]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Rename nex to vortex
authorMario <mario.mario@y7mail.com>
Mon, 23 Dec 2013 05:04:42 +0000 (16:04 +1100)
committerMario <mario.mario@y7mail.com>
Mon, 23 Dec 2013 05:04:42 +0000 (16:04 +1100)
29 files changed:
bal-wep-xonotic.cfg
balance-xonotic.cfg
crosshairs.cfg
defaultXonotic.cfg
qcsrc/client/Defs.qc
qcsrc/client/Main.qc
qcsrc/client/View.qc
qcsrc/client/autocvars.qh
qcsrc/client/damage.qc
qcsrc/client/hud.qc
qcsrc/client/particles.qc
qcsrc/client/scoreboard.qc
qcsrc/common/constants.qh
qcsrc/common/notifications.qh
qcsrc/common/weapons/all.qh
qcsrc/common/weapons/w_nex.qc [deleted file]
qcsrc/common/weapons/w_vortex.qc [new file with mode: 0644]
qcsrc/server/cl_client.qc
qcsrc/server/cl_physics.qc
qcsrc/server/defs.qh
qcsrc/server/g_world.qc
qcsrc/server/mutators/mutator_minstagib.qc
qcsrc/server/mutators/mutator_nades.qc
qcsrc/server/mutators/mutator_new_toys.qc
qcsrc/server/mutators/mutator_nix.qc
qcsrc/server/t_quake3.qc
qcsrc/server/vehicles/vehicles.qc
qcsrc/server/weapons/tracing.qc
vehicles.cfg

index 1db24d78595af9cbe67c8ab00cd6935003fd9c36..97d4123db31a5247fb245bf366e0b6c94432a201 100644 (file)
@@ -313,47 +313,47 @@ set g_balance_crylink_weaponstart 0
 set g_balance_crylink_weaponstartoverride -1
 // }}}
 // {{{ #9: Vortex
-set g_balance_nex_charge 1
-set g_balance_nex_charge_animlimit 0.5
-set g_balance_nex_charge_limit 1
-set g_balance_nex_charge_maxspeed 800
-set g_balance_nex_charge_mindmg 40
-set g_balance_nex_charge_minspeed 400
-set g_balance_nex_charge_rate 0.4
-set g_balance_nex_charge_rot_pause 0
-set g_balance_nex_charge_rot_rate 0
-set g_balance_nex_charge_shot_multiplier 0
-set g_balance_nex_charge_start 0.5
-set g_balance_nex_charge_velocity_rate 0
-set g_balance_nex_primary_ammo 6
-set g_balance_nex_primary_animtime 0.6
-set g_balance_nex_primary_damage 80
-set g_balance_nex_primary_damagefalloff_forcehalflife 0
-set g_balance_nex_primary_damagefalloff_halflife 0
-set g_balance_nex_primary_damagefalloff_maxdist 0
-set g_balance_nex_primary_damagefalloff_mindist 0
-set g_balance_nex_primary_force 400
-set g_balance_nex_primary_refire 1.5
-set g_balance_nex_reload_ammo 0
-set g_balance_nex_reload_time 2
-set g_balance_nex_secondary 0
-set g_balance_nex_secondary_ammo 2
-set g_balance_nex_secondary_animtime 0
-set g_balance_nex_secondary_chargepool 0
-set g_balance_nex_secondary_chargepool_pause_regen 1
-set g_balance_nex_secondary_chargepool_regen 0.15
-set g_balance_nex_secondary_damage 0
-set g_balance_nex_secondary_damagefalloff_forcehalflife 0
-set g_balance_nex_secondary_damagefalloff_halflife 0
-set g_balance_nex_secondary_damagefalloff_maxdist 0
-set g_balance_nex_secondary_damagefalloff_mindist 0
-set g_balance_nex_secondary_force 0
-set g_balance_nex_secondary_refire 0
-set g_balance_nex_switchdelay_drop 0.3
-set g_balance_nex_switchdelay_raise 0.25
-set g_balance_nex_weaponreplace ""
-set g_balance_nex_weaponstart 0
-set g_balance_nex_weaponstartoverride -1
+set g_balance_vortex_charge 1
+set g_balance_vortex_charge_animlimit 0.5
+set g_balance_vortex_charge_limit 1
+set g_balance_vortex_charge_maxspeed 800
+set g_balance_vortex_charge_mindmg 40
+set g_balance_vortex_charge_minspeed 400
+set g_balance_vortex_charge_rate 0.4
+set g_balance_vortex_charge_rot_pause 0
+set g_balance_vortex_charge_rot_rate 0
+set g_balance_vortex_charge_shot_multiplier 0
+set g_balance_vortex_charge_start 0.5
+set g_balance_vortex_charge_velocity_rate 0
+set g_balance_vortex_primary_ammo 6
+set g_balance_vortex_primary_animtime 0.6
+set g_balance_vortex_primary_damage 80
+set g_balance_vortex_primary_damagefalloff_forcehalflife 0
+set g_balance_vortex_primary_damagefalloff_halflife 0
+set g_balance_vortex_primary_damagefalloff_maxdist 0
+set g_balance_vortex_primary_damagefalloff_mindist 0
+set g_balance_vortex_primary_force 400
+set g_balance_vortex_primary_refire 1.5
+set g_balance_vortex_reload_ammo 0
+set g_balance_vortex_reload_time 2
+set g_balance_vortex_secondary 0
+set g_balance_vortex_secondary_ammo 2
+set g_balance_vortex_secondary_animtime 0
+set g_balance_vortex_secondary_chargepool 0
+set g_balance_vortex_secondary_chargepool_pause_regen 1
+set g_balance_vortex_secondary_chargepool_regen 0.15
+set g_balance_vortex_secondary_damage 0
+set g_balance_vortex_secondary_damagefalloff_forcehalflife 0
+set g_balance_vortex_secondary_damagefalloff_halflife 0
+set g_balance_vortex_secondary_damagefalloff_maxdist 0
+set g_balance_vortex_secondary_damagefalloff_mindist 0
+set g_balance_vortex_secondary_force 0
+set g_balance_vortex_secondary_refire 0
+set g_balance_vortex_switchdelay_drop 0.3
+set g_balance_vortex_switchdelay_raise 0.25
+set g_balance_vortex_weaponreplace ""
+set g_balance_vortex_weaponstart 0
+set g_balance_vortex_weaponstartoverride -1
 // }}}
 // {{{ #10: Hagar
 set g_balance_hagar_primary_ammo 1
index 296ca67e91934bc6bce5a40d3cc944e15e1a381e..a2aa31f0a6b49a56ad58566601ae8481b9b1cc46 100644 (file)
@@ -7,7 +7,7 @@ set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the
 set g_start_weapon_mortar -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
 set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
 set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
-set g_start_weapon_nex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
+set g_start_weapon_vortex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
 set g_start_weapon_hagar -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
 set g_start_weapon_devastator -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
 set g_start_weapon_vaporizer -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
index c6a9e837b044ecb390bee079c8a811d475506454..c4feef63e525b35f7d309060d008448f1a7adbe6 100644 (file)
@@ -77,10 +77,10 @@ seta crosshair_crylink ""   "crosshair to display when wielding the crylink"
 seta crosshair_crylink_color "0.85 0.25 1"     "crosshair color to display when wielding the crylink"
 seta crosshair_crylink_alpha 0.85      "crosshair alpha value to display when wielding the crylink"
 seta crosshair_crylink_size 0.4        "crosshair size when wielding the crylink"
-seta crosshair_nex ""  "crosshair to display when wielding the nex gun"
-seta crosshair_nex_color "0 0.9 1"     "crosshair color to display when wielding the nex gun"
-seta crosshair_nex_alpha 0.85  "crosshair alpha value to display when wielding the nex gun"
-seta crosshair_nex_size 0.65   "crosshair size when wielding the nex gun"
+seta crosshair_vortex ""       "crosshair to display when wielding the nex gun"
+seta crosshair_vortex_color "0 0.9 1"  "crosshair color to display when wielding the nex gun"
+seta crosshair_vortex_alpha 0.85       "crosshair alpha value to display when wielding the nex gun"
+seta crosshair_vortex_size 0.65        "crosshair size when wielding the nex gun"
 seta crosshair_hagar ""        "crosshair to display when wielding the hagar"
 seta crosshair_hagar_color "0.85 0.5 0.35"     "crosshair color to display when wielding the hagar"
 seta crosshair_hagar_alpha 1   "crosshair alpha value to display when wielding the hagar"
@@ -133,15 +133,15 @@ seta crosshair_ring_inner 0 "allow inner rings to be drawn too"
 seta crosshair_ring_size 2     "ring size"
 seta crosshair_ring_alpha 0.2  "ring alpha"
 
-// nexgun ring
-seta crosshair_ring_nex 1 "draw a ring showing the current charge of the nexgun"
-seta crosshair_ring_nex_alpha 0.15
-seta crosshair_ring_nex_inner_alpha 0.15
-seta crosshair_ring_nex_inner_color_red 0.8
-seta crosshair_ring_nex_inner_color_green 0
-seta crosshair_ring_nex_inner_color_blue 0
-seta crosshair_ring_nex_currentcharge_scale 30
-seta crosshair_ring_nex_currentcharge_movingavg_rate 0.05
+// vortex ring
+seta crosshair_ring_vortex 1 "draw a ring showing the current charge of the vortex"
+seta crosshair_ring_vortex_alpha 0.15
+seta crosshair_ring_vortex_inner_alpha 0.15
+seta crosshair_ring_vortex_inner_color_red 0.8
+seta crosshair_ring_vortex_inner_color_green 0
+seta crosshair_ring_vortex_inner_color_blue 0
+seta crosshair_ring_vortex_currentcharge_scale 30
+seta crosshair_ring_vortex_currentcharge_movingavg_rate 0.05
 
 // minelayer ring
 seta crosshair_ring_minelayer 1
index d5ea2b6995cebbb2e339c5a144a198ce141d66eb..d5e704180a870f83e41701a221cb71aa8e4e141b 100644 (file)
@@ -57,7 +57,7 @@ _cl_playerskin 0
 
 seta cl_reticle 1 "control for toggling whether ANY zoom reticles are shown"
 seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)"
-seta cl_reticle_item_nex 1 "draw aiming reticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha"
+seta cl_reticle_item_vortex 1 "draw aiming reticle for the vortex weapon's zoom, 0 disables and values between 0 and 1 change alpha"
 seta cl_reticle_item_normal 1 "draw reticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha"
 fov 90
 seta cl_velocityzoom 0 "velocity based zooming of fov, negative values zoom out"
@@ -356,9 +356,9 @@ set bot_ai_keyboard_threshold 0.57
 set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim"
 set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming"
 set bot_ai_custom_weapon_priority_distances "300 850"  "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons"
-set bot_ai_custom_weapon_priority_far   "minstanex nex rifle electro rocketlauncher grenadelauncher hagar hlac crylink laser uzi fireball seeker shotgun tuba minelayer"       "Desired weapons for far distances ordered by priority"
-set bot_ai_custom_weapon_priority_mid   "minstanex rocketlauncher nex fireball seeker grenadelauncher electro uzi crylink hlac hagar shotgun laser rifle tuba minelayer"       "Desired weapons for middle distances ordered by priority"
-set bot_ai_custom_weapon_priority_close "minstanex shotgun nex uzi hlac tuba seeker hagar crylink grenadelauncher electro rocketlauncher laser fireball rifle minelayer"       "Desired weapons for close distances ordered by priority"
+set bot_ai_custom_weapon_priority_far   "minstanex vortex rifle electro rocketlauncher grenadelauncher hagar hlac crylink laser uzi fireball seeker shotgun tuba minelayer"    "Desired weapons for far distances ordered by priority"
+set bot_ai_custom_weapon_priority_mid   "minstanex rocketlauncher vortex fireball seeker grenadelauncher electro uzi crylink hlac hagar shotgun laser rifle tuba minelayer"    "Desired weapons for middle distances ordered by priority"
+set bot_ai_custom_weapon_priority_close "minstanex shotgun vortex uzi hlac tuba seeker hagar crylink grenadelauncher electro rocketlauncher laser fireball rifle minelayer"    "Desired weapons for close distances ordered by priority"
 set bot_ai_weapon_combo 1      "Enable bots to do weapon combos"
 set bot_ai_weapon_combo_threshold 0.4  "Try to make a combo N seconds after the last attack"
 set bot_ai_friends_aware_pickup_radius "500"   "Bots will not pickup items if a team mate is this distance near the item"
@@ -1125,12 +1125,12 @@ sv_allowdownloads 0 // download protocol is evil
 
 set g_jump_grunt 0     "Do you make a grunting noise every time you jump? Is it the same grunting noise every time?"
 
-seta cl_weaponpriority "minstanex nex fireball grenadelauncher uzi hagar rifle electro rocketlauncher crylink minelayer shotgun hlac tuba laser porto seeker hook" "weapon priority list"
+seta cl_weaponpriority "minstanex vortex fireball grenadelauncher uzi hagar rifle electro rocketlauncher crylink minelayer shotgun hlac tuba laser porto seeker hook" "weapon priority list"
 seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)"
 seta cl_weaponpriority0 "rocketlauncher grenadelauncher hagar seeker fireball" "use impulse 200 for prev gun from this list, 210 for best gun, 220 for next gun.  Default value: explosives"
-seta cl_weaponpriority1 "minstanex nex crylink hlac electro laser"             "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun.  Default value: energy"
-seta cl_weaponpriority2 "minstanex nex rifle"                           "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun.  Default value: hitscan exact"
-seta cl_weaponpriority3 "minstanex nex rifle uzi shotgun"               "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun.  Default value: hitscan all"
+seta cl_weaponpriority1 "minstanex vortex crylink hlac electro laser"             "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun.  Default value: energy"
+seta cl_weaponpriority2 "minstanex vortex rifle"                           "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun.  Default value: hitscan exact"
+seta cl_weaponpriority3 "minstanex vortex rifle uzi shotgun"               "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun.  Default value: hitscan all"
 seta cl_weaponpriority4 "grenadelauncher minelayer hlac hagar crylink seeker shotgun"    "use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun.  Default value: spam weapons"
 seta cl_weaponpriority5 "laser hook porto"                                     "use impulse 205 for prev gun from this list, 215 for best gun, 225 for next gun.  Default value: weapons for moving"
 seta cl_weaponpriority6 "" "use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun"
@@ -1368,7 +1368,7 @@ set g_weaponreplace_uzi ""
 set g_weaponreplace_grenadelauncher ""
 set g_weaponreplace_electro ""
 set g_weaponreplace_crylink ""
-set g_weaponreplace_nex ""
+set g_weaponreplace_vortex ""
 set g_weaponreplace_hagar ""
 set g_weaponreplace_rocketlauncher ""
 set g_weaponreplace_porto ""
index a0091a9a9064f05a84fdf61cb44873b7d2f128ee..24a5fbfc0beb4532ed32ead7da6f43187ea09aad 100644 (file)
@@ -251,7 +251,7 @@ float w_deathtype, w_issilent, w_random;
 vector w_org, w_backoff;
 
 float rifle_scope;
-float nex_scope;
+float vortex_scope;
 
 float minelayer_maxmines;
 
@@ -262,7 +262,7 @@ float bgmtime;
 string weaponorder_byimpulse;
 string weaponorder_bypriority;
 
-float nex_charge_movingavg;
+float vortex_charge_movingavg;
 
 float serverflags;
 
index b719fd92479ff979e2918dc656b39f37a2452e80..c5e214116f56e746b17b33045ad6ae34219faba0 100644 (file)
@@ -128,7 +128,7 @@ void CSQC_Init(void)
        if(autocvar_cl_reticle)
        {
                if(autocvar_cl_reticle_item_normal) { precache_pic("gfx/reticle_normal"); }
-               if(autocvar_cl_reticle_item_nex) { precache_pic("gfx/reticle_nex"); }
+               if(autocvar_cl_reticle_item_vortex) { precache_pic("gfx/reticle_nex"); }
        }
 
        get_mi_min_max_texcoords(1); // try the CLEVER way first
@@ -969,7 +969,7 @@ void Ent_Init()
        g_balance_electro_secondary_bouncefactor = ReadCoord();
        g_balance_electro_secondary_bouncestop = ReadCoord();
 
-       nex_scope = !ReadByte();
+       vortex_scope = !ReadByte();
        rifle_scope = !ReadByte();
 
        serverflags = ReadByte();
@@ -1210,8 +1210,8 @@ float CSQC_Parse_TempEntity()
                        Net_ReadRace();
                        bHandled = true;
                        break;
-               case TE_CSQC_NEXGUNBEAMPARTICLE:
-                       Net_ReadNexgunBeamParticle();
+               case TE_CSQC_VORTEXBEAMPARTICLE:
+                       Net_ReadVortexBeamParticle();
                        bHandled = true;
                        break;
                case TE_CSQC_TEAMNAGGER:
index cd7a6b3f88ed2644c1d2f9d1d4d68d56c2eeba9e..07c866fb6cc7fd8d2a53b395755fcda6901b8a15 100644 (file)
@@ -104,7 +104,7 @@ vector GetCurrentFov(float fov)
 
        zoomdir = button_zoom;
        if(hud == HUD_NORMAL)
-       if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+       if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
                zoomdir += button_attack2;
        if(spectatee_status > 0 || isdemo())
        {
@@ -276,7 +276,7 @@ float TrueAimCheck()
                case WEP_HOOK: // no trueaim
                case WEP_MORTAR: // toss curve
                        return SHOTTYPE_HITWORLD;
-               case WEP_NEX:
+               case WEP_VORTEX:
                case WEP_VAPORIZER:
                        mv = MOVE_NORMAL;
                        break;
@@ -364,7 +364,7 @@ float pickup_crosshair_time, pickup_crosshair_size;
 float hit_time, typehit_time;
 float nextsound_hit_time, nextsound_typehit_time;
 float hitindication_crosshair_time, hitindication_crosshair_size;
-float use_nex_chargepool;
+float use_vortex_chargepool;
 
 float myhealth, myhealth_prev;
 float myhealth_flash;
@@ -804,11 +804,11 @@ void CSQC_UpdateView(float w, float h)
        // the view to go back to normal, so reticle_type would become 0 as we fade out)
        if(spectatee_status || is_dead || hud != HUD_NORMAL)
                reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
-       else if((activeweapon == WEP_NEX || activeweapon == WEP_RIFLE || activeweapon == WEP_VAPORIZER) && (button_zoom || zoomscript_caught))
+       else if((activeweapon == WEP_VORTEX || activeweapon == WEP_RIFLE || activeweapon == WEP_VAPORIZER) && (button_zoom || zoomscript_caught))
                reticle_type = 2; // nex zoom
        else if(button_zoom || zoomscript_caught)
                reticle_type = 1; // normal zoom
-       else if((activeweapon == WEP_NEX) && button_attack2)
+       else if((activeweapon == WEP_VORTEX) && button_attack2)
                reticle_type = 2; // nex zoom
 
        if(reticle_type && autocvar_cl_reticle)
@@ -836,10 +836,10 @@ void CSQC_UpdateView(float w, float h)
                        if(reticle_type == 1 && f)
                                drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
                }
-               if(autocvar_cl_reticle_item_nex)
+               if(autocvar_cl_reticle_item_vortex)
                {
                        if(reticle_type == 2 && f)
-                               drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
+                               drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_vortex, DRAWFLAG_NORMAL);
                }
        }
 
@@ -1368,32 +1368,32 @@ void CSQC_UpdateView(float w, float h)
                                        weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
                                        weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
 
-                                       float nex_charge, nex_chargepool;
-                                       nex_charge = getstatf(STAT_NEX_CHARGE);
-                                       nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+                                       float vortex_charge, vortex_chargepool;
+                                       vortex_charge = getstatf(STAT_VORTEX_CHARGE);
+                                       vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
 
-                                       if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
-                                               nex_charge_movingavg = nex_charge;
+                                       if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+                                               vortex_charge_movingavg = vortex_charge;
 
 
                                        // handle the values
-                                       if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+                                       if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
                                        {
-                                               if (nex_chargepool || use_nex_chargepool) {
-                                                       use_nex_chargepool = 1;
-                                                       ring_inner_value = nex_chargepool;
+                                               if (vortex_chargepool || use_vortex_chargepool) {
+                                                       use_vortex_chargepool = 1;
+                                                       ring_inner_value = vortex_chargepool;
                                                } else {
-                                                       nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
-                                                       ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
+                                                       vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
+                                                       ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
                                                }
 
-                                               ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
-                                               ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
+                                               ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+                                               ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
                                                ring_inner_image = "gfx/crosshair_ring_inner.tga";
 
                                                // draw the outer ring to show the current charge of the weapon
-                                               ring_value = nex_charge;
-                                               ring_alpha = autocvar_crosshair_ring_nex_alpha;
+                                               ring_value = vortex_charge;
+                                               ring_alpha = autocvar_crosshair_ring_vortex_alpha;
                                                ring_rgb = wcross_color;
                                                ring_image = "gfx/crosshair_ring_nexgun.tga";
                                        }
index 403792020ac7c7e08aa6a412f15abd5e98cffa9b..1e5ad9d92ef848bda57e887f28607bf64865cbbe 100644 (file)
@@ -60,7 +60,7 @@ float autocvar_cl_particles_quality;
 float autocvar_cl_projectiles_sloppy;
 float autocvar_cl_readpicture_force;
 var float autocvar_cl_reticle = 1;
-float autocvar_cl_reticle_item_nex;
+float autocvar_cl_reticle_item_vortex;
 float autocvar_cl_reticle_item_normal;
 float autocvar_cl_reticle_stretch;
 float autocvar_cl_spawn_event_particles;
@@ -123,14 +123,14 @@ float autocvar_crosshair_ring_minelayer;
 float autocvar_crosshair_ring_minelayer_alpha;
 float autocvar_crosshair_ring_hagar;
 float autocvar_crosshair_ring_hagar_alpha;
-float autocvar_crosshair_ring_nex;
-float autocvar_crosshair_ring_nex_alpha;
-float autocvar_crosshair_ring_nex_currentcharge_movingavg_rate;
-float autocvar_crosshair_ring_nex_currentcharge_scale;
-float autocvar_crosshair_ring_nex_inner_alpha;
-float autocvar_crosshair_ring_nex_inner_color_blue;
-float autocvar_crosshair_ring_nex_inner_color_green;
-float autocvar_crosshair_ring_nex_inner_color_red;
+float autocvar_crosshair_ring_vortex;
+float autocvar_crosshair_ring_vortex_alpha;
+float autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate;
+float autocvar_crosshair_ring_vortex_currentcharge_scale;
+float autocvar_crosshair_ring_vortex_inner_alpha;
+float autocvar_crosshair_ring_vortex_inner_color_blue;
+float autocvar_crosshair_ring_vortex_inner_color_green;
+float autocvar_crosshair_ring_vortex_inner_color_red;
 float autocvar_crosshair_ring_size;
 float autocvar_crosshair_ring_reload;
 float autocvar_crosshair_ring_reload_alpha;
index 4526673486c8c92a7ed860e08fe3e5ccb7d4ff6c..20c7961aceef16a9b9d2b1b16dfd648e2b1a3237 100644 (file)
@@ -344,7 +344,7 @@ void Ent_DamageInfo(float isNew)
                w_random = prandom();
 
                traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
-               if(trace_fraction < 1 && hitwep != WEP_NEX && hitwep != WEP_VAPORIZER)
+               if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
                        w_backoff = trace_plane_normal;
                else
                        w_backoff = -1 * normalize(force);
index 129fbe368835a4c674c178ab583590db9ec2b670..ae29a90f0d72b950c8d0b1175ef25cc496f6bc6f 100644 (file)
@@ -434,7 +434,7 @@ float GetAmmoTypeForWep(float i) // WEAPONTODO
                case WEP_CRYLINK: return 3;
                case WEP_HLAC: return 3;
                case WEP_VAPORIZER: return 3;
-               case WEP_NEX: return 3;
+               case WEP_VORTEX: return 3;
                case WEP_RIFLE: return 1;
                case WEP_HAGAR: return 2;
                case WEP_DEVASTATOR: return 2;
index 7a1c90e10102a0e51de196ff359f9e53fd3d72fe..857e182f6604c4aeb5f13df02dae2df954211c0d 100644 (file)
@@ -225,7 +225,7 @@ void Ent_RainOrSnow()
                self.draw = Draw_Snow;
 }
 
-void Net_ReadNexgunBeamParticle()
+void Net_ReadVortexBeamParticle()
 {
        vector shotorg, endpos;
        float charge;
index 980a8ab4a34e6397276d7e447459e7197ac0e6b2..d7f69c7d969468d6537eef1dd7dc01ddf985b5b6 100644 (file)
@@ -1026,7 +1026,7 @@ vector HUD_DrawScoreboardAccuracyStats(vector pos, vector rgb, vector bg_size)
                self = get_weaponinfo(i);
                if (!self.weapon)
                        continue;
-               if ((i == WEP_NEX && g_minstagib) || i == WEP_PORTO || (i == WEP_VAPORIZER && !g_minstagib) || i == WEP_TUBA) // skip port-o-launch, nex || vaporizer and tuba
+               if ((i == WEP_VORTEX && g_minstagib) || i == WEP_PORTO || (i == WEP_VAPORIZER && !g_minstagib) || i == WEP_TUBA) // skip port-o-launch, vortex || vaporizer and tuba
                        continue;
                weapon_stats = weapon_accuracy[i-WEP_FIRST];
 
index 41a9520dd863920ec2c895add6f26d0a8a015490..580a59c2b800430132324e600cda48533b78e067 100644 (file)
@@ -30,13 +30,13 @@ const float AS_FLOAT = 8;
 
 const float TE_CSQC_PICTURE = 100;
 const float TE_CSQC_RACE = 101;
-const float TE_CSQC_NEXGUNBEAMPARTICLE = 103;
+const float TE_CSQC_VORTEXBEAMPARTICLE = 103;
 const float TE_CSQC_ARC = 104;
 const float TE_CSQC_TEAMNAGGER = 105;
 const float TE_CSQC_PINGPLREPORT = 106;
 const float TE_CSQC_TARGET_MUSIC = 107;
 const float TE_CSQC_WEAPONCOMPLAIN = 108;
-const float TE_CSQC_NEX_SCOPE = 109;
+const float TE_CSQC_VORTEX_SCOPE = 109;
 const float TE_CSQC_MINELAYER_MAXMINES = 110;
 const float TE_CSQC_HAGAR_MAXROCKETS = 111;
 const float TE_CSQC_VEHICLESETUP = 112;
@@ -154,10 +154,10 @@ const float STAT_SHOTORG = 46; // compressShotOrigin
 const float STAT_LEADLIMIT = 47;
 const float STAT_WEAPON_CLIPLOAD = 48;
 const float STAT_WEAPON_CLIPSIZE = 49;
-const float STAT_NEX_CHARGE = 50;
+const float STAT_VORTEX_CHARGE = 50;
 const float STAT_LAST_PICKUP = 51;
 const float STAT_HUD = 52;
-const float STAT_NEX_CHARGEPOOL = 53;
+const float STAT_VORTEX_CHARGEPOOL = 53;
 const float STAT_HIT_TIME = 54;
 const float STAT_TYPEHIT_TIME = 55;
 const float STAT_LAYED_MINES = 56;
index b911facb58b3944f3bc5f3c5748a725d721311db..f8e63134802e4c7305db7fb294ebaa4789f5169b 100644 (file)
@@ -498,7 +498,7 @@ void Send_Notification_WOCOVA(
        MSG_INFO_NOTIF(1, INFO_WEAPON_MORTAR_MURDER_EXPLODE,         3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",  "weapongrenadelauncher",  _("^BG%s%s^K1 ate ^BG%s^K1's Mortar grenade%s%s"), "") \
        MSG_INFO_NOTIF(1, INFO_WEAPON_MORTAR_SUICIDE_BOUNCE,         2, 1, "s1 s2loc spree_lost", "s1",                 "weapongrenadelauncher",  _("^BG%s^K1 didn't see their own Mortar grenade%s%s"), "") \
        MSG_INFO_NOTIF(1, INFO_WEAPON_MORTAR_SUICIDE_EXPLODE,        2, 1, "s1 s2loc spree_lost", "s1",                 "weapongrenadelauncher",  _("^BG%s^K1 blew themself up with their own Mortar%s%s"), "") \
-       MSG_INFO_NOTIF(1, INFO_WEAPON_NEX_MURDER,                    3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",  "weaponnex",              _("^BG%s%s^K1 has been vaporized by ^BG%s^K1's Nex%s%s"), "") \
+       MSG_INFO_NOTIF(1, INFO_WEAPON_VORTEX_MURDER,                 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",  "weaponnex",              _("^BG%s%s^K1 has been vaporized by ^BG%s^K1's Vortex%s%s"), "") \
        MSG_INFO_NOTIF(1, INFO_WEAPON_RIFLE_MURDER,                  3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",  "weaponrifle",            _("^BG%s%s^K1 was sniped with a Rifle by ^BG%s^K1%s%s"), "") \
        MSG_INFO_NOTIF(1, INFO_WEAPON_RIFLE_MURDER_HAIL,             3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",  "weaponrifle",            _("^BG%s%s^K1 died in ^BG%s^K1's Rifle bullet hail%s%s"), "") \
        MSG_INFO_NOTIF(1, INFO_WEAPON_RIFLE_MURDER_HAIL_PIERCING,    3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1",  "weaponrifle",            _("^BG%s%s^K1 failed to hide from ^BG%s^K1's Rifle bullet hail%s%s"), "") \
@@ -783,7 +783,7 @@ void Send_Notification_WOCOVA(
        MSG_MULTI_NOTIF(1, WEAPON_MORTAR_MURDER_EXPLODE,         NO_MSG,        INFO_WEAPON_MORTAR_MURDER_EXPLODE,         NO_MSG) \
        MSG_MULTI_NOTIF(1, WEAPON_MORTAR_SUICIDE_BOUNCE,         NO_MSG,        INFO_WEAPON_MORTAR_SUICIDE_BOUNCE,         CENTER_DEATH_SELF_GENERIC) \
        MSG_MULTI_NOTIF(1, WEAPON_MORTAR_SUICIDE_EXPLODE,        NO_MSG,        INFO_WEAPON_MORTAR_SUICIDE_EXPLODE,        CENTER_DEATH_SELF_GENERIC) \
-       MSG_MULTI_NOTIF(1, WEAPON_NEX_MURDER,                    NO_MSG,        INFO_WEAPON_NEX_MURDER,                    NO_MSG) \
+       MSG_MULTI_NOTIF(1, WEAPON_VORTEX_MURDER,                 NO_MSG,        INFO_WEAPON_VORTEX_MURDER,                 NO_MSG) \
        MSG_MULTI_NOTIF(1, WEAPON_RIFLE_MURDER,                  NO_MSG,        INFO_WEAPON_RIFLE_MURDER,                  NO_MSG) \
        MSG_MULTI_NOTIF(1, WEAPON_RIFLE_MURDER_HAIL,             NO_MSG,        INFO_WEAPON_RIFLE_MURDER_HAIL,             NO_MSG) \
        MSG_MULTI_NOTIF(1, WEAPON_RIFLE_MURDER_HAIL_PIERCING,    NO_MSG,        INFO_WEAPON_RIFLE_MURDER_HAIL_PIERCING,    NO_MSG) \
index bbf2a599a577c0b0f870540fed4a0b8f11594cae..f0133ec6ca6d4d323fe1f271e7772941e8069d64 100644 (file)
@@ -11,7 +11,7 @@
 #include "w_electro.qc"
 #include "w_arc.qc"
 #include "w_crylink.qc"
-#include "w_nex.qc"
+#include "w_vortex.qc"
 #include "w_hagar.qc"
 #include "w_devastator.qc"
 
diff --git a/qcsrc/common/weapons/w_nex.qc b/qcsrc/common/weapons/w_nex.qc
deleted file mode 100644 (file)
index f6fe16d..0000000
+++ /dev/null
@@ -1,318 +0,0 @@
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ NEX,
-/* function */ w_nex,
-/* ammotype */ ammo_cells,
-/* impulse  */ 7,
-/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating   */ BOT_PICKUP_RATING_HIGH,
-/* color       */ '0.5 1 1',
-/* model    */ "nex",
-/* netname  */ "nex",
-/* fullname */ _("Vortex")
-);
-
-#define NEX_SETTINGS(w_cvar,w_prop) NEX_SETTINGS_LIST(w_cvar, w_prop, NEX, nex)
-#define NEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, damagefalloff_mindist) \
-       w_cvar(id, sn, BOTH, damagefalloff_maxdist) \
-       w_cvar(id, sn, BOTH, damagefalloff_halflife) \
-       w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, NONE, charge) \
-       w_cvar(id, sn, NONE, charge_mindmg) \
-       w_cvar(id, sn, NONE, charge_shot_multiplier) \
-       w_cvar(id, sn, NONE, charge_animlimit) \
-       w_cvar(id, sn, NONE, charge_limit) \
-       w_cvar(id, sn, NONE, charge_rate) \
-       w_cvar(id, sn, NONE, charge_rot_rate) \
-       w_cvar(id, sn, NONE, charge_rot_pause) \
-       w_cvar(id, sn, NONE, charge_start) \
-       w_cvar(id, sn, NONE, charge_minspeed) \
-       w_cvar(id, sn, NONE, charge_maxspeed) \
-       w_cvar(id, sn, NONE, charge_velocity_rate) \
-       w_cvar(id, sn, NONE, secondary) \
-       w_cvar(id, sn, SEC,  chargepool) \
-       w_cvar(id, sn, SEC,  chargepool_regen) \
-       w_cvar(id, sn, SEC,  chargepool_pause_regen) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
-
-#ifdef SVQC
-NEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
-#else
-#ifdef SVQC
-void spawnfunc_weapon_nex (void) { weapon_defaultspawnfunc(WEP_NEX); }
-
-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, charge;
-       
-       mydmg = WEP_CVAR_BOTH(nex, !issecondary, damage);
-       myforce = WEP_CVAR_BOTH(nex, !issecondary, force);
-       mymindist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_mindist);
-       mymaxdist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_maxdist);
-       myhalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_halflife);
-       myforcehalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_forcehalflife);
-       myammo = WEP_CVAR_BOTH(nex, !issecondary, ammo);
-
-       float flying;
-       flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
-
-       if(WEP_CVAR(nex, charge))
-       {
-               charge = WEP_CVAR(nex, charge_mindmg) / mydmg + (1 - WEP_CVAR(nex, charge_mindmg) / mydmg) * self.nex_charge;
-               self.nex_charge *= WEP_CVAR(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", CH_WEAPON_A, mydmg);
-       if(charge > WEP_CVAR(nex, charge_animlimit) && WEP_CVAR(nex, charge_animlimit)) // if the Nex is overcharged, we play an extra sound
-       {
-               sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(nex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(nex, charge_animlimit)), ATTN_NORM);
-       }
-
-       yoda = 0;
-       FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
-
-       if(yoda && flying)
-               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); 
-
-       //beam and muzzle flash done on client
-       SendCSQCNexBeamParticle(charge);
-
-       W_DecreaseAmmo(myammo);
-}
-
-void spawnfunc_weapon_nex (void); // defined in t_items.qc
-
-.float nex_chargepool_pauseregen_finished;
-float w_nex(float req)
-{
-       float dt;
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
-               {
-                       if(bot_aim(1000000, 0, 1, FALSE))
-                               self.BUTTON_ATCK = TRUE;
-                       else
-                       {
-                               if(WEP_CVAR(nex, charge))
-                                       self.BUTTON_ATCK2 = TRUE;
-                       }
-                       return TRUE;
-               }
-               case WR_THINK:
-               {
-                       if(WEP_CVAR(nex, charge) && self.nex_charge < WEP_CVAR(nex, charge_limit))
-                               self.nex_charge = min(1, self.nex_charge + WEP_CVAR(nex, charge_rate) * frametime / W_TICSPERFRAME);
-                               
-                       if(WEP_CVAR_SEC(nex, chargepool))
-                               if(self.nex_chargepool_ammo < 1)
-                               {
-                                       if(self.nex_chargepool_pauseregen_finished < time)
-                                               self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + WEP_CVAR_SEC(nex, chargepool_regen) * frametime / W_TICSPERFRAME);
-                                       self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(nex, chargepool_pause_regen));
-                               }
-
-                       if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo))) // forced reload
-                               WEP_ACTION(self.weapon, WR_RELOAD);
-                       else
-                       {
-                               if (self.BUTTON_ATCK)
-                               {
-                                       if (weapon_prepareattack(0, WEP_CVAR_PRI(nex, refire)))
-                                       {
-                                               W_Nex_Attack(0);
-                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(nex, animtime), w_ready);
-                                       }
-                               }
-                               if ((WEP_CVAR(nex, charge) && !WEP_CVAR(nex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
-                               {
-                                       if(WEP_CVAR(nex, charge))
-                                       {
-                                               self.nex_charge_rottime = time + WEP_CVAR(nex, charge_rot_pause);
-                                               dt = frametime / W_TICSPERFRAME;
-
-                                               if(self.nex_charge < 1)
-                                               {
-                                                       if(WEP_CVAR_SEC(nex, chargepool))
-                                                       {
-                                                               if(WEP_CVAR_SEC(nex, ammo))
-                                                               {
-                                                                       // always deplete if secondary is held
-                                                                       self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - WEP_CVAR_SEC(nex, ammo) * dt);
-
-                                                                       dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
-                                                                       self.nex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(nex, chargepool_pause_regen);
-                                                                       dt = min(dt, self.nex_chargepool_ammo);
-                                                                       dt = max(0, dt);
-
-                                                                       self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
-                                                               }
-                                                       }
-
-                                                       else if(WEP_CVAR_SEC(nex, ammo))
-                                                       {
-                                                               if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
-                                                               {
-                                                                       dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
-                                                                       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-                                                                       {
-                                                                               // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
-                                                                               if(autocvar_g_balance_nex_reload_ammo)
-                                                                               {
-                                                                                       dt = min(dt, (self.clip_load - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
-                                                                                       dt = max(0, dt);
-                                                                                       if(dt > 0)
-                                                                                       {
-                                                                                               self.clip_load = max(WEP_CVAR_SEC(nex, ammo), self.clip_load - WEP_CVAR_SEC(nex, ammo) * dt);
-                                                                                       }
-                                                                                       self.(weapon_load[WEP_NEX]) = self.clip_load;
-                                                                               }
-                                                                               else
-                                                                               {
-                                                                                       dt = min(dt, (self.AMMO_VAL(WEP_NEX) - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
-                                                                                       dt = max(0, dt);
-                                                                                       if(dt > 0)
-                                                                                       {
-                                                                                               self.AMMO_VAL(WEP_NEX) = max(WEP_CVAR_SEC(nex, ammo), self.AMMO_VAL(WEP_NEX) - WEP_CVAR_SEC(nex, ammo) * dt);
-                                                                                       }
-                                                                               }
-                                                                       }
-                                                                       self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
-                                                               }
-                                                       }
-
-                                                       else
-                                                       {
-                                                               dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
-                                                               self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
-                                                       }
-                                               }
-                                       }
-                                       else if(WEP_CVAR(nex, secondary))
-                                       {
-                                               if (weapon_prepareattack(0, WEP_CVAR_SEC(nex, refire)))
-                                               {
-                                                       W_Nex_Attack(1);
-                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(nex, animtime), w_ready);
-                                               }
-                                       }
-                               }
-                       }
-                       
-                       return TRUE;
-               }
-               case WR_INIT:
-               {
-                       precache_model ("models/nexflash.md3");
-                       precache_model ("models/weapons/g_nex.md3");
-                       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");
-                       NEX_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
-                       return TRUE;
-               }
-               case WR_CHECKAMMO1:
-               {
-                       ammo_amount = self.AMMO_VAL(WEP_NEX) >= WEP_CVAR_PRI(nex, ammo);
-                       ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= WEP_CVAR_PRI(nex, ammo));
-                       return ammo_amount;
-               }
-               case WR_CHECKAMMO2:
-               {
-                       if(WEP_CVAR(nex, secondary))
-                       {
-                               // don't allow charging if we don't have enough ammo
-                               ammo_amount = self.AMMO_VAL(WEP_NEX) >= WEP_CVAR_SEC(nex, ammo);
-                               ammo_amount += self.(weapon_load[WEP_NEX]) >= WEP_CVAR_SEC(nex, ammo);
-                               return ammo_amount;
-                       }
-                       else
-                       {
-                               return FALSE; // zoom is not a fire mode
-                       }
-               }
-               case WR_CONFIG:
-               {
-                       NEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
-               }
-               case WR_RELOAD:
-               {
-                       W_Reload(min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo)), "weapons/reload.wav");
-                       return TRUE;
-               }
-               case WR_SUICIDEMESSAGE:
-               {
-                       return WEAPON_THINKING_WITH_PORTALS;
-               }
-               case WR_KILLMESSAGE:
-               {
-                       return WEAPON_NEX_MURDER;
-               }
-       }
-       return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_nex(float req)
-{
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 6;
-                       pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
-                               
-                       return TRUE;
-               }
-               case WR_INIT:
-               {
-                       precache_sound("weapons/neximpact.wav");
-                       return TRUE;
-               }
-       }
-       return TRUE;
-}
-#endif
-#endif
diff --git a/qcsrc/common/weapons/w_vortex.qc b/qcsrc/common/weapons/w_vortex.qc
new file mode 100644 (file)
index 0000000..42a2d74
--- /dev/null
@@ -0,0 +1,319 @@
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ VORTEX,
+/* function */ w_vortex,
+/* ammotype */ ammo_cells,
+/* impulse  */ 7,
+/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating   */ BOT_PICKUP_RATING_HIGH,
+/* color       */ '0.5 1 1',
+/* model    */ "nex",
+/* netname  */ "nex",
+/* fullname */ _("Vortex")
+);
+
+#define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex)
+#define VORTEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, ammo) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, BOTH, damagefalloff_mindist) \
+       w_cvar(id, sn, BOTH, damagefalloff_maxdist) \
+       w_cvar(id, sn, BOTH, damagefalloff_halflife) \
+       w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, NONE, charge) \
+       w_cvar(id, sn, NONE, charge_mindmg) \
+       w_cvar(id, sn, NONE, charge_shot_multiplier) \
+       w_cvar(id, sn, NONE, charge_animlimit) \
+       w_cvar(id, sn, NONE, charge_limit) \
+       w_cvar(id, sn, NONE, charge_rate) \
+       w_cvar(id, sn, NONE, charge_rot_rate) \
+       w_cvar(id, sn, NONE, charge_rot_pause) \
+       w_cvar(id, sn, NONE, charge_start) \
+       w_cvar(id, sn, NONE, charge_minspeed) \
+       w_cvar(id, sn, NONE, charge_maxspeed) \
+       w_cvar(id, sn, NONE, charge_velocity_rate) \
+       w_cvar(id, sn, NONE, secondary) \
+       w_cvar(id, sn, SEC,  chargepool) \
+       w_cvar(id, sn, SEC,  chargepool_regen) \
+       w_cvar(id, sn, SEC,  chargepool_pause_regen) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
+
+#ifdef SVQC
+VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_vortex() { weapon_defaultspawnfunc(WEP_VORTEX); }
+void spawnfunc_weapon_nex() { spawnfunc_weapon_vortex(); }
+
+void SendCSQCVortexBeamParticle(float charge) {
+       vector v;
+       v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+       WriteByte(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);
+       WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
+}
+
+void W_Vortex_Attack (float issecondary)
+{
+       float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
+       
+       mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
+       myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
+       mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
+       mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
+       myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
+       myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
+       myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
+
+       float flying;
+       flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+
+       if(WEP_CVAR(vortex, charge))
+       {
+               charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge;
+               self.vortex_charge *= WEP_CVAR(vortex, 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", CH_WEAPON_A, mydmg);
+       if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
+       {
+               sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
+       }
+
+       yoda = 0;
+       FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX);
+
+       if(yoda && flying)
+               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); 
+
+       //beam and muzzle flash done on client
+       SendCSQCVortexBeamParticle(charge);
+
+       W_DecreaseAmmo(myammo);
+}
+
+void spawnfunc_weapon_vortex (void); // defined in t_items.qc
+
+.float vortex_chargepool_pauseregen_finished;
+float w_vortex(float req)
+{
+       float dt;
+       float ammo_amount;
+       switch(req)
+       {
+               case WR_AIM:
+               {
+                       if(bot_aim(1000000, 0, 1, FALSE))
+                               self.BUTTON_ATCK = TRUE;
+                       else
+                       {
+                               if(WEP_CVAR(vortex, charge))
+                                       self.BUTTON_ATCK2 = TRUE;
+                       }
+                       return TRUE;
+               }
+               case WR_THINK:
+               {
+                       if(WEP_CVAR(vortex, charge) && self.vortex_charge < WEP_CVAR(vortex, charge_limit))
+                               self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
+                               
+                       if(WEP_CVAR_SEC(vortex, chargepool))
+                               if(self.vortex_chargepool_ammo < 1)
+                               {
+                                       if(self.vortex_chargepool_pauseregen_finished < time)
+                                               self.vortex_chargepool_ammo = min(1, self.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
+                                       self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
+                               }
+
+                       if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) // forced reload
+                               WEP_ACTION(self.weapon, WR_RELOAD);
+                       else
+                       {
+                               if (self.BUTTON_ATCK)
+                               {
+                                       if (weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
+                                       {
+                                               W_Vortex_Attack(0);
+                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
+                                       }
+                               }
+                               if ((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
+                               {
+                                       if(WEP_CVAR(vortex, charge))
+                                       {
+                                               self.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
+                                               dt = frametime / W_TICSPERFRAME;
+
+                                               if(self.vortex_charge < 1)
+                                               {
+                                                       if(WEP_CVAR_SEC(vortex, chargepool))
+                                                       {
+                                                               if(WEP_CVAR_SEC(vortex, ammo))
+                                                               {
+                                                                       // always deplete if secondary is held
+                                                                       self.vortex_chargepool_ammo = max(0, self.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
+
+                                                                       dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+                                                                       self.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
+                                                                       dt = min(dt, self.vortex_chargepool_ammo);
+                                                                       dt = max(0, dt);
+
+                                                                       self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+                                                               }
+                                                       }
+
+                                                       else if(WEP_CVAR_SEC(vortex, ammo))
+                                                       {
+                                                               if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
+                                                               {
+                                                                       dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+                                                                       if(!(self.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, (self.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+                                                                                       dt = max(0, dt);
+                                                                                       if(dt > 0)
+                                                                                       {
+                                                                                               self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
+                                                                                       }
+                                                                                       self.(weapon_load[WEP_VORTEX]) = self.clip_load;
+                                                                               }
+                                                                               else
+                                                                               {
+                                                                                       dt = min(dt, (self.AMMO_VAL(WEP_VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+                                                                                       dt = max(0, dt);
+                                                                                       if(dt > 0)
+                                                                                       {
+                                                                                               self.AMMO_VAL(WEP_VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), self.AMMO_VAL(WEP_VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
+                                                                                       }
+                                                                               }
+                                                                       }
+                                                                       self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+                                                               }
+                                                       }
+
+                                                       else
+                                                       {
+                                                               dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+                                                               self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+                                                       }
+                                               }
+                                       }
+                                       else if(WEP_CVAR(vortex, secondary))
+                                       {
+                                               if (weapon_prepareattack(0, WEP_CVAR_SEC(vortex, refire)))
+                                               {
+                                                       W_Vortex_Attack(1);
+                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
+                                               }
+                                       }
+                               }
+                       }
+                       
+                       return TRUE;
+               }
+               case WR_INIT:
+               {
+                       precache_model ("models/nexflash.md3");
+                       precache_model ("models/weapons/g_nex.md3");
+                       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");
+                       VORTEX_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+                       return TRUE;
+               }
+               case WR_CHECKAMMO1:
+               {
+                       ammo_amount = self.AMMO_VAL(WEP_VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
+                       ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_PRI(vortex, ammo));
+                       return ammo_amount;
+               }
+               case WR_CHECKAMMO2:
+               {
+                       if(WEP_CVAR(vortex, secondary))
+                       {
+                               // don't allow charging if we don't have enough ammo
+                               ammo_amount = self.AMMO_VAL(WEP_VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
+                               ammo_amount += self.(weapon_load[WEP_VORTEX]) >= WEP_CVAR_SEC(vortex, ammo);
+                               return ammo_amount;
+                       }
+                       else
+                       {
+                               return FALSE; // zoom is not a fire mode
+                       }
+               }
+               case WR_CONFIG:
+               {
+                       VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
+               case WR_RELOAD:
+               {
+                       W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), "weapons/reload.wav");
+                       return TRUE;
+               }
+               case WR_SUICIDEMESSAGE:
+               {
+                       return WEAPON_THINKING_WITH_PORTALS;
+               }
+               case WR_KILLMESSAGE:
+               {
+                       return WEAPON_VORTEX_MURDER;
+               }
+       }
+       return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_vortex(float req)
+{
+       switch(req)
+       {
+               case WR_IMPACTEFFECT:
+               {
+                       vector org2;
+                       org2 = w_org + w_backoff * 6;
+                       pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
+                       if(!w_issilent)
+                               sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
+                               
+                       return TRUE;
+               }
+               case WR_INIT:
+               {
+                       precache_sound("weapons/neximpact.wav");
+                       return TRUE;
+               }
+       }
+       return TRUE;
+}
+#endif
+#endif
index 7b296f6efceacac63320c57c47bab13969e3ce2c..693b54e3e25f32276f43c9947f6de4807b77f96d 100644 (file)
@@ -423,11 +423,11 @@ void PutClientInServer (void)
                self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
                self.air_finished = time + 12;
                self.dmg = 2;
-               if(WEP_CVAR(nex, charge))
+               if(WEP_CVAR(vortex, charge))
                {
-                       if(WEP_CVAR_SEC(nex, chargepool))
-                               self.nex_chargepool_ammo = 1;
-                       self.nex_charge = WEP_CVAR(nex, charge_start);
+                       if(WEP_CVAR_SEC(vortex, chargepool))
+                               self.vortex_chargepool_ammo = 1;
+                       self.vortex_charge = WEP_CVAR(vortex, charge_start);
                }
 
                if(warmup_stage)
@@ -636,7 +636,7 @@ float ClientInit_SendEntity(entity to, float sf)
        WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
        WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
        WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
-       WriteByte(MSG_ENTITY, WEP_CVAR(nex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
+       WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
        WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
        WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
        WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
@@ -1700,8 +1700,8 @@ void SpectateCopy(entity spectatee) {
        self.switchweapon = spectatee.switchweapon;
        self.switchingweapon = spectatee.switchingweapon;
        self.weapon = spectatee.weapon;
-       self.nex_charge = spectatee.nex_charge;
-       self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
+       self.vortex_charge = spectatee.vortex_charge;
+       self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
        self.hagar_load = spectatee.hagar_load;
        self.minelayer_mines = spectatee.minelayer_mines;
        self.punchangle = spectatee.punchangle;
@@ -2255,17 +2255,17 @@ void PlayerPreThink (void)
 
                if(frametime)
                {
-                       if(self.weapon == WEP_NEX && WEP_CVAR(nex, charge))
+                       if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
                        {
-                               self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
-                               self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
-                               self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
+                               self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
+                               self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
+                               self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
 
-                               if(self.nex_charge > WEP_CVAR(nex, charge_animlimit))
+                               if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
                                {
-                                       self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
-                                       self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
-                                       self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
+                                       self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
+                                       self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
+                                       self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
                                }
                        }
                        else
@@ -2397,8 +2397,8 @@ void PlayerPreThink (void)
                player_regen();
 
                // rot nex charge to the charge limit
-               if(WEP_CVAR(nex, charge_rot_rate) && self.nex_charge > WEP_CVAR(nex, charge_limit) && self.nex_charge_rottime < time)
-                       self.nex_charge = bound(WEP_CVAR(nex, charge_limit), self.nex_charge - WEP_CVAR(nex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+               if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
+                       self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
 
                if(frametime)
                        player_anim();
@@ -2420,7 +2420,7 @@ void PlayerPreThink (void)
        }
 
        if(!zoomstate_set)
-               SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
+               SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
 
        float oldspectatee_status;
        oldspectatee_status = self.spectatee_status;
index 12cc888fee7b383d119dd6185151d8f69a6a8f33..6d1051865514804b796835eb179ba01ea3a6ddec 100644 (file)
@@ -1272,13 +1272,13 @@ void SV_PlayerPhysics()
        // WEAPONTODO
        float xyspeed;
        xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
-       if(self.weapon == WEP_NEX && WEP_CVAR(nex, charge) && WEP_CVAR(nex, charge_velocity_rate) && xyspeed > WEP_CVAR(nex, charge_minspeed))
+       if(self.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(nex, charge_maxspeed));
-               f = (xyspeed - WEP_CVAR(nex, charge_minspeed)) / (WEP_CVAR(nex, charge_maxspeed) - WEP_CVAR(nex, charge_minspeed));
+               xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
+               f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
                // add the extra charge
-               self.nex_charge = min(1, self.nex_charge + WEP_CVAR(nex, charge_velocity_rate) * f * frametime);
+               self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
        }
 :end
        if(self.flags & FL_ONGROUND)
index 90a73819a6712f21bff095abf82486a352fc9a15..cb46da326eeca192d2fb7df1d7ff44ee03939074 100644 (file)
@@ -533,9 +533,9 @@ float client_cefc_accumulatortime;
 
 .entity lastrocket;
 .float minelayer_mines;
-.float nex_charge;
-.float nex_charge_rottime;
-.float nex_chargepool_ammo;
+.float vortex_charge;
+.float vortex_charge_rottime;
+.float vortex_chargepool_ammo;
 .float hagar_load;
 
 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
index 5e066cdbbb1e3fd47b7d9244a5d6603faac8ad19..1d46a5397af6cc57a6b6085b8fea90d3e8654fd0 100644 (file)
@@ -786,8 +786,8 @@ void spawnfunc_worldspawn (void)
        addstat(STAT_TYPEHIT_TIME, AS_FLOAT, typehit_time);
        addstat(STAT_LAYED_MINES, AS_INT, minelayer_mines);
 
-       addstat(STAT_NEX_CHARGE, AS_FLOAT, nex_charge);
-       addstat(STAT_NEX_CHARGEPOOL, AS_FLOAT, nex_chargepool_ammo);
+       addstat(STAT_VORTEX_CHARGE, AS_FLOAT, vortex_charge);
+       addstat(STAT_VORTEX_CHARGEPOOL, AS_FLOAT, vortex_chargepool_ammo);
 
        addstat(STAT_HAGAR_LOAD, AS_INT, hagar_load);
 
index 1f230db11c84e728f6ea5ee01598a8909a247011..10f5d4959c946cc2fffe50053c1b7425a0d44460 100644 (file)
@@ -6,7 +6,7 @@ void spawnfunc_item_minst_cells (void)
 
        StartItem ("models/items/a_cells.md3",
                           "misc/itempickup.wav", 45, 0,
-                          "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
+                          "Vaporizer Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
 }
 
 void minstagib_health_mega()
@@ -293,7 +293,7 @@ MUTATOR_HOOKFUNCTION(minstagib_FilterItem)
                return FALSE;
        }
 
-       if(self.weapon == WEP_DEVASTATOR || self.weapon == WEP_NEX)
+       if(self.weapon == WEP_DEVASTATOR || self.weapon == WEP_VORTEX)
        {
                entity e = spawn();
                setorigin(e, self.origin);
index 84911bb9fcd46de6d70f97a4a9f4b34958a3bde1..6fc91049a6f384adbfbbad6f6484eda619461e4d 100644 (file)
@@ -104,7 +104,7 @@ void nade_damage(entity inflictor, entity attacker, float damage, float deathtyp
        if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
                return;
 
-       if(DEATH_ISWEAPON(deathtype, WEP_NEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+       if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
        {
                force *= 6;
                damage = self.max_health * 0.55;
index 4a891e59f76033d29de0635ee8971174dc33ba2a..d540adee6e23f4b4a98e79b1dbe6ea675fd25a50 100644 (file)
@@ -1,6 +1,6 @@
 /*
 
-CORE    laser   nex     lg      rl      cry     gl      elec    hagar   fireb   hook
+CORE    laser   vortex     lg      rl      cry     gl      elec    hagar   fireb   hook
                                                                        vaporizer  porto
                                                                        tuba
 
@@ -18,28 +18,28 @@ weaponreplace lists.
 Entity:
 
 {
-"classname" "weapon_nex"
+"classname" "weapon_vortex"
 "new_toys" "rifle"
 }
--> This will spawn as Rifle in this mutator ONLY, and as Nex otherwise.
+-> This will spawn as Rifle in this mutator ONLY, and as Vortex otherwise.
 
 {
-"classname" "weapon_nex"
-"new_toys" "nex rifle"
+"classname" "weapon_vortext"
+"new_toys" "vortex rifle"
 }
--> This will spawn as either Nex or Rifle in this mutator ONLY, and as Nex otherwise.
+-> This will spawn as either Vortex or Rifle in this mutator ONLY, and as Vortex otherwise.
 
 {
-"classname" "weapon_nex"
-"new_toys" "nex"
+"classname" "weapon_vortex"
+"new_toys" "vortex"
 }
--> This is always a Nex.
+-> This is always a Vortex.
 
 If the map specifies no "new_toys" argument
 
 There will be two default replacements selectable: "replace all" and "replace random".
-In "replace all" mode, e.g. Nex will have the default replacement "rifle".
-In "replace random" mode, Nex will have the default replacement "nex rifle".
+In "replace all" mode, e.g. Vortex will have the default replacement "rifle".
+In "replace random" mode, Vortex will have the default replacement "vortex rifle".
 
 This mutator's replacements run BEFORE regular weaponreplace!
 
@@ -101,7 +101,7 @@ string nt_GetFullReplacement(string w)
                case "hagar": return "seeker";
                case "rocketlauncher": return "minelayer";
                case "uzi": return "hlac";
-               case "nex": return "rifle";
+               case "vortex": return "rifle";
                case "shockwave": return "shotgun";
                default: return string_null;
        }
index f0f99012226324306aeb121335e2d1931af9fd35..4aa7e44d5b2356a60bf2c06ae6742dffe3236f62 100644 (file)
@@ -107,11 +107,11 @@ void NIX_GiveCurrentWeapon()
                        self.(weapon_load[nix_weapon]) = e.reloading_ammo;
 
                // nex too
-               if(WEP_CVAR(nex, charge))
+               if(WEP_CVAR(vortex, charge))
                {
-                       if(WEP_CVAR_SEC(nex, chargepool))
-                               self.nex_chargepool_ammo = 1;
-                       self.nex_charge = WEP_CVAR(nex, charge_start);
+                       if(WEP_CVAR_SEC(vortex, chargepool))
+                               self.vortex_chargepool_ammo = 1;
+                       self.vortex_charge = WEP_CVAR(vortex, charge_start);
                }
        }
        if(self.nix_lastinfotime != dt)
index d55c8cbd636878105d0a4cfffc4fe4d40d8f9049..d85faaf10bbef20c158a31b5e0183b8dba0e22ca 100644 (file)
@@ -22,8 +22,8 @@ void spawnfunc_ammo_lightning()      { spawnfunc_item_cells();          }
 void spawnfunc_weapon_plasmagun()    { spawnfunc_weapon_hagar();        }
 void spawnfunc_ammo_cells()          { spawnfunc_item_rockets();        }
 
-// Rail -> Nex
-void spawnfunc_weapon_railgun()      { spawnfunc_weapon_nex();          }
+// Rail -> Vortex
+void spawnfunc_weapon_railgun()      { spawnfunc_weapon_vortex();          }
 void spawnfunc_ammo_slugs()          { spawnfunc_item_cells();          }
 
 // BFG -> Crylink
index c3331533bc2f72a5b415d7de368cf57ab3fe10eb..9a868dec28956936e0e4b9e3753940bec87114be 100644 (file)
@@ -3,7 +3,7 @@ float autocvar_g_vehicles_crush_force;
 float autocvar_g_vehicles_delayspawn;
 float autocvar_g_vehicles_delayspawn_jitter;
 
-var float autocvar_g_vehicles_nex_damagerate = 0.5;
+var float autocvar_g_vehicles_vortex_damagerate = 0.5;
 var float autocvar_g_vehicles_uzi_damagerate = 0.5;
 var float autocvar_g_vehicles_rifle_damagerate = 0.75;
 var float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
@@ -881,8 +881,9 @@ void vehicles_damage(entity inflictor, entity attacker, float damage, float deat
 {
     self.dmg_time = time;
 
-    if(DEATH_ISWEAPON(deathtype, WEP_NEX))
-        damage *= autocvar_g_vehicles_nex_damagerate;
+       // WEAPONTODO
+    if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
+        damage *= autocvar_g_vehicles_vortex_damagerate;
 
     if(DEATH_ISWEAPON(deathtype, WEP_UZI))
         damage *= autocvar_g_vehicles_uzi_damagerate;
index cf6aa9c466169b1c0de30556afa5eb3a09c45199..33cb37efec147c8b729667fc1519f0506a765f2e 100644 (file)
@@ -256,7 +256,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
        //explosion = spawn();
 
        // Find all non-hit players the beam passed close by
-       if(deathtype == WEP_VAPORIZER || deathtype == WEP_NEX)
+       if(deathtype == WEP_VAPORIZER || deathtype == WEP_VORTEX)
        {
                FOR_EACH_REALCLIENT(msg_entity)
                if(msg_entity != self)
index 0b76d4ddaf943f31d561514332d86c4514861902..6e196ad24a0867bd9480e2607bcbf69fab7eb108 100644 (file)
@@ -18,7 +18,7 @@ set cl_vehicles_hudscale 0.5
 set g_vehicles_delayspawn 1
 set g_vehicles_delayspawn_jitter 10
 
-set g_vehicles_nex_damagerate 0.5
+set g_vehicles_vortex_damagerate 0.5
 set g_vehicles_uzi_damagerate 0.65
 set g_vehicles_rifle_damagerate 1
 set g_vehicles_vaporizer_damagerate 0.007