-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ VORTEX,
/* function */ W_Vortex,
#ifdef SVQC
VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+
+.float vortex_lasthit;
+#endif
#endif
-#else
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX); }
+void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX.m_id); }
void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); }
void SendCSQCVortexBeamParticle(float charge) {
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
- WriteCoord(MSG_BROADCAST, w_shotorg_x);
- WriteCoord(MSG_BROADCAST, w_shotorg_y);
- WriteCoord(MSG_BROADCAST, w_shotorg_z);
- WriteCoord(MSG_BROADCAST, v_x);
- WriteCoord(MSG_BROADCAST, v_y);
- WriteCoord(MSG_BROADCAST, v_z);
+ WriteCoord(MSG_BROADCAST, w_shotorg.x);
+ WriteCoord(MSG_BROADCAST, w_shotorg.y);
+ WriteCoord(MSG_BROADCAST, w_shotorg.z);
+ WriteCoord(MSG_BROADCAST, v.x);
+ WriteCoord(MSG_BROADCAST, v.y);
+ WriteCoord(MSG_BROADCAST, v.z);
WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
}
void W_Vortex_Attack(float issecondary)
{
float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
-
+
mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
mydmg *= charge;
myforce *= charge;
- W_SetupShot(self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
+ W_SetupShot(self, true, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
{
sound(self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
}
yoda = 0;
- FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX);
+ damage_goodhits = 0;
+ FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
if(yoda && flying)
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ if(damage_goodhits && self.vortex_lasthit)
+ {
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+ damage_goodhits = 0; // only every second time
+ }
+
+ self.vortex_lasthit = damage_goodhits;
//beam and muzzle flash done on client
SendCSQCVortexBeamParticle(charge);
void spawnfunc_weapon_vortex(void); // defined in t_items.qc
.float vortex_chargepool_pauseregen_finished;
-float W_Vortex(float req)
+bool W_Vortex(int req)
{
float dt;
float ammo_amount;
{
case WR_AIM:
{
- if(bot_aim(1000000, 0, 1, FALSE))
- self.BUTTON_ATCK = TRUE;
+ if(bot_aim(1000000, 0, 1, false))
+ self.BUTTON_ATCK = true;
else
{
if(WEP_CVAR(vortex, charge))
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
}
- return TRUE;
+ return true;
}
case WR_THINK:
{
if(WEP_CVAR(vortex, charge) && self.vortex_charge < WEP_CVAR(vortex, charge_limit))
self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
-
+
if(WEP_CVAR_SEC(vortex, chargepool))
if(self.vortex_chargepool_ammo < 1)
{
{
self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
}
- self.(weapon_load[WEP_VORTEX]) = self.clip_load;
+ self.(weapon_load[WEP_VORTEX.m_id]) = self.clip_load;
}
else
{
}
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/nexwhoosh1.wav");
precache_sound("weapons/nexwhoosh2.wav");
precache_sound("weapons/nexwhoosh3.wav");
- VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
+ }
+ case WR_SETUP:
+ {
+ self.vortex_lasthit = 0;
+ return true;
}
case WR_CHECKAMMO1:
{
ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
- ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_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;
}
case WR_CHECKAMMO2:
{
// don't allow charging if we don't have enough ammo
ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
- ammo_amount += self.(weapon_load[WEP_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
+ return false; // zoom is not a fire mode
}
}
case WR_CONFIG:
{
- VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
+ }
+ case WR_RESETPLAYER:
+ {
+ self.vortex_lasthit = 0;
+ return true;
}
case WR_RELOAD:
{
W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), "weapons/reload.wav");
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_VORTEX_MURDER;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
-var float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
-float W_Vortex(float req)
+float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
+bool W_Vortex(int req)
{
switch(req)
{
pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
{
precache_pic("gfx/reticle_nex");
}
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
{
reticle_image = "gfx/reticle_nex";
- return TRUE;
+ return true;
}
else
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
}
- return FALSE;
+ return false;
}
#endif
#endif