-#include "okvortex.qh"
-
-#ifdef SVQC
-
-.float okvortex_lasthit;
-#endif
-
-#if defined(GAMEQC)
-
-METHOD(OverkillVortex, wr_glow, vector(OverkillVortex this, entity actor, entity wepent))
-{
- if (!WEP_CVAR(okvortex, charge)) return '0 0 0';
- float charge = wepent.okvortex_charge;
- float animlimit = WEP_CVAR(okvortex, charge_animlimit);
- vector g;
- g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
- g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
- g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
- if (charge > animlimit)
- {
- g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
- g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
- g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
- }
- return g;
-}
-#endif
-
-#ifdef SVQC
-REGISTER_MUTATOR(okvortex_charge, true);
-
-MUTATOR_HOOKFUNCTION(okvortex_charge, GetPressedKeys)
-{
- entity player = M_ARGV(0, entity);
-
- // WEAPONTODO
- if(!WEP_CVAR(okvortex, charge) || !WEP_CVAR(okvortex, charge_velocity_rate))
- return;
-
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
-
- if (player.(weaponentity).m_weapon == WEP_OVERKILL_VORTEX && WEP_CVAR(okvortex, charge) && WEP_CVAR(okvortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(okvortex, charge_minspeed)))
- {
- float xyspeed = vlen(vec2(player.velocity));
- // 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(okvortex, charge_maxspeed));
- float f = (xyspeed - WEP_CVAR(okvortex, charge_minspeed)) / (WEP_CVAR(okvortex, charge_maxspeed) - WEP_CVAR(okvortex, charge_minspeed));
- // add the extra charge
- player.(weaponentity).okvortex_charge = min(1, player.(weaponentity).okvortex_charge + WEP_CVAR(okvortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
- }
- }
-}
-
-void W_OverkillVortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
-{
- float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
-
- mydmg = WEP_CVAR_BOTH(okvortex, !issecondary, damage);
- myforce = WEP_CVAR_BOTH(okvortex, !issecondary, force);
- mymindist = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_mindist);
- mymaxdist = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_maxdist);
- myhalflife = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_halflife);
- myforcehalflife = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_forcehalflife);
- myammo = WEP_CVAR_BOTH(okvortex, !issecondary, ammo);
-
- float flying;
- flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
-
- if (WEP_CVAR(okvortex, charge))
- {
- charge = WEP_CVAR(okvortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(okvortex, charge_mindmg) / mydmg) * actor.(weaponentity).okvortex_charge;
- actor.(weaponentity).okvortex_charge *= WEP_CVAR(okvortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
- // O RLY? -- divVerent
- // YA RLY -- FruitieX
- }
- else
- {
- charge = 1;
- }
- mydmg *= charge;
- myforce *= charge;
-
- W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
- if(charge > WEP_CVAR(okvortex, charge_animlimit) && WEP_CVAR(okvortex, charge_animlimit)) // if the OverkillVortex is overcharged, we play an extra sound
- {
- sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(okvortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(okvortex, charge_animlimit)), ATTN_NORM);
- }
-
- yoda = 0;
- damage_goodhits = 0;
- FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_OVERKILL_VORTEX.m_id);
-
- if(yoda && flying)
- Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- if(damage_goodhits && actor.okvortex_lasthit)
- {
- Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
- damage_goodhits = 0; // only every second time
- }
-
- actor.okvortex_lasthit = damage_goodhits;
-
- //beam and muzzle flash done on client
- SendCSQCVortexBeamParticle(charge);
-
- W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
-}
-
-.float okvortex_chargepool_pauseregen_finished;
-
-METHOD(OverkillVortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
-{
- if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
- PHYS_INPUT_BUTTON_ATCK(actor) = true;
- else
- {
- if(WEP_CVAR(okvortex, charge))
- PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- }
-}
-
-METHOD(OverkillVortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-{
- if (WEP_CVAR(okvortex, charge) && actor.(weaponentity).okvortex_charge < WEP_CVAR(okvortex, charge_limit))
- {
- actor.(weaponentity).okvortex_charge = min(1, actor.(weaponentity).okvortex_charge + WEP_CVAR(okvortex, charge_rate) * frametime / W_TICSPERFRAME);
- }
-
- if (weaponslot(weaponentity) == 0)
- {
- actor.okvortex_charge = actor.(weaponentity).okvortex_charge;
- }
-
- if (WEP_CVAR_SEC(okvortex, chargepool))
- if (actor.(weaponentity).okvortex_chargepool_ammo < 1)
- {
- if (actor.okvortex_chargepool_pauseregen_finished < time)
- actor.(weaponentity).okvortex_chargepool_ammo = min(1, actor.(weaponentity).okvortex_chargepool_ammo + WEP_CVAR_SEC(okvortex, chargepool_regen) * frametime / W_TICSPERFRAME);
- actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen));
- }
-
- if(weaponslot(weaponentity) == 0)
- actor.okvortex_chargepool_ammo = actor.(weaponentity).okvortex_chargepool_ammo;
-
- if ((WEP_CVAR_SEC(okvortex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
- {
- // Secondary uses it's own refire timer if refire_type is 1.
- actor.jump_interval = time + WEP_CVAR_SEC(okvortex, refire) * W_WeaponRateFactor(actor);
- // Ugly hack to reuse the fire mode of the blaster.
- makevectors(actor.v_angle);
- Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
- actor.(weaponentity).m_weapon = WEP_BLASTER;
- W_Blaster_Attack(
- actor,
- weaponentity,
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(okvortex, shotangle),
- WEP_CVAR_SEC(okvortex, damage),
- WEP_CVAR_SEC(okvortex, edgedamage),
- WEP_CVAR_SEC(okvortex, radius),
- WEP_CVAR_SEC(okvortex, force),
- WEP_CVAR_SEC(okvortex, speed),
- WEP_CVAR_SEC(okvortex, spread),
- WEP_CVAR_SEC(okvortex, delay),
- WEP_CVAR_SEC(okvortex, lifetime)
- );
- actor.(weaponentity).m_weapon = oldwep;
- if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
- (actor.(weaponentity).wframe == WFRAME_FIRE2))
- {
- // Set secondary fire animation.
- vector a = '0 0 0';
- actor.(weaponentity).wframe = WFRAME_FIRE2;
- a = actor.(weaponentity).anim_fire2;
- a.z *= g_weaponratefactor;
- FOREACH_CLIENT(true, LAMBDA(
- if (it == actor || (IS_SPEC(it) && it.enemy == actor))
- {
- wframe_send(it, actor.(weaponentity), a, true);
- }
- ));
- animdecide_setaction(actor, ANIMACTION_SHOOT, true);
- }
- }
-
- if (autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okvortex, ammo))
- {
- // Rorced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- return;
- }
- if (fire & 1) // Primary attack
- {
- if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okvortex, refire)))
- {
- return;
- }
- W_OverkillVortex_Attack(thiswep, actor, weaponentity, 0);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okvortex, animtime), w_ready);
- return;
- }
- if ((fire & 2) && (WEP_CVAR(okvortex, secondary) == 2) && (WEP_CVAR_SEC(okvortex, refire_type) == 0))
- {
- // Secondary attack
- if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okshotgun, refire)))
- {
- return;
- }
- // ugly instagib hack to reuse the fire mode of the laser
- makevectors(actor.v_angle);
- Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
- actor.(weaponentity).m_weapon = WEP_BLASTER;
- W_Blaster_Attack(
- actor,
- weaponentity,
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(okvortex, shotangle),
- WEP_CVAR_SEC(okvortex, damage),
- WEP_CVAR_SEC(okvortex, edgedamage),
- WEP_CVAR_SEC(okvortex, radius),
- WEP_CVAR_SEC(okvortex, force),
- WEP_CVAR_SEC(okvortex, speed),
- WEP_CVAR_SEC(okvortex, spread),
- WEP_CVAR_SEC(okvortex, delay),
- WEP_CVAR_SEC(okvortex, lifetime)
- );
- actor.(weaponentity).m_weapon = oldwep;
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okvortex, animtime), w_ready);
- return;
- }
- //if ((WEP_CVAR(okvortex, charge) && (WEP_CVAR(okvortex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
- //{
- // if(WEP_CVAR(okvortex, charge))
- // {
- // actor.(weaponentity).okvortex_charge_rottime = time + WEP_CVAR(okvortex, charge_rot_pause);
- // float dt = frametime / W_TICSPERFRAME;
- //
- // if(actor.(weaponentity).okvortex_charge < 1)
- // {
- // if(WEP_CVAR_SEC(okvortex, chargepool))
- // {
- // if(WEP_CVAR_SEC(okvortex, ammo))
- // {
- // // always deplete if secondary is held
- // actor.okvortex_chargepool_ammo = max(0, actor.okvortex_chargepool_ammo - WEP_CVAR_SEC(okvortex, ammo) * dt);
-
- // dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
- // actor.okvortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen);
- // dt = min(dt, actor.okvortex_chargepool_ammo);
- // dt = max(0, dt);
-
- // actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
- // }
- // }
-
- // else if(WEP_CVAR_SEC(okvortex, ammo))
- // {
- // if(fire & 2) // only eat ammo when the button is pressed
- // {
- // dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
- // if(!(actor.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, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
- // dt = max(0, dt);
- // if(dt > 0)
- // {
- // actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(okvortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(okvortex, ammo) * dt);
- // }
- // actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) = actor.(weaponentity).clip_load;
- // }
- // else
- // {
- // dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
- // dt = max(0, dt);
- // if(dt > 0)
- // {
- // actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(okvortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(okvortex, ammo) * dt);
- // }
- // }
- // }
- // actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
- // }
- // }
-
- // else
- // {
- // dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
- // actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
- // }
- // }
- // }
- // else if(WEP_CVAR(okvortex, secondary))
- // {
- // if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okvortex, refire)))
- // {
- // W_OverkillVortex_Attack(thiswep, actor, weaponentity, 1);
- // weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(okvortex, animtime), w_ready);
- // }
- // }
- //}
-}
-
-METHOD(OverkillVortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
-{
- actor.okvortex_lasthit = 0;
-}
-
-METHOD(OverkillVortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
-{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okvortex, ammo);
- ammo_amount += (autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_PRI(okvortex, ammo));
- return ammo_amount;
-}
-
-METHOD(OverkillVortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
-{
- if (WEP_CVAR(okvortex, secondary))
- {
- // don't allow charging if we don't have enough ammo
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okvortex, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_SEC(okvortex, ammo);
- return ammo_amount;
- }
- else
- {
- return false; // zoom is not a fire mode
- }
-}
-
-METHOD(OverkillVortex, wr_resetplayer, void(entity thiswep, entity actor))
-{
- if (WEP_CVAR(okvortex, charge)) {
- if (WEP_CVAR_SEC(okvortex, chargepool)) {
- actor.okvortex_chargepool_ammo = 1;
- }
- actor.okvortex_charge = WEP_CVAR(okvortex, charge_start);
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- actor.(weaponentity).okvortex_charge = WEP_CVAR(okvortex, charge_start);
-
- if (WEP_CVAR_SEC(okvortex, chargepool))
- actor.(weaponentity).okvortex_chargepool_ammo = 1;
- }
- }
- actor.okvortex_lasthit = 0;
-}
-
-METHOD(OverkillVortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-{
- W_Reload(actor, weaponentity, WEP_CVAR_PRI(okvortex, ammo), SND_RELOAD);
-}
-
-METHOD(OverkillVortex, wr_suicidemessage, Notification(entity thiswep))
-{
- return WEAPON_THINKING_WITH_PORTALS;
-}
-
-METHOD(OverkillVortex, wr_killmessage, Notification(entity thiswep))
-{
- return WEAPON_VORTEX_MURDER;
-}
-
-METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
-{
- return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(okvortex, secondary);
-}
-
-#endif
-#ifdef CSQC
-
-METHOD(OverkillVortex, wr_impacteffect, void(entity thiswep, entity actor))
-{
- entity this = actor;
- vector org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
-}
-
-METHOD(OverkillVortex, wr_init, void(entity thiswep))
-{
- if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
- {
- precache_pic("gfx/reticle_nex");
- }
-}
-
-METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
-{
- if(button_zoom || zoomscript_caught || (!WEP_CVAR(okvortex, secondary) && button_attack2))
- {
- return true;
- }
- else
- {
- // no weapon specific image for this weapon
- return false;
- }
-}
-
-#endif