#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ VORTEX,
-/* function */ W_Vortex,
-/* ammotype */ ammo_cells,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '0.5 1 1',
-/* modelname */ "nex",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairnex 0.65",
-/* wepimg */ "weaponnex",
-/* refname */ "vortex",
-/* wepname */ _("Vortex")
-);
+CLASS(Vortex, Weapon)
+/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells)
+/* impulse */ ATTRIB(Vortex, impulse, int, 7)
+/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
+/* modelname */ ATTRIB(Vortex, mdl, string, "nex");
+#ifndef MENUQC
+/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
+#endif
+/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
+/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
+/* refname */ ATTRIB(Vortex, netname, string, "vortex");
+/* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex"));
+ENDCLASS(Vortex)
+REGISTER_WEAPON(VORTEX, NEW(Vortex));
#define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex)
#define VORTEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
#endif
#endif
#ifdef IMPLEMENTATION
-#ifdef SVQC
-void spawnfunc_weapon_vortex(void) { weapon_defaultspawnfunc(WEP_VORTEX.m_id); }
-void spawnfunc_weapon_nex(void) { spawnfunc_weapon_vortex(); }
+REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
+
+#if defined(SVQC)
void SendCSQCVortexBeamParticle(float charge) {
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
+ WriteHeader(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.z);
WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
}
+#elif defined(CSQC)
+NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
+{
+ vector shotorg, endpos;
+ float charge;
+ shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord();
+ endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord();
+ charge = ReadByte() / 255.0;
+
+ pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
-void W_Vortex_Attack(float issecondary)
+ //draw either the old v2.3 beam or the new beam
+ charge = sqrt(charge); // divide evenly among trail spacing and alpha
+ particles_alphamin = particles_alphamax = particles_fade = charge;
+
+ if (autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
+ WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+ else
+ WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+ return true;
+}
+#endif
+
+#ifdef SVQC
+spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
+spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
+
+void W_Vortex_Attack(Weapon thiswep, float issecondary)
{SELFPARAM();
float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
mydmg *= charge;
myforce *= charge;
- W_SetupShot(self, true, 5, W_Sound("nexfire"), CH_WEAPON_A, mydmg);
+ W_SetupShot(self, true, 5, SND(NEXFIRE), 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, W_Sound("nexcharge"), VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
+ sound(self, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
}
yoda = 0;
//beam and muzzle flash done on client
SendCSQCVortexBeamParticle(charge);
- W_DecreaseAmmo(myammo);
+ W_DecreaseAmmo(thiswep, self, myammo);
}
-void spawnfunc_weapon_vortex(void); // defined in t_items.qc
-
.float vortex_chargepool_pauseregen_finished;
-bool W_Vortex(int req)
-{SELFPARAM();
- float dt;
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+
+ METHOD(Vortex, wr_aim, void(entity thiswep))
{
if(bot_aim(1000000, 0, 1, false))
self.BUTTON_ATCK = true;
if(WEP_CVAR(vortex, charge))
self.BUTTON_ATCK2 = true;
}
- return true;
}
- case WR_THINK:
+ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- 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(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(self.vortex_chargepool_ammo < 1)
+ if(actor.vortex_chargepool_ammo < 1)
{
- if(self.vortex_chargepool_pauseregen_finished < time)
- self.vortex_chargepool_ammo = min(1, self.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
- self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
+ 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 && self.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else
+ 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(self.BUTTON_ATCK)
+ if(fire & 1)
{
- if(weapon_prepareattack(0, WEP_CVAR_PRI(vortex, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
{
- W_Vortex_Attack(0);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
+ 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)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
+ if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (actor.BUTTON_ZOOM | actor.BUTTON_ZOOMSCRIPT) : (fire & 2))
{
if(WEP_CVAR(vortex, charge))
{
- self.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
- dt = frametime / W_TICSPERFRAME;
+ actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
+ float dt = frametime / W_TICSPERFRAME;
- if(self.vortex_charge < 1)
+ if(actor.vortex_charge < 1)
{
if(WEP_CVAR_SEC(vortex, chargepool))
{
if(WEP_CVAR_SEC(vortex, ammo))
{
// always deplete if secondary is held
- self.vortex_chargepool_ammo = max(0, self.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
+ actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
- dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- self.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
- dt = min(dt, self.vortex_chargepool_ammo);
+ 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);
- self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
}
}
else if(WEP_CVAR_SEC(vortex, ammo))
{
- if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
+ if(fire & 2) // only eat ammo when the button is pressed
{
- dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ 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, (self.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
dt = max(0, dt);
if(dt > 0)
{
- self.clip_load = max(WEP_CVAR_SEC(vortex, ammo), self.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
+ actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
}
- self.(weapon_load[WEP_VORTEX.m_id]) = self.clip_load;
+ actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
}
else
{
- dt = min(dt, (self.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = min(dt, (actor.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
dt = max(0, dt);
if(dt > 0)
{
- self.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), self.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
+ actor.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), actor.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
}
}
}
- self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
}
}
else
{
- dt = min(dt, (1 - self.vortex_charge) / WEP_CVAR(vortex, charge_rate));
- self.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ 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(0, WEP_CVAR_SEC(vortex, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
{
- W_Vortex_Attack(1);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
+ W_Vortex_Attack(thiswep, 1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
}
}
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Vortex, wr_init, void(entity thiswep))
{
VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_SETUP:
+ METHOD(Vortex, wr_setup, void(entity thiswep))
{
self.vortex_lasthit = 0;
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Vortex, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_PRI(vortex, ammo);
+ 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;
}
- case WR_CHECKAMMO2:
+ METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
{
if(WEP_CVAR(vortex, secondary))
{
// don't allow charging if we don't have enough ammo
- ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, 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;
}
return false; // zoom is not a fire mode
}
}
- case WR_CONFIG:
+ METHOD(Vortex, wr_config, void(entity thiswep))
{
VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ 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;
- return true;
}
- case WR_RELOAD:
+ METHOD(Vortex, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), W_Sound("reload"));
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Vortex, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(Vortex, wr_killmessage, int(entity thiswep))
{
return WEAPON_VORTEX_MURDER;
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
-bool W_Vortex(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Vortex, wr_impacteffect, void(entity thiswep))
{
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
+ vector org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM);
-
- return true;
+ sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
}
- case WR_INIT:
+ METHOD(Vortex, wr_init, void(entity thiswep))
{
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");
}
- return true;
}
- case WR_ZOOMRETICLE:
+ METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
{
if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
{
return false;
}
}
- }
- return false;
-}
+
#endif
#endif