2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
6 void SendCSQCNexBeamParticle(float charge) {
8 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
9 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
10 WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
11 WriteCoord(MSG_BROADCAST, w_shotorg_x);
12 WriteCoord(MSG_BROADCAST, w_shotorg_y);
13 WriteCoord(MSG_BROADCAST, w_shotorg_z);
14 WriteCoord(MSG_BROADCAST, v_x);
15 WriteCoord(MSG_BROADCAST, v_y);
16 WriteCoord(MSG_BROADCAST, v_z);
17 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
20 void W_Nex_Attack (float issecondary)
22 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
25 mydmg = autocvar_g_balance_nex_secondary_damage;
26 myforce = autocvar_g_balance_nex_secondary_force;
27 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
28 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
29 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
30 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
31 myammo = autocvar_g_balance_nex_secondary_ammo;
35 mydmg = autocvar_g_balance_nex_primary_damage;
36 myforce = autocvar_g_balance_nex_primary_force;
37 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
38 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
39 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
40 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
41 myammo = autocvar_g_balance_nex_primary_ammo;
45 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
47 if(autocvar_g_balance_nex_charge)
49 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
50 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
51 // O RLY? -- divVerent
59 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
60 if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
62 sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
66 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
69 AnnounceTo(self, "yoda");
71 //beam and muzzle flash done on client
72 SendCSQCNexBeamParticle(charge);
74 // flash and burn the wall
75 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
76 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
78 W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo);
81 void spawnfunc_weapon_nex (void); // defined in t_items.qc
83 .float nex_chargepool_pauseregen_finished;
84 float w_nex(float req)
90 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
91 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
93 else if (req == WR_THINK)
95 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
96 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
98 if(autocvar_g_balance_nex_secondary_chargepool)
99 if(self.nex_chargepool_ammo < 1)
101 if(self.nex_chargepool_pauseregen_finished < time)
102 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
103 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
106 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
107 weapon_action(self.weapon, WR_RELOAD);
110 if (self.BUTTON_ATCK)
112 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
115 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
118 if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
120 if(autocvar_g_balance_nex_secondary_charge)
122 self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
123 dt = frametime / W_TICSPERFRAME;
125 if(self.nex_charge < 1)
127 if(autocvar_g_balance_nex_secondary_chargepool)
129 if(autocvar_g_balance_nex_secondary_ammo)
131 // always deplete if secondary is held
132 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
134 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
135 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
136 dt = min(dt, self.nex_chargepool_ammo);
139 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
143 else if(autocvar_g_balance_nex_secondary_ammo)
145 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
147 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
148 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
150 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
151 if(autocvar_g_balance_nex_reload_ammo)
153 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
157 self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
159 self.weapon_load[WEP_NEX] = self.clip_load;
163 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
167 self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
171 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
177 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
178 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
182 else if(autocvar_g_balance_nex_secondary)
184 if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
187 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
193 if(autocvar_g_balance_nex_charge)
195 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_animlimit);
196 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_animlimit);
197 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_animlimit);
199 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
201 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_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
202 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_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
203 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_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
207 else if (req == WR_PRECACHE)
209 precache_model ("models/nexflash.md3");
210 precache_model ("models/weapons/g_nex.md3");
211 precache_model ("models/weapons/v_nex.md3");
212 precache_model ("models/weapons/h_nex.iqm");
213 precache_sound ("weapons/nexfire.wav");
214 precache_sound ("weapons/nexcharge.wav");
215 precache_sound ("weapons/nexwhoosh1.wav");
216 precache_sound ("weapons/nexwhoosh2.wav");
217 precache_sound ("weapons/nexwhoosh3.wav");
218 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
220 else if (req == WR_SETUP)
222 weapon_setup(WEP_NEX);
223 self.current_ammo = ammo_cells;
225 else if (req == WR_CHECKAMMO1)
227 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
228 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo);
231 else if (req == WR_CHECKAMMO2)
233 // don't allow charging if we don't have enough ammo
234 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
235 ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo;
238 else if (req == WR_RELOAD)
240 W_Reload(min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
247 float w_nex(float req)
249 if(req == WR_IMPACTEFFECT)
252 org2 = w_org + w_backoff * 6;
253 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
255 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
257 else if(req == WR_PRECACHE)
259 precache_sound("weapons/neximpact.wav");
261 else if (req == WR_SUICIDEMESSAGE)
262 w_deathtypestring = _("%s did the impossible");
263 else if (req == WR_KILLMESSAGE)
264 w_deathtypestring = _("%s has been vaporized by %s");