]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_nex.qc
fix glowmod of weapon entity (no longer assign it to world, make code more consistent)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
index 8acf9f4c6b12c90727bf1d357f3e06eb8f873e93..7b1239b898859f206b22bfe7881b49d8b72a8fb6 100644 (file)
@@ -2,54 +2,64 @@
 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() {
+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, f;
+       float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
        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");
+               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 = 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");
+               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
 
-       f = ExponentialFalloff(cvar("g_balance_nex_velocitydependent_minspeed"), cvar("g_balance_nex_velocitydependent_maxspeed"), cvar("g_balance_nex_velocitydependent_halflife"), vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y));
-
-       // TODO: make it more obvious (through effects, indicator on weapon) that damage increases when speed increases
-       mydmg *= f;
-       myforce *= f;
+       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", mydmg);
+       W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
+    if(charge > autocvar_g_balance_nex_charge_limit && autocvar_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 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_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);
@@ -58,7 +68,7 @@ void W_Nex_Attack (float issecondary)
                AnnounceTo(self, "yoda");
 
        //beam and muzzle flash done on client
-       SendCSQCNexBeamParticle();
+       SendCSQCNexBeamParticle(charge);
        
        // flash and burn the wall
        if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
@@ -70,8 +80,10 @@ void W_Nex_Attack (float issecondary)
 
 void spawnfunc_weapon_nex (void); // defined in t_items.qc
 
+.float nex_chargepool_pauseregen_finished;
 float w_nex(float req)
 {
+       float dt;
        if (req == WR_AIM)
        {
                self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
@@ -79,22 +91,86 @@ float w_nex(float req)
        }
        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_charge)
+        {
+            self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
+            self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
+            self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
+
+            if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
+            {
+                self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+                self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+                self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+            }
+        }
+
+               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 (self.BUTTON_ATCK)
                {
-                       if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
+                       if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
                        {
                                W_Nex_Attack(0);
-                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready);
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
                        }
                }
                if (self.BUTTON_ATCK2)
                {
-                       if(cvar("g_balance_nex_secondary"))
+                       if(autocvar_g_balance_nex_secondary_charge)
+                       {
+                               self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
+                               dt = frametime / W_TICSPERFRAME;
+
+                               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.nex_charge < 1)
+                                       {
+                                               dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+                                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                                               {
+                                                       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 if(autocvar_g_balance_nex_secondary)
                        {
-                               if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
+                               if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
                                {
                                        W_Nex_Attack(1);
-                                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
                                }
                        }
                }
@@ -106,6 +182,7 @@ float w_nex(float req)
                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");
@@ -113,9 +190,9 @@ float w_nex(float req)
        else if (req == WR_SETUP)
                weapon_setup(WEP_NEX);
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
+               return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_cells >= cvar("g_balance_nex_secondary_ammo");
+               return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
        return TRUE;
 };
 #endif