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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / oknex.qc
1 #include "oknex.qh"
2
3 #ifdef SVQC
4
5 .float oknex_lasthit;
6 #endif
7
8 #if defined(GAMEQC)
9
10 METHOD(OverkillNex, wr_glow, vector(OverkillNex this, int actor_colors, entity wepent))
11 {
12         if (!WEP_CVAR(oknex, charge)) return '0 0 0';
13         float charge = max(0.25, wepent.oknex_charge);
14         float animlimit = WEP_CVAR(oknex, charge_animlimit);
15         float f = min(1, charge / animlimit);
16         vector mycolors = colormapPaletteColor(actor_colors & 0x0F, true);
17         vector g = f * (mycolors * 0.3);
18         if (charge > animlimit)
19         {
20                 f = (charge - animlimit) / (1 - animlimit);
21                 g += f * (mycolors * 0.7);
22         }
23         // transition color can't be '0 0 0' as it defaults to player model glow color
24         if (g == '0 0 0')
25                 g = '0 0 0.000001';
26         return g;
27 }
28 #endif
29
30 #ifdef SVQC
31 REGISTER_MUTATOR(oknex_charge, true);
32
33 MUTATOR_HOOKFUNCTION(oknex_charge, GetPressedKeys)
34 {
35         entity player = M_ARGV(0, entity);
36
37         // WEAPONTODO
38         if(!WEP_CVAR(oknex, charge) || !WEP_CVAR(oknex, charge_velocity_rate))
39                 return;
40
41         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
42         {
43                 .entity weaponentity = weaponentities[slot];
44
45                 if (player.(weaponentity).m_weapon == WEP_OVERKILL_NEX && WEP_CVAR(oknex, charge) && WEP_CVAR(oknex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(oknex, charge_minspeed)))
46                 {
47                         float xyspeed = vlen(vec2(player.velocity));
48                         // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
49                                 xyspeed = min(xyspeed, WEP_CVAR(oknex, charge_maxspeed));
50                         float f = (xyspeed - WEP_CVAR(oknex, charge_minspeed)) / (WEP_CVAR(oknex, charge_maxspeed) - WEP_CVAR(oknex, charge_minspeed));
51                         // add the extra charge
52                         player.(weaponentity).oknex_charge = min(1, player.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
53                 }
54         }
55 }
56
57 void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
58 {
59         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
60
61         mydmg = WEP_CVAR_BOTH(oknex, !issecondary, damage);
62         myforce = WEP_CVAR_BOTH(oknex, !issecondary, force);
63         mymindist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_mindist);
64         mymaxdist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_maxdist);
65         myhalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_halflife);
66         myforcehalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_forcehalflife);
67         myammo = WEP_CVAR_BOTH(oknex, !issecondary, ammo);
68
69         float flying;
70         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
71
72         if (WEP_CVAR(oknex, charge))
73         {
74                 charge = WEP_CVAR(oknex, charge_mindmg) / mydmg + (1 - WEP_CVAR(oknex, charge_mindmg) / mydmg) * actor.(weaponentity).oknex_charge;
75                 actor.(weaponentity).oknex_charge *= WEP_CVAR(oknex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
76                 // O RLY? -- divVerent
77                 // YA RLY -- FruitieX
78         }
79         else
80         {
81                 charge = 1;
82         }
83         mydmg *= charge;
84         myforce *= charge;
85
86         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, thiswep.m_id);
87         if(charge > WEP_CVAR(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound
88         {
89                 sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, charge_animlimit)), ATTN_NORM);
90         }
91
92         yoda = 0;
93         impressive_hits = 0;
94         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, true, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
95
96         if(yoda && flying)
97                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
98         if(impressive_hits && actor.oknex_lasthit)
99         {
100                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
101                 impressive_hits = 0; // only every second time
102         }
103
104         actor.oknex_lasthit = impressive_hits;
105
106         //beam and muzzle flash done on client
107         SendCSQCVortexBeamParticle(charge);
108
109         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
110 }
111
112 .float oknex_chargepool_pauseregen_finished;
113
114 METHOD(OverkillNex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
115 {
116         if(bot_aim(actor, weaponentity, 1000000, 0, 1, false, true))
117                 PHYS_INPUT_BUTTON_ATCK(actor) = true;
118         else
119         {
120                 if(WEP_CVAR(oknex, charge))
121                         PHYS_INPUT_BUTTON_ATCK2(actor) = true;
122         }
123 }
124
125 METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
126 {
127         if (WEP_CVAR(oknex, charge) && actor.(weaponentity).oknex_charge < WEP_CVAR(oknex, charge_limit))
128         {
129                 actor.(weaponentity).oknex_charge = min(1, actor.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_rate) * frametime / W_TICSPERFRAME);
130         }
131
132         if (WEP_CVAR_SEC(oknex, chargepool))
133                 if (actor.(weaponentity).oknex_chargepool_ammo < 1)
134                 {
135                         if (actor.oknex_chargepool_pauseregen_finished < time)
136                                 actor.(weaponentity).oknex_chargepool_ammo = min(1, actor.(weaponentity).oknex_chargepool_ammo + WEP_CVAR_SEC(oknex, chargepool_regen) * frametime / W_TICSPERFRAME);
137                         actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(oknex, chargepool_pause_regen));
138                 }
139
140         if ((WEP_CVAR_SEC(oknex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
141         {
142                 // Secondary uses it's own refire timer if refire_type is 1.
143                 actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor);
144                 makevectors(actor.v_angle);
145                 W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
146                 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
147                         (actor.(weaponentity).wframe == WFRAME_FIRE2))
148                 {
149                         // Set secondary fire animation.
150                         actor.(weaponentity).wframe = WFRAME_FIRE2;
151                         FOREACH_CLIENT(true, LAMBDA(
152                                 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
153                                 {
154                                         wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
155                                 }
156                         ));
157                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
158                 }
159         }
160
161         if (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(oknex, ammo))
162         {
163                 // Rorced reload
164                 thiswep.wr_reload(thiswep, actor, weaponentity);
165                 return;
166         }
167         if (fire & 1) // Primary attack
168         {
169                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(oknex, refire)))
170                 {
171                         return;
172                 }
173                 W_OverkillNex_Attack(thiswep, actor, weaponentity, 0);
174                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(oknex, animtime), w_ready);
175                 return;
176         }
177         if ((fire & 2) && (WEP_CVAR(oknex, secondary) == 2) && (WEP_CVAR_SEC(oknex, refire_type) == 0))
178         {
179                 // Secondary attack
180                 if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(oknex, refire)))
181                 {
182                         return;
183                 }
184                 makevectors(actor.v_angle);
185                 W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
186                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready);
187                 return;
188         }
189
190 #if 0
191         if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
192         {
193                 if(WEP_CVAR(oknex, charge))
194                 {
195                         actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause);
196                         float dt = frametime / W_TICSPERFRAME;
197         
198                         if(actor.(weaponentity).oknex_charge < 1)
199                         {
200                                 if(WEP_CVAR_SEC(oknex, chargepool))
201                                 {
202                                         if(WEP_CVAR_SEC(oknex, ammo))
203                                         {
204                                                 // always deplete if secondary is held
205                                                 actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(oknex, ammo) * dt);
206
207                                                 dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
208                                                 actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(oknex, chargepool_pause_regen);
209                                                 dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo);
210                                                 dt = max(0, dt);
211
212                                                 actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
213                                         }
214                                 }
215
216                                 else if(WEP_CVAR_SEC(oknex, ammo))
217                                 {
218                                         if(fire & 2) // only eat ammo when the button is pressed
219                                         {
220                                                 dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
221                                                 if(!(actor.items & IT_UNLIMITED_AMMO))
222                                                 {
223                                                         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
224                                                         if(autocvar_g_balance_vortex_reload_ammo)
225                                                         {
226                                                                 dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
227                                                                 dt = max(0, dt);
228                                                                 if(dt > 0)
229                                                                 {
230                                                                         actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt);
231                                                                 }
232                                                                 actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load;
233                                                         }
234                                                         else
235                                                         {
236                                                                 dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
237                                                                 dt = max(0, dt);
238                                                                 if(dt > 0)
239                                                                 {
240                                                                         actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt);
241                                                                 }
242                                                         }
243                                                 }
244                                                 actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
245                                         }
246                                 }
247
248                                 else
249                                 {
250                                         dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
251                                         actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
252                                 }
253                         }
254                 }
255                 else if(WEP_CVAR(oknex, secondary))
256                 {
257                         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire)))
258                         {
259                                 W_OverkillNex_Attack(thiswep, actor, weaponentity, 1);
260                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready);
261                         }
262                 }
263         }
264 #endif
265 }
266
267 METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
268 {
269         actor.oknex_lasthit = 0;
270 }
271
272 METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
273 {
274         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo);
275         ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(oknex, ammo));
276         return ammo_amount;
277 }
278
279 METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
280 {
281         if (WEP_CVAR(oknex, secondary))
282         {
283                 // don't allow charging if we don't have enough ammo
284                 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo);
285                 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(oknex, ammo);
286                 return ammo_amount;
287         }
288         else
289         {
290                 return false; // zoom is not a fire mode
291         }
292 }
293
294 METHOD(OverkillNex, wr_resetplayer, void(entity thiswep, entity actor))
295 {
296         if (WEP_CVAR(oknex, charge)) {
297                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
298                 {
299                         .entity weaponentity = weaponentities[slot];
300                         actor.(weaponentity).oknex_charge = WEP_CVAR(oknex, charge_start);
301                 }
302         }
303         actor.oknex_lasthit = 0;
304 }
305
306 METHOD(OverkillNex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
307 {
308         W_Reload(actor, weaponentity, WEP_CVAR_PRI(oknex, ammo), SND_RELOAD);
309 }
310
311 METHOD(OverkillNex, wr_suicidemessage, Notification(entity thiswep))
312 {
313         return WEAPON_THINKING_WITH_PORTALS;
314 }
315
316 METHOD(OverkillNex, wr_killmessage, Notification(entity thiswep))
317 {
318         return WEAPON_OVERKILL_NEX_MURDER;
319 }
320
321 METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
322 {
323         return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(oknex, secondary);
324 }
325
326 #endif
327 #ifdef CSQC
328
329 METHOD(OverkillNex, wr_impacteffect, void(entity thiswep, entity actor))
330 {
331         entity this = actor;
332         vector org2 = w_org + w_backoff * 2;
333         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
334         if(!w_issilent)
335                 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
336 }
337
338 METHOD(OverkillNex, wr_init, void(entity thiswep))
339 {
340         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
341         {
342                 precache_pic("gfx/reticle_nex");
343         }
344 }
345
346 METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
347 {
348         if(button_zoom || zoomscript_caught || (!WEP_CVAR(oknex, secondary) && button_attack2))
349         {
350                 return true;
351         }
352         else
353         {
354                 // no weapon specific image for this weapon
355                 return false;
356         }
357 }
358
359 METHOD(OverkillNex, wr_zoomdir, bool(entity thiswep))
360 {
361     return button_attack2 && !WEP_CVAR(oknex, secondary);
362 }
363
364 #endif