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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
6 void W_Nex_SetAmmoCounter()
7 {
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
11         else
12         {
13                 self.clip_load = self.weapon_load[WEP_NEX];
14                 self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
15         }
16 }
17
18 void W_Nex_Reload()
19 {
20         self.reload_ammo_player = ammo_cells;
21         self.reload_ammo_min = min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo);
22         self.reload_ammo_amount = autocvar_g_balance_nex_reload_ammo;
23         self.reload_time = autocvar_g_balance_nex_reload_time;
24         self.reload_sound = "weapons/reload.wav";
25
26         W_Reload();
27 }
28
29 void SendCSQCNexBeamParticle(float charge) {
30         vector v;
31         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
32         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
33         WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
34         WriteCoord(MSG_BROADCAST, w_shotorg_x);
35         WriteCoord(MSG_BROADCAST, w_shotorg_y);
36         WriteCoord(MSG_BROADCAST, w_shotorg_z);
37         WriteCoord(MSG_BROADCAST, v_x);
38         WriteCoord(MSG_BROADCAST, v_y);
39         WriteCoord(MSG_BROADCAST, v_z);
40         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
41 }
42
43 void W_Nex_Attack (float issecondary)
44 {
45         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
46         if(issecondary)
47         {
48                 mydmg = autocvar_g_balance_nex_secondary_damage;
49                 myforce = autocvar_g_balance_nex_secondary_force;
50                 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
51                 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
52                 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
53                 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
54                 myammo = autocvar_g_balance_nex_secondary_ammo;
55         }
56         else
57         {
58                 mydmg = autocvar_g_balance_nex_primary_damage;
59                 myforce = autocvar_g_balance_nex_primary_force;
60                 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
61                 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
62                 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
63                 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
64                 myammo = autocvar_g_balance_nex_primary_ammo;
65         }
66
67         float flying;
68         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
69
70         if(autocvar_g_balance_nex_charge)
71         {
72                 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
73                 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
74                 // O RLY? -- divVerent
75                 // YA RLY -- FruitieX
76         }
77         else
78                 charge = 1;
79         mydmg *= charge;
80         myforce *= charge;
81
82         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
83         if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
84         {
85                 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);
86         }
87
88         yoda = 0;
89         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
90
91         if(yoda && flying)
92                 AnnounceTo(self, "yoda");
93
94         //beam and muzzle flash done on client
95         SendCSQCNexBeamParticle(charge);
96
97         // flash and burn the wall
98         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
99                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
100
101         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
102         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
103         {
104                 if(autocvar_g_balance_nex_reload_ammo)
105                 {
106                         self.clip_load -= myammo;
107                         self.weapon_load[WEP_NEX] = self.clip_load;
108                 }
109                 else
110                         self.ammo_cells -= myammo;
111         }
112 }
113
114 void spawnfunc_weapon_nex (void); // defined in t_items.qc
115
116 .float nex_chargepool_pauseregen_finished;
117 float w_nex(float req)
118 {
119         float dt;
120         float ammo_amount;
121         if (req == WR_AIM)
122         {
123                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
124                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
125         }
126         else if (req == WR_THINK)
127         {
128                 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
129                         self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
130
131                 if(autocvar_g_balance_nex_secondary_chargepool)
132                         if(self.nex_chargepool_ammo < 1)
133                         {
134                                 if(self.nex_chargepool_pauseregen_finished < time)
135                                         self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
136                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
137                         }
138
139                 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
140                         W_Nex_Reload();
141                 else
142                 {
143                         if (self.BUTTON_ATCK)
144                         {
145                                 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
146                                 {
147                                         W_Nex_Attack(0);
148                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
149                                 }
150                         }
151                         if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
152                         {
153                                 if(autocvar_g_balance_nex_secondary_charge)
154                                 {
155                                         self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
156                                         dt = frametime / W_TICSPERFRAME;
157
158                                         if(self.nex_charge < 1)
159                                         {
160                                                 if(autocvar_g_balance_nex_secondary_chargepool)
161                                                 {
162                                                         if(autocvar_g_balance_nex_secondary_ammo)
163                                                         {
164                                                                 // always deplete if secondary is held
165                                                                 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
166
167                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
168                                                                 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
169                                                                 dt = min(dt, self.nex_chargepool_ammo);
170                                                                 dt = max(0, dt);
171
172                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
173                                                         }
174                                                 }
175
176                                                 else if(autocvar_g_balance_nex_secondary_ammo)
177                                                 {
178                                                         if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
179                                                         {
180                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
181                                                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
182                                                                 {
183                                                                         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
184                                                                         if(autocvar_g_balance_nex_reload_ammo)
185                                                                         {
186                                                                                 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
187                                                                                 dt = max(0, dt);
188                                                                                 if(dt > 0)
189                                                                                 {
190                                                                                         self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
191                                                                                 }
192                                                                                 self.weapon_load[WEP_NEX] = self.clip_load;
193                                                                         }
194                                                                         else
195                                                                         {
196                                                                                 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
197                                                                                 dt = max(0, dt);
198                                                                                 if(dt > 0)
199                                                                                 {
200                                                                                         self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
201                                                                                 }
202                                                                         }
203                                                                 }
204                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
205                                                         }
206                                                 }
207
208                                                 else
209                                                 {
210                                                         dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
211                                                         self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
212                                                 }
213                                         }
214                                 }
215                                 else if(autocvar_g_balance_nex_secondary)
216                                 {
217                                         if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
218                                         {
219                                                 W_Nex_Attack(1);
220                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
221                                         }
222                                 }
223                         }
224                 }
225
226                 if(autocvar_g_balance_nex_charge)
227                 {
228                         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);
229                         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);
230                         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);
231
232                         if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
233                         {
234                                 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);
235                                 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);
236                                 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);
237                         }
238                 }
239         }
240         else if (req == WR_PRECACHE)
241         {
242                 precache_model ("models/nexflash.md3");
243                 precache_model ("models/weapons/g_nex.md3");
244                 precache_model ("models/weapons/v_nex.md3");
245                 precache_model ("models/weapons/h_nex.iqm");
246                 precache_sound ("weapons/nexfire.wav");
247                 precache_sound ("weapons/nexcharge.wav");
248                 precache_sound ("weapons/nexwhoosh1.wav");
249                 precache_sound ("weapons/nexwhoosh2.wav");
250                 precache_sound ("weapons/nexwhoosh3.wav");
251                 precache_sound ("weapons/reload.wav");
252         }
253         else if (req == WR_SETUP)
254         {
255                 weapon_setup(WEP_NEX);
256                 W_Nex_SetAmmoCounter();
257         }
258         else if (req == WR_CHECKAMMO1)
259         {
260                 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
261                 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo);
262                 return ammo_amount;
263         }
264         else if (req == WR_CHECKAMMO2)
265         {
266                 // don't allow charging if we don't have enough ammo
267                 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
268                 ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo;
269                 return ammo_amount;
270         }
271         else if (req == WR_RELOAD)
272         {
273                 W_Nex_Reload();
274         }
275
276         return TRUE;
277 };
278 #endif
279 #ifdef CSQC
280 float w_nex(float req)
281 {
282         if(req == WR_IMPACTEFFECT)
283         {
284                 vector org2;
285                 org2 = w_org + w_backoff * 6;
286                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
287                 if(!w_issilent)
288                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
289         }
290         else if(req == WR_PRECACHE)
291         {
292                 precache_sound("weapons/neximpact.wav");
293         }
294         else if (req == WR_SUICIDEMESSAGE)
295                 w_deathtypestring = _("%s did the impossible");
296         else if (req == WR_KILLMESSAGE)
297                 w_deathtypestring = _("%s has been vaporized by %s");
298         return TRUE;
299 }
300 #endif
301 #endif