2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
6 void W_Nex_SetAmmoCounter()
8 // set clip_load to the weapon we have switched to, if the gun uses reloading
9 if(!autocvar_g_balance_nex_reload_ammo)
10 self.clip_load = 0; // also keeps crosshair ammo from displaying
13 self.clip_load = self.nex_load;
14 self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
18 void W_Nex_ReloadedAndReady()
22 // now do the ammo transfer
23 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
24 while(self.clip_load < autocvar_g_balance_nex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
29 self.nex_load = self.clip_load;
31 t = ATTACK_FINISHED(self) - autocvar_g_balance_nex_reload_time - 1;
32 ATTACK_FINISHED(self) = t;
38 // return if reloading is disabled for this weapon
39 if(!autocvar_g_balance_nex_reload_ammo)
42 if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)))
47 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
49 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_nex_reload_time + 1;
50 ATTACK_FINISHED(self) = t;
52 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_nex_reload_time, W_Nex_ReloadedAndReady);
54 self.old_clip_load = self.clip_load;
58 void SendCSQCNexBeamParticle(float charge) {
60 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
61 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
62 WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
63 WriteCoord(MSG_BROADCAST, w_shotorg_x);
64 WriteCoord(MSG_BROADCAST, w_shotorg_y);
65 WriteCoord(MSG_BROADCAST, w_shotorg_z);
66 WriteCoord(MSG_BROADCAST, v_x);
67 WriteCoord(MSG_BROADCAST, v_y);
68 WriteCoord(MSG_BROADCAST, v_z);
69 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
72 void W_Nex_Attack (float issecondary)
74 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
77 mydmg = autocvar_g_balance_nex_secondary_damage;
78 myforce = autocvar_g_balance_nex_secondary_force;
79 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
80 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
81 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
82 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
83 myammo = autocvar_g_balance_nex_secondary_ammo;
87 mydmg = autocvar_g_balance_nex_primary_damage;
88 myforce = autocvar_g_balance_nex_primary_force;
89 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
90 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
91 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
92 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
93 myammo = autocvar_g_balance_nex_primary_ammo;
97 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
99 if(autocvar_g_balance_nex_charge)
101 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
102 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
103 // O RLY? -- divVerent
104 // YA RLY -- FruitieX
111 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
112 if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
114 sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM);
118 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
121 AnnounceTo(self, "yoda");
123 //beam and muzzle flash done on client
124 SendCSQCNexBeamParticle(charge);
126 // flash and burn the wall
127 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
128 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
130 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
131 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
133 if(autocvar_g_balance_nex_reload_ammo)
135 self.clip_load -= myammo;
136 self.nex_load = self.clip_load;
139 self.ammo_cells -= myammo;
143 void spawnfunc_weapon_nex (void); // defined in t_items.qc
145 .float nex_chargepool_pauseregen_finished;
146 float w_nex(float req)
152 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
153 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
155 else if (req == WR_THINK)
157 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
158 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
160 if(autocvar_g_balance_nex_secondary_chargepool)
161 if(self.nex_chargepool_ammo < 1)
163 if(self.nex_chargepool_pauseregen_finished < time)
164 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
165 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
168 if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
172 if (self.BUTTON_ATCK)
174 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
177 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
180 if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
182 if(autocvar_g_balance_nex_secondary_charge)
184 self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
185 dt = frametime / W_TICSPERFRAME;
187 if(self.nex_charge < 1)
189 if(autocvar_g_balance_nex_secondary_chargepool)
191 if(autocvar_g_balance_nex_secondary_ammo)
193 // always deplete if secondary is held
194 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
196 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
197 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
198 dt = min(dt, self.nex_chargepool_ammo);
201 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
205 else if(autocvar_g_balance_nex_secondary_ammo)
207 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
209 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
210 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
212 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
213 if(autocvar_g_balance_nex_reload_ammo)
215 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
219 self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
221 self.nex_load = self.clip_load;
225 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
229 self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
233 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
239 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
240 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
244 else if(autocvar_g_balance_nex_secondary)
246 if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
249 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
255 if(autocvar_g_balance_nex_charge)
257 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
258 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
259 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
261 if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
263 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
264 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
265 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
269 else if (req == WR_PRECACHE)
271 precache_model ("models/nexflash.md3");
272 precache_model ("models/weapons/g_nex.md3");
273 precache_model ("models/weapons/v_nex.md3");
274 precache_model ("models/weapons/h_nex.iqm");
275 precache_sound ("weapons/nexfire.wav");
276 precache_sound ("weapons/nexcharge.wav");
277 precache_sound ("weapons/nexwhoosh1.wav");
278 precache_sound ("weapons/nexwhoosh2.wav");
279 precache_sound ("weapons/nexwhoosh3.wav");
280 precache_sound ("weapons/reload.wav");
282 else if (req == WR_SETUP)
284 weapon_setup(WEP_NEX);
285 W_Nex_SetAmmoCounter();
287 else if (req == WR_CHECKAMMO1)
289 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
290 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_primary_ammo);
293 else if (req == WR_CHECKAMMO2)
295 // don't allow charging if we don't have enough ammo
296 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
297 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_secondary_ammo);
300 else if (req == WR_RESETPLAYER)
302 // all weapons must be fully loaded when we spawn
303 self.nex_load = autocvar_g_balance_nex_reload_ammo;
305 else if (req == WR_RELOAD)
314 float w_nex(float req)
316 if(req == WR_IMPACTEFFECT)
319 org2 = w_org + w_backoff * 6;
320 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
322 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
324 else if(req == WR_PRECACHE)
326 precache_sound("weapons/neximpact.wav");
328 else if (req == WR_SUICIDEMESSAGE)
329 w_deathtypestring = "%s did the impossible";
330 else if (req == WR_KILLMESSAGE)
331 w_deathtypestring = "%s has been vaporized by %s";