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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", "Nex");
3 #else
4 #ifdef SVQC
5 void SendCSQCNexBeamParticle(float charge) {
6         vector v;
7         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
8         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
9         WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
10         WriteCoord(MSG_BROADCAST, w_shotorg_x);
11         WriteCoord(MSG_BROADCAST, w_shotorg_y);
12         WriteCoord(MSG_BROADCAST, w_shotorg_z);
13         WriteCoord(MSG_BROADCAST, v_x);
14         WriteCoord(MSG_BROADCAST, v_y);
15         WriteCoord(MSG_BROADCAST, v_z);
16         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
17 }
18
19 void W_Nex_Attack (float issecondary)
20 {
21         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
22         if(issecondary)
23         {
24                 mydmg = autocvar_g_balance_nex_secondary_damage;
25                 myforce = autocvar_g_balance_nex_secondary_force;
26                 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
27                 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
28                 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
29                 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
30                 myammo = autocvar_g_balance_nex_secondary_ammo;
31         }
32         else
33         {
34                 mydmg = autocvar_g_balance_nex_primary_damage;
35                 myforce = autocvar_g_balance_nex_primary_force;
36                 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
37                 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
38                 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
39                 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
40                 myammo = autocvar_g_balance_nex_primary_ammo;
41         }
42
43         float flying;
44         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
45
46         if(autocvar_g_balance_nex_charge)
47         {
48                 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
49                 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
50                                                                                  // O RLY? -- divVerent
51                                                                          // YA RLY -- FruitieX
52         }
53         else
54                 charge = 1;
55         mydmg *= charge;
56         myforce *= charge;
57
58         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
59     if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
60     {
61         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);
62     }
63
64         yoda = 0;
65         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
66
67         if(yoda && flying)
68                 AnnounceTo(self, "yoda");
69
70         //beam and muzzle flash done on client
71         SendCSQCNexBeamParticle(charge);
72         
73         // flash and burn the wall
74         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
75                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
76
77         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
78                 self.ammo_cells = self.ammo_cells - myammo;
79 }
80
81 void spawnfunc_weapon_nex (void); // defined in t_items.qc
82
83 .float nex_chargepool_pauseregen_finished;
84 float w_nex(float req)
85 {
86         float dt;
87         if (req == WR_AIM)
88         {
89                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
90                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
91         }
92         else if (req == WR_THINK)
93         {
94                 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
95                         self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
96
97         if(autocvar_g_balance_nex_charge)
98         {
99             self.weaponentity.weaponentity.glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
100             self.weaponentity.weaponentity.glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
101             self.weaponentity.weaponentity.glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * bound(0, self.weaponentity.weaponentity.glowmod_z + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
102
103             if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
104             {
105                 self.weaponentity.weaponentity.glowmod_x = self.weaponentity.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);
106                 self.weaponentity.weaponentity.glowmod_y = self.weaponentity.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);
107                 self.weaponentity.weaponentity.glowmod_z = self.weaponentity.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);
108             }
109         }
110
111                 if(autocvar_g_balance_nex_secondary_chargepool)
112                 if(self.nex_chargepool_ammo < 1)
113                 {
114                         if(self.nex_chargepool_pauseregen_finished < time)
115                                 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
116                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
117                 }
118
119                 if (self.BUTTON_ATCK)
120                 {
121                         if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
122                         {
123                                 W_Nex_Attack(0);
124                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
125                         }
126                 }
127                 if (self.BUTTON_ATCK2)
128                 {
129                         if(autocvar_g_balance_nex_secondary_charge)
130                         {
131                                 self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
132                                 dt = frametime / W_TICSPERFRAME;
133
134                                 if(autocvar_g_balance_nex_secondary_chargepool)
135                                 {
136                                         if(autocvar_g_balance_nex_secondary_ammo)
137                                         {
138                                                 // always deplete if secondary is held
139                                                 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
140
141                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
142                                                 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
143                                                 dt = min(dt, self.nex_chargepool_ammo);
144                                                 dt = max(0, dt);
145
146                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
147                                         }
148                                 }
149
150                                 else if(autocvar_g_balance_nex_secondary_ammo)
151                                 {
152                                         if(self.nex_charge < 1)
153                                         {
154                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
155                                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
156                                                 {
157                                                         dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
158                                                         dt = max(0, dt);
159                                                         if(dt > 0)
160                                                         {
161                                                                 self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
162                                                         }
163                                                 }
164                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
165                                         }
166                                 }
167                         }
168                         else if(autocvar_g_balance_nex_secondary)
169                         {
170                                 if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
171                                 {
172                                         W_Nex_Attack(1);
173                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
174                                 }
175                         }
176                 }
177         }
178         else if (req == WR_PRECACHE)
179         {
180                 precache_model ("models/nexflash.md3");
181                 precache_model ("models/weapons/g_nex.md3");
182                 precache_model ("models/weapons/v_nex.md3");
183                 precache_model ("models/weapons/h_nex.iqm");
184                 precache_sound ("weapons/nexfire.wav");
185                 precache_sound ("weapons/nexcharge.wav");
186                 precache_sound ("weapons/nexwhoosh1.wav");
187                 precache_sound ("weapons/nexwhoosh2.wav");
188                 precache_sound ("weapons/nexwhoosh3.wav");
189         }
190         else if (req == WR_SETUP)
191                 weapon_setup(WEP_NEX);
192         else if (req == WR_CHECKAMMO1)
193                 return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
194         else if (req == WR_CHECKAMMO2)
195                 return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
196         return TRUE;
197 };
198 #endif
199 #ifdef CSQC
200 float w_nex(float req)
201 {
202         if(req == WR_IMPACTEFFECT)
203         {
204                 vector org2;
205                 org2 = w_org + w_backoff * 6;
206                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
207                 if(!w_issilent)
208                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
209         }
210         else if(req == WR_PRECACHE)
211         {
212                 precache_sound("weapons/neximpact.wav");
213         }
214         else if (req == WR_SUICIDEMESSAGE)
215                 w_deathtypestring = "%s did the impossible";
216         else if (req == WR_KILLMESSAGE)
217                 w_deathtypestring = "%s has been vaporized by %s";
218         return TRUE;
219 }
220 #endif
221 #endif