4 /* function */ W_Vortex,
5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* modelname */ "nex",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairnex 0.65",
13 /* wepimg */ "weaponnex",
14 /* refname */ "vortex",
15 /* wepname */ _("Vortex")
18 #define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex)
19 #define VORTEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, ammo) \
21 w_cvar(id, sn, BOTH, animtime) \
22 w_cvar(id, sn, BOTH, damage) \
23 w_cvar(id, sn, BOTH, force) \
24 w_cvar(id, sn, BOTH, damagefalloff_mindist) \
25 w_cvar(id, sn, BOTH, damagefalloff_maxdist) \
26 w_cvar(id, sn, BOTH, damagefalloff_halflife) \
27 w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \
28 w_cvar(id, sn, BOTH, refire) \
29 w_cvar(id, sn, NONE, charge) \
30 w_cvar(id, sn, NONE, charge_mindmg) \
31 w_cvar(id, sn, NONE, charge_shot_multiplier) \
32 w_cvar(id, sn, NONE, charge_animlimit) \
33 w_cvar(id, sn, NONE, charge_limit) \
34 w_cvar(id, sn, NONE, charge_rate) \
35 w_cvar(id, sn, NONE, charge_rot_rate) \
36 w_cvar(id, sn, NONE, charge_rot_pause) \
37 w_cvar(id, sn, NONE, charge_start) \
38 w_cvar(id, sn, NONE, charge_minspeed) \
39 w_cvar(id, sn, NONE, charge_maxspeed) \
40 w_cvar(id, sn, NONE, charge_velocity_rate) \
41 w_cvar(id, sn, NONE, secondary) \
42 w_cvar(id, sn, SEC, chargepool) \
43 w_cvar(id, sn, SEC, chargepool_regen) \
44 w_cvar(id, sn, SEC, chargepool_pause_regen) \
45 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
46 w_prop(id, sn, float, reloading_time, reload_time) \
47 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
48 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
49 w_prop(id, sn, string, weaponreplace, weaponreplace) \
50 w_prop(id, sn, float, weaponstart, weaponstart) \
51 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
52 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
55 VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
57 .float vortex_lasthit;
62 void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX.m_id); }
63 void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); }
65 void SendCSQCVortexBeamParticle(float charge) {
67 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
68 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
69 WriteByte(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
70 WriteCoord(MSG_BROADCAST, w_shotorg.x);
71 WriteCoord(MSG_BROADCAST, w_shotorg.y);
72 WriteCoord(MSG_BROADCAST, w_shotorg.z);
73 WriteCoord(MSG_BROADCAST, v.x);
74 WriteCoord(MSG_BROADCAST, v.y);
75 WriteCoord(MSG_BROADCAST, v.z);
76 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
79 void W_Vortex_Attack(float issecondary)
81 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
83 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
84 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
85 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
86 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
87 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
88 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
89 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
92 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
94 if(WEP_CVAR(vortex, charge))
96 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge;
97 self.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
98 // O RLY? -- divVerent
106 W_SetupShot(self, true, 5, SND(NEXFIRE), CH_WEAPON_A, mydmg);
107 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
109 sound(self, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
114 FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
117 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
118 if(damage_goodhits && self.vortex_lasthit)
120 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
121 damage_goodhits = 0; // only every second time
124 self.vortex_lasthit = damage_goodhits;
126 //beam and muzzle flash done on client
127 SendCSQCVortexBeamParticle(charge);
129 W_DecreaseAmmo(myammo);
132 void spawnfunc_weapon_vortex(void); // defined in t_items.qc
134 .float vortex_chargepool_pauseregen_finished;
135 bool W_Vortex(int req)
143 if(bot_aim(1000000, 0, 1, false))
144 self.BUTTON_ATCK = true;
147 if(WEP_CVAR(vortex, charge))
148 self.BUTTON_ATCK2 = true;
154 if(WEP_CVAR(vortex, charge) && self.vortex_charge < WEP_CVAR(vortex, charge_limit))
155 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
157 if(WEP_CVAR_SEC(vortex, chargepool))
158 if(self.vortex_chargepool_ammo < 1)
160 if(self.vortex_chargepool_pauseregen_finished < time)
161 self.vortex_chargepool_ammo = min(1, self.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
162 self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
165 if(autocvar_g_balance_vortex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) // forced reload
166 WEP_ACTION(self.weapon, WR_RELOAD);
171 if(weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
174 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
177 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
179 if(WEP_CVAR(vortex, charge))
181 self.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
182 dt = frametime / W_TICSPERFRAME;
184 if(self.vortex_charge < 1)
186 if(WEP_CVAR_SEC(vortex, chargepool))
188 if(WEP_CVAR_SEC(vortex, ammo))
190 // always deplete if secondary is held
191 self.vortex_chargepool_ammo = max(0, self.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
193 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
194 self.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
195 dt = min(dt, self.vortex_chargepool_ammo);
198 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
202 else if(WEP_CVAR_SEC(vortex, ammo))
204 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
206 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
207 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
209 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
210 if(autocvar_g_balance_vortex_reload_ammo)
212 dt = min(dt, (self.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
216 self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
218 self.(weapon_load[WEP_VORTEX.m_id]) = self.clip_load;
222 dt = min(dt, (self.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
226 self.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), self.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
230 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
236 dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
237 self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
241 else if(WEP_CVAR(vortex, secondary))
243 if(weapon_prepareattack(0, WEP_CVAR_SEC(vortex, refire)))
246 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
256 VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
261 self.vortex_lasthit = 0;
266 ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
267 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
272 if(WEP_CVAR(vortex, secondary))
274 // don't allow charging if we don't have enough ammo
275 ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
276 ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
281 return false; // zoom is not a fire mode
286 VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
291 self.vortex_lasthit = 0;
296 W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
299 case WR_SUICIDEMESSAGE:
301 return WEAPON_THINKING_WITH_PORTALS;
305 return WEAPON_VORTEX_MURDER;
312 float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
313 bool W_Vortex(int req)
317 case WR_IMPACTEFFECT:
320 org2 = w_org + w_backoff * 6;
321 pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
323 sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
329 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
331 precache_pic("gfx/reticle_nex");
337 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
339 reticle_image = "gfx/reticle_nex";
344 // no weapon specific image for this weapon