]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vortex.qc
Fix vortex chargepol
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
index f7f20d2e8d4933ca5c39d65a4d5a66f7f08fb2a6..257faed6b961bfc7c045c3291a5c97ab48ca9507 100644 (file)
@@ -1,73 +1,7 @@
 #include "vortex.qh"
-#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");
-#ifdef GAMEQC
-/* 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))
+//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(GAMEQC)
 float autocvar_g_weapon_charge_colormod_red_full;
@@ -78,11 +12,11 @@ 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, entity actor))
+METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
 {
-       if (!STAT(WEP_CVAR_vortex_charge, actor)) return '0 0 0';
-       float charge = STAT(VORTEX_CHARGE, actor);
-       float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit, actor);
+       if (!WEP_CVAR(vortex, charge)) return '0 0 0';
+       float charge = wepent.vortex_charge;
+       float animlimit = 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);
@@ -137,8 +71,6 @@ NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
 #endif
 
 #ifdef SVQC
-spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
-spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
 
 REGISTER_MUTATOR(vortex_charge, true);
 
@@ -147,15 +79,23 @@ MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
     entity player = M_ARGV(0, entity);
 
        // WEAPONTODO
-       float xyspeed = vlen(vec2(player.velocity));
-       if (PS(player).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
-               player.vortex_charge = min(1, player.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
-       }
+    if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
+        return;
+
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+    {
+        .entity weaponentity = weaponentities[slot];
+
+       if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed)))
+       {
+            float xyspeed = vlen(vec2(player.velocity));
+               // 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
+               player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
+       }
+    }
 }
 
 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
@@ -175,8 +115,8 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
 
        if(WEP_CVAR(vortex, charge))
        {
-               charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.vortex_charge;
-               actor.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
+               charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
+               actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
                // O RLY? -- divVerent
                // YA RLY -- FruitieX
        }
@@ -193,7 +133,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
 
        yoda = 0;
        damage_goodhits = 0;
-       FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
+       FireRailgunBullet(actor, weaponentity, 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, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
@@ -208,14 +148,14 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
        //beam and muzzle flash done on client
        SendCSQCVortexBeamParticle(charge);
 
-       W_DecreaseAmmo(thiswep, actor, myammo);
+       W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
 }
 
 .float vortex_chargepool_pauseregen_finished;
 
-METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
+METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    if(bot_aim(actor, 1000000, 0, 1, false))
+    if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
         PHYS_INPUT_BUTTON_ATCK(actor) = true;
     else
     {
@@ -225,18 +165,24 @@ METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
 }
 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(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
+        actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
+
+    if(weaponslot(weaponentity) == 0)
+        actor.vortex_charge = actor.(weaponentity).vortex_charge;
 
     if(WEP_CVAR_SEC(vortex, chargepool))
-        if(actor.vortex_chargepool_ammo < 1)
+        if(actor.(weaponentity).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.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).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
+    if(weaponslot(weaponentity) == 0)
+        actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo;
+
+    if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
         thiswep.wr_reload(thiswep, actor, weaponentity);
     } else
     {
@@ -252,24 +198,24 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         {
             if(WEP_CVAR(vortex, charge))
             {
-                actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
+                actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
                 float dt = frametime / W_TICSPERFRAME;
 
-                if(actor.vortex_charge < 1)
+                if(actor.(weaponentity).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);
+                            actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
 
-                            dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+                            dt = min(dt, (1 - actor.(weaponentity).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 = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
                             dt = max(0, dt);
 
-                            actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+                            actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
                         }
                     }
 
@@ -277,38 +223,38 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
                     {
                         if(fire & 2) // only eat ammo when the button is pressed
                         {
-                            dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+                            dt = min(dt, (1 - actor.(weaponentity).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 = min(dt, (actor.(weaponentity).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.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
                                     }
-                                    actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
+                                    actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).clip_load;
                                 }
                                 else
                                 {
-                                    dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+                                    dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - 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);
+                                        SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
                                     }
                                 }
                             }
-                            actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+                            actor.(weaponentity).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);
+                        dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
+                        actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
                     }
                 }
             }
@@ -323,23 +269,23 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
         }
     }
 }
-METHOD(Vortex, wr_setup, void(entity thiswep, entity actor))
+METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
 {
     actor.vortex_lasthit = 0;
 }
-METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
-    ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
+    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
+    ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
     return ammo_amount;
 }
-METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     if(WEP_CVAR(vortex, secondary))
     {
         // don't allow charging if we don't have enough ammo
-        float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
-        ammo_amount += actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
+        float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
         return ammo_amount;
     }
     else
@@ -354,6 +300,14 @@ METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
             actor.vortex_chargepool_ammo = 1;
         }
         actor.vortex_charge = WEP_CVAR(vortex, charge_start);
+        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+        {
+            .entity weaponentity = weaponentities[slot];
+            actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
+
+            if (WEP_CVAR_SEC(vortex, chargepool))
+                actor.(weaponentity).vortex_chargepool_ammo = 1;
+        }
     }
     actor.vortex_lasthit = 0;
 }
@@ -369,6 +323,10 @@ METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
 {
     return WEAPON_VORTEX_MURDER;
 }
+METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
+{
+    return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
+}
 
 #endif
 #ifdef CSQC
@@ -388,11 +346,10 @@ METHOD(Vortex, wr_init, void(entity thiswep))
         precache_pic("gfx/reticle_nex");
     }
 }
-METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
+METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
 {
     if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
     {
-        reticle_image = "gfx/reticle_nex";
         return true;
     }
     else
@@ -401,6 +358,9 @@ METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
         return false;
     }
 }
+METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
+{
+    return button_attack2 && !WEP_CVAR(vortex, secondary);
+}
 
 #endif
-#endif