else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_primary_ammo); return ammo_amount; } else if (req == WR_CHECKAMMO2) { if(autocvar_g_balance_nex_secondary) { // don't allow charging if we don't have enough ammo ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo; ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo; return ammo_amount; } else { return FALSE; // zoom is not a fire mode } } else if (req == WR_RELOAD) { W_Reload(min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav"); } else if (req == WR_SUICIDEMESSAGE) { return WEAPON_THINKING_WITH_PORTALS; } else if (req == WR_KILLMESSAGE) { return WEAPON_NEX_MURDER; } 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, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM); } else if(req == WR_PRECACHE) { precache_sound("weapons/neximpact.wav"); } return TRUE; } #endif #endif