charge = cvar("g_balance_nex_charge_mindmg") / mydmg + (1 - cvar("g_balance_nex_charge_mindmg") / mydmg) * self.nex_charge;
self.nex_charge *= cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce
// O RLY? -- divVerent
+ // YA RLY -- FruitieX
}
else
charge = 1;
myforce *= charge;
W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
+ if(charge > cvar("g_balance_nex_charge_limit") && cvar("g_balance_nex_charge_limit")) // if the Nex is overcharged, we play an extra sound
+ {
+ sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * cvar("g_balance_nex_charge_limit")) / (1 - 0.5 * cvar("g_balance_nex_charge_limit")), ATTN_NORM);
+ }
yoda = 0;
FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
void spawnfunc_weapon_nex (void); // defined in t_items.qc
-.float nex_charge_pool_pauseregen_finished;
+.float nex_chargepool_pauseregen_finished;
float w_nex(float req)
{
float dt;
if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
- if(cvar("g_balance_nex_secondary_charge_pool"))
- if(self.nex_charge_pool_ammo < 1)
+ if(cvar("g_balance_nex_charge"))
+ {
+ self.weaponentity.weaponentity.glowmod = '0 0 0'; // reset
+
+ self.weaponentity.weaponentity.glowmod_x = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_red_half") * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
+ self.weaponentity.weaponentity.glowmod_y = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_green_half") * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
+ self.weaponentity.weaponentity.glowmod_z = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_blue_half") * bound(0, self.weaponentity.weaponentity.glowmod_z + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
+
+ if(self.nex_charge > cvar("g_balance_nex_charge_limit"))
+ {
+ self.weaponentity.weaponentity.glowmod_x = self.weaponentity.weaponentity.glowmod_x + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_red_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
+ self.weaponentity.weaponentity.glowmod_y = self.weaponentity.weaponentity.glowmod_y + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_green_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
+ self.weaponentity.weaponentity.glowmod_z = self.weaponentity.weaponentity.glowmod_z + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_blue_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
+ }
+ self.exteriorweaponentity.glowmod = self.weaponentity.weaponentity.glowmod;
+ }
+
+ if(cvar("g_balance_nex_secondary_chargepool"))
+ if(self.nex_chargepool_ammo < 1)
{
- if(self.nex_charge_pool_pauseregen_finished < time)
- self.nex_charge_pool_ammo = min(1, self.nex_charge_pool_ammo + cvar("g_balance_nex_secondary_charge_pool_regen") * frametime / W_TICSPERFRAME);
- self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_nex_secondary_charge_pool_pause_health_regen"));
+ if(self.nex_chargepool_pauseregen_finished < time)
+ self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + cvar("g_balance_nex_secondary_chargepool_regen") * frametime / W_TICSPERFRAME);
+ self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_nex_secondary_chargepool_pause_health_regen"));
}
if (self.BUTTON_ATCK)
self.nex_charge_rottime = time + cvar("g_balance_nex_charge_rot_pause");
dt = frametime / W_TICSPERFRAME;
- if(cvar("g_balance_nex_secondary_charge_pool"))
+ if(cvar("g_balance_nex_secondary_chargepool"))
{
if(cvar("g_balance_nex_secondary_ammo"))
{
// always deplete if secondary is held
- self.nex_charge_pool_ammo = max(0, self.nex_charge_pool_ammo - cvar("g_balance_nex_secondary_ammo") * dt);
+ self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - cvar("g_balance_nex_secondary_ammo") * dt);
dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
- self.nex_charge_pool_pauseregen_finished = time + cvar("g_balance_nex_secondary_charge_pool_pause_regen");
- dt = min(dt, self.nex_charge_pool_ammo);
+ self.nex_chargepool_pauseregen_finished = time + cvar("g_balance_nex_secondary_chargepool_pause_regen");
+ dt = min(dt, self.nex_chargepool_ammo);
dt = max(0, dt);
self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
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");