]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vortex.qc
Add an option (off by default) to allow the vortex to charge even while not in hand
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
index 7790d681ff82a2449229ec60afb6752ac67a9521..af7fac624195caa439ff0b54266f12ac80186353 100644 (file)
@@ -17,16 +17,21 @@ METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
        if (!WEP_CVAR(vortex, charge)) return '0 0 0';
        float charge = wepent.vortex_charge;
        float animlimit = WEP_CVAR(vortex, charge_animlimit);
+       float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, 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);
+       g.x = f * autocvar_g_weapon_charge_colormod_red_half;
+       g.y = f * autocvar_g_weapon_charge_colormod_green_half;
+       g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
        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);
+               f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
+               g.x += f * autocvar_g_weapon_charge_colormod_red_full;
+               g.y += f * autocvar_g_weapon_charge_colormod_green_full;
+               g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
        }
+       // transition color can't be '0 0 0' as it defaults to player model glow color
+       if (g == '0 0 0')
+               g = '0 0 0.000001';
        return g;
 }
 #endif
@@ -38,21 +43,16 @@ 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);
+       WriteVector(MSG_BROADCAST, w_shotorg);
+       WriteVector(MSG_BROADCAST, v);
        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();
+    vector shotorg = ReadVector();
+    vector endpos = ReadVector();
        charge = ReadByte() / 255.0;
 
        pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
@@ -62,10 +62,12 @@ NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
        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(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
-       else
-               WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+       {
+               if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
+                       WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+               else
+                       WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+       }
        return true;
 }
 #endif
@@ -110,6 +112,10 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
        myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
        myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
 
+    float dtype = thiswep.m_id;
+    if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
+        dtype |= HITTYPE_ARMORPIERCE;
+
        float flying;
        flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
 
@@ -125,7 +131,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
        mydmg *= charge;
        myforce *= charge;
 
-       W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
+       W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype);
        if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
        {
                sound(actor, 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);
@@ -133,7 +139,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
 
        yoda = 0;
        damage_goodhits = 0;
-       FireRailgunBullet(actor, weaponentity, 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, dtype);
 
        if(yoda && flying)
                Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
@@ -153,6 +159,12 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
 
 .float vortex_chargepool_pauseregen_finished;
 
+void W_Vortex_Charge(entity actor, .entity weaponentity, float dt)
+{
+    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) * dt / W_TICSPERFRAME);
+}
+
 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
@@ -165,8 +177,8 @@ METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 }
 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    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(!WEP_CVAR(vortex, charge_always))
+        W_Vortex_Charge(actor, weaponentity, frametime);
 
     if(WEP_CVAR_SEC(vortex, chargepool))
         if(actor.(weaponentity).vortex_chargepool_ammo < 1)
@@ -229,15 +241,15 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity
                                     {
                                         actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
                                     }
-                                    actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).clip_load;
+                                    actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
                                 }
                                 else
                                 {
-                                    dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+                                    dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
                                     dt = max(0, dt);
                                     if(dt > 0)
                                     {
-                                        SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
+                                        SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
                                     }
                                 }
                             }
@@ -269,8 +281,8 @@ METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity
 }
 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    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));
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
+    ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
     return ammo_amount;
 }
 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
@@ -278,8 +290,8 @@ METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone
     if(WEP_CVAR(vortex, secondary))
     {
         // don't allow charging if we don't have enough 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);
+        float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
         return ammo_amount;
     }
     else