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velocity dependent nex damage and force
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
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() {
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         
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 }
18
19 void W_Nex_Attack (float issecondary)
20 {
21         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, myvel;
22         if(issecondary)
23         {
24                 mydmg = cvar("g_balance_nex_secondary_damage");
25                 myforce = cvar("g_balance_nex_secondary_force");
26                 mymindist = cvar("g_balance_nex_secondary_damagefalloff_mindist");
27                 mymaxdist = cvar("g_balance_nex_secondary_damagefalloff_maxdist");
28                 myhalflife = cvar("g_balance_nex_secondary_damagefalloff_halflife");
29                 myforcehalflife = cvar("g_balance_nex_secondary_damagefalloff_forcehalflife");
30                 myammo = cvar("g_balance_nex_secondary_ammo");
31         }
32         else
33         {
34                 mydmg = cvar("g_balance_nex_primary_damage");
35                 myforce = cvar("g_balance_nex_primary_force");
36                 mymindist = cvar("g_balance_nex_primary_damagefalloff_mindist");
37                 mymaxdist = cvar("g_balance_nex_primary_damagefalloff_maxdist");
38                 myhalflife = cvar("g_balance_nex_primary_damagefalloff_halflife");
39                 myforcehalflife = cvar("g_balance_nex_primary_damagefalloff_forcehalflife");
40                 myammo = cvar("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(cvar("g_balance_nex_velocitydependent")) // player velocity dependent damage and force
47         {
48                 myvel = vlen(self.velocity);
49
50                 if(myvel < cvar("g_balance_nex_velocitydependent_minspeed"))
51                         myvel = bound(cvar("g_balance_nex_velocitydependent_minspeed"), myvel, cvar("g_balance_nex_velocitydependent_maxspeed"));
52
53                 // TODO: make it more obvious (through effects, indicator on weapon) that damage increases when speed increases
54                 mydmg *= cvar("g_balance_nex_velocitydependent_maxspeed") / myvel;
55                 myforce *= cvar("g_balance_nex_velocitydependent_maxspeed") / myvel;
56         }
57
58         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);
59
60         yoda = 0;
61         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
62
63         if(yoda && flying)
64                 AnnounceTo(self, "yoda");
65
66         //beam and muzzle flash done on client
67         SendCSQCNexBeamParticle();
68         
69         // flash and burn the wall
70         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
71                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
72
73         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
74                 self.ammo_cells = self.ammo_cells - myammo;
75 }
76
77 void spawnfunc_weapon_nex (void); // defined in t_items.qc
78
79 float w_nex(float req)
80 {
81         if (req == WR_AIM)
82         {
83                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
84                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
85         }
86         else if (req == WR_THINK)
87         {
88                 if (self.BUTTON_ATCK)
89                 {
90                         if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
91                         {
92                                 W_Nex_Attack(0);
93                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready);
94                         }
95                 }
96                 if (self.BUTTON_ATCK2)
97                 {
98                         if(cvar("g_balance_nex_secondary"))
99                         {
100                                 if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
101                                 {
102                                         W_Nex_Attack(1);
103                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
104                                 }
105                         }
106                 }
107         }
108         else if (req == WR_PRECACHE)
109         {
110                 precache_model ("models/nexflash.md3");
111                 precache_model ("models/weapons/g_nex.md3");
112                 precache_model ("models/weapons/v_nex.md3");
113                 precache_model ("models/weapons/h_nex.iqm");
114                 precache_sound ("weapons/nexfire.wav");
115                 precache_sound ("weapons/nexwhoosh1.wav");
116                 precache_sound ("weapons/nexwhoosh2.wav");
117                 precache_sound ("weapons/nexwhoosh3.wav");
118         }
119         else if (req == WR_SETUP)
120                 weapon_setup(WEP_NEX);
121         else if (req == WR_CHECKAMMO1)
122                 return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
123         else if (req == WR_CHECKAMMO2)
124                 return self.ammo_cells >= cvar("g_balance_nex_secondary_ammo");
125         return TRUE;
126 };
127 #endif
128 #ifdef CSQC
129 float w_nex(float req)
130 {
131         if(req == WR_IMPACTEFFECT)
132         {
133                 vector org2;
134                 org2 = w_org + w_backoff * 6;
135                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
136                 if(!w_issilent)
137                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
138         }
139         else if(req == WR_PRECACHE)
140         {
141                 precache_sound("weapons/neximpact.wav");
142         }
143         else if (req == WR_SUICIDEMESSAGE)
144                 w_deathtypestring = "%s did the impossible";
145         else if (req == WR_KILLMESSAGE)
146                 w_deathtypestring = "%s has been vaporized by %s";
147         return TRUE;
148 }
149 #endif
150 #endif