- METHOD(Vortex, wr_aim, void(entity thiswep))
- {
- if(bot_aim(1000000, 0, 1, false))
- self.BUTTON_ATCK = true;
- else
- {
- if(WEP_CVAR(vortex, charge))
- self.BUTTON_ATCK2 = true;
- }
- }
- METHOD(Vortex, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
- {
- if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
- actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
-
- if(WEP_CVAR_SEC(vortex, chargepool))
- if(actor.vortex_chargepool_ammo < 1)
- {
- if(actor.vortex_chargepool_pauseregen_finished < time)
- actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
- actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
- }
-
- if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- } else
- {
- if(fire1)
- {
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(vortex, refire)))
- {
- W_Vortex_Attack(thiswep, 0);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
- }
- }
- if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (actor.BUTTON_ZOOM | actor.BUTTON_ZOOMSCRIPT) : fire2)
- {
- if(WEP_CVAR(vortex, charge))
- {
- actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
- float dt = frametime / W_TICSPERFRAME;
-
- if(actor.vortex_charge < 1)
- {
- if(WEP_CVAR_SEC(vortex, chargepool))
- {
- if(WEP_CVAR_SEC(vortex, ammo))
- {
- // always deplete if secondary is held
- actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
-
- dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
- dt = min(dt, actor.vortex_chargepool_ammo);
- dt = max(0, dt);
-
- actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
- }
- }
-
- else if(WEP_CVAR_SEC(vortex, ammo))
- {
- if(fire2) // only eat ammo when the button is pressed
- {
- dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if(autocvar_g_balance_vortex_reload_ammo)
- {
- dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
- dt = max(0, dt);
- if(dt > 0)
- {
- actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
- }
- actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
- }
- else
- {
- dt = min(dt, (actor.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
- dt = max(0, dt);
- if(dt > 0)
- {
- actor.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), actor.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
- }
- }
- }
- actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
- }
- }
-
- else
- {
- dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
- }
- }
- }
- else if(WEP_CVAR(vortex, secondary))
- {
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_SEC(vortex, refire)))
- {
- W_Vortex_Attack(thiswep, 1);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
- }
- }
- }
- }
- }
- METHOD(Vortex, wr_init, void(entity thiswep))
- {
- VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
- METHOD(Vortex, wr_setup, void(entity thiswep))
- {
- self.vortex_lasthit = 0;
- }
- METHOD(Vortex, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
- ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
- return ammo_amount;
- }
- METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
- {
- if(WEP_CVAR(vortex, secondary))
- {
- // don't allow charging if we don't have enough ammo
- float ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
- ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
- return ammo_amount;
- }
- else
- {
- return false; // zoom is not a fire mode
- }
- }
- METHOD(Vortex, wr_config, void(entity thiswep))
- {
- VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(Vortex, wr_resetplayer, void(entity thiswep))
- {
- if (WEP_CVAR(vortex, charge)) {
- if (WEP_CVAR_SEC(vortex, chargepool)) {
- self.vortex_chargepool_ammo = 1;
- }
- self.vortex_charge = WEP_CVAR(vortex, charge_start);
- }
- self.vortex_lasthit = 0;
- }
- METHOD(Vortex, wr_reload, void(entity thiswep))
- {
- W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
- }
- METHOD(Vortex, wr_suicidemessage, int(entity thiswep))
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- METHOD(Vortex, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_VORTEX_MURDER;
- }
+METHOD(Vortex, wr_aim, void(entity thiswep))
+{
+ SELFPARAM();
+ if(bot_aim(self, 1000000, 0, 1, false))
+ PHYS_INPUT_BUTTON_ATCK(self) = true;
+ else
+ {
+ if(WEP_CVAR(vortex, charge))
+ PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ }
+}
+METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
+ actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
+
+ if(WEP_CVAR_SEC(vortex, chargepool))
+ if(actor.vortex_chargepool_ammo < 1)
+ {
+ if(actor.vortex_chargepool_pauseregen_finished < time)
+ actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
+ actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
+ }
+
+ if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
+ {
+ W_Vortex_Attack(thiswep, 0);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
+ }
+ }
+ if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
+ {
+ if(WEP_CVAR(vortex, charge))
+ {
+ actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
+ float dt = frametime / W_TICSPERFRAME;
+
+ if(actor.vortex_charge < 1)
+ {
+ if(WEP_CVAR_SEC(vortex, chargepool))
+ {
+ if(WEP_CVAR_SEC(vortex, ammo))
+ {
+ // always deplete if secondary is held
+ actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
+
+ dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
+ dt = min(dt, actor.vortex_chargepool_ammo);
+ dt = max(0, dt);
+
+ actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ }
+ }
+
+ else if(WEP_CVAR_SEC(vortex, ammo))
+ {
+ if(fire & 2) // only eat ammo when the button is pressed
+ {
+ dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if(autocvar_g_balance_vortex_reload_ammo)
+ {
+ dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
+ }
+ actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
+ }
+ else
+ {
+ dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
+ }
+ }
+ }
+ actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ }
+ }
+
+ else
+ {
+ dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ }
+ }
+ }
+ else if(WEP_CVAR(vortex, secondary))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
+ {
+ W_Vortex_Attack(thiswep, 1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
+ }
+ }
+ }
+ }
+}
+METHOD(Vortex, wr_setup, void(entity thiswep))
+{
+ SELFPARAM();
+ self.vortex_lasthit = 0;
+}
+METHOD(Vortex, wr_checkammo1, bool(entity thiswep))
+{
+ SELFPARAM();
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
+ ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
+ return ammo_amount;
+}
+METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
+{
+ SELFPARAM();
+ if(WEP_CVAR(vortex, secondary))
+ {
+ // don't allow charging if we don't have enough ammo
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
+ ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
+ return ammo_amount;
+ }
+ else
+ {
+ return false; // zoom is not a fire mode
+ }
+}
+METHOD(Vortex, wr_resetplayer, void(entity thiswep))
+{
+ SELFPARAM();
+ if (WEP_CVAR(vortex, charge)) {
+ if (WEP_CVAR_SEC(vortex, chargepool)) {
+ self.vortex_chargepool_ammo = 1;
+ }
+ self.vortex_charge = WEP_CVAR(vortex, charge_start);
+ }
+ self.vortex_lasthit = 0;
+}
+METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ SELFPARAM();
+ W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
+}
+METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
+{
+ return WEAPON_VORTEX_MURDER;
+}