]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_nex.qc
only add a "base charge" up to 50%
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
index 8acf9f4c6b12c90727bf1d357f3e06eb8f873e93..c185e15ad13a62e4fa3c3d2c220b74957bd3572c 100644 (file)
@@ -18,7 +18,7 @@ void SendCSQCNexBeamParticle() {
 
 void W_Nex_Attack (float issecondary)
 {
-       float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, f;
+       float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo;
        if(issecondary)
        {
                mydmg = cvar("g_balance_nex_secondary_damage");
@@ -43,11 +43,13 @@ void W_Nex_Attack (float issecondary)
        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(cvar("g_balance_nex_charge"))
+       {
+               mydmg *= self.nex_charge;
+               myforce *= self.nex_charge;
+               //print("^1Damage: ^7", ftos(mydmg), "\n");
+               self.nex_charge *= cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce
+       }
 
        W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);
 
@@ -79,6 +81,8 @@ float w_nex(float req)
        }
        else if (req == WR_THINK)
        {
+               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 (self.BUTTON_ATCK)
                {
                        if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
@@ -89,7 +93,15 @@ float w_nex(float req)
                }
                if (self.BUTTON_ATCK2)
                {
-                       if(cvar("g_balance_nex_secondary"))
+                       if(cvar("g_balance_nex_secondary_charge"))
+                       {
+                               if(self.ammo_cells)
+                               {
+                                       self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_secondary_charge_rate") * frametime / W_TICSPERFRAME);
+                                       self.ammo_cells = max(0, self.ammo_cells - cvar("g_balance_nex_secondary_ammo") * frametime / W_TICSPERFRAME);
+                               }
+                       }
+                       else if(cvar("g_balance_nex_secondary"))
                        {
                                if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
                                {