3 //REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
4 //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
7 float autocvar_g_weapon_charge_colormod_red_full;
8 float autocvar_g_weapon_charge_colormod_red_half;
9 float autocvar_g_weapon_charge_colormod_green_full;
10 float autocvar_g_weapon_charge_colormod_blue_full;
11 float autocvar_g_weapon_charge_colormod_blue_half;
12 float autocvar_g_weapon_charge_colormod_green_half;
13 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
15 METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
17 if (!WEP_CVAR(vortex, charge)) return '0 0 0';
18 float charge = wepent.vortex_charge;
19 float animlimit = WEP_CVAR(vortex, charge_animlimit);
21 g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
22 g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
23 g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
24 if (charge > animlimit)
26 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
27 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
28 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
34 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
37 void SendCSQCVortexBeamParticle(float charge) {
39 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
40 WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
41 WriteVector(MSG_BROADCAST, w_shotorg);
42 WriteVector(MSG_BROADCAST, v);
43 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
46 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
49 vector shotorg = ReadVector();
50 vector endpos = ReadVector();
51 charge = ReadByte() / 255.0;
53 pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
55 //draw either the old v2.3 beam or the new beam
56 charge = sqrt(charge); // divide evenly among trail spacing and alpha
57 particles_alphamin = particles_alphamax = particles_fade = charge;
59 if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
60 if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
61 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
63 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
70 REGISTER_MUTATOR(vortex_charge, true);
72 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
74 entity player = M_ARGV(0, entity);
77 if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
80 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
82 .entity weaponentity = weaponentities[slot];
84 if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed)))
86 float xyspeed = vlen(vec2(player.velocity));
87 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
88 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
89 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
90 // add the extra charge
91 player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
96 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
98 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
100 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
101 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
102 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
103 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
104 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
105 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
106 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
108 float dtype = WEP_VORTEX.m_id;
109 if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
110 dtype |= HITTYPE_ARMORPIERCE;
113 flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
115 if(WEP_CVAR(vortex, charge))
117 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
118 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
119 // O RLY? -- divVerent
120 // YA RLY -- FruitieX
127 W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype);
128 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
130 sound(actor, 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);
135 FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype);
138 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
139 if(damage_goodhits && actor.vortex_lasthit)
141 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
142 damage_goodhits = 0; // only every second time
145 actor.vortex_lasthit = damage_goodhits;
147 //beam and muzzle flash done on client
148 SendCSQCVortexBeamParticle(charge);
150 W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
153 .float vortex_chargepool_pauseregen_finished;
155 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
157 if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
158 PHYS_INPUT_BUTTON_ATCK(actor) = true;
161 if(WEP_CVAR(vortex, charge))
162 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
165 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
167 if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
168 actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
170 if(WEP_CVAR_SEC(vortex, chargepool))
171 if(actor.(weaponentity).vortex_chargepool_ammo < 1)
173 if(actor.vortex_chargepool_pauseregen_finished < time)
174 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
175 actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
178 if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
179 thiswep.wr_reload(thiswep, actor, weaponentity);
184 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
186 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
187 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
190 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
192 if(WEP_CVAR(vortex, charge))
194 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
195 float dt = frametime / W_TICSPERFRAME;
197 if(actor.(weaponentity).vortex_charge < 1)
199 if(WEP_CVAR_SEC(vortex, chargepool))
201 if(WEP_CVAR_SEC(vortex, ammo))
203 // always deplete if secondary is held
204 actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
206 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
207 actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
208 dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
211 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
215 else if(WEP_CVAR_SEC(vortex, ammo))
217 if(fire & 2) // only eat ammo when the button is pressed
219 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
220 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
222 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
223 if(autocvar_g_balance_vortex_reload_ammo)
225 dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
229 actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
231 actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).clip_load;
235 dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
239 SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
243 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
249 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
250 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
254 else if(WEP_CVAR(vortex, secondary))
256 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
258 W_Vortex_Attack(thiswep, actor, weaponentity, 1);
259 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
265 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
267 actor.vortex_lasthit = 0;
269 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
271 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
272 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
275 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
277 if(WEP_CVAR(vortex, secondary))
279 // don't allow charging if we don't have enough ammo
280 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
281 ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
286 return false; // zoom is not a fire mode
289 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
291 if (WEP_CVAR(vortex, charge)) {
292 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
294 .entity weaponentity = weaponentities[slot];
295 actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
297 if (WEP_CVAR_SEC(vortex, chargepool))
298 actor.(weaponentity).vortex_chargepool_ammo = 1;
301 actor.vortex_lasthit = 0;
303 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
305 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
307 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
309 return WEAPON_THINKING_WITH_PORTALS;
311 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
313 return WEAPON_VORTEX_MURDER;
315 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
317 return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
323 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
326 vector org2 = w_org + w_backoff * 6;
327 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
329 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
331 METHOD(Vortex, wr_init, void(entity thiswep))
333 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
335 precache_pic("gfx/reticle_nex");
338 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
340 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
346 // no weapon specific image for this weapon
350 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
352 return button_attack2 && !WEP_CVAR(vortex, secondary);