#include "vortex.qh"
-#ifndef IMPLEMENTATION
-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");
-#ifdef GAMEQC
-/* 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"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, BOTH) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, chargepool, float, SEC) \
- P(class, prefix, chargepool_pause_regen, float, SEC) \
- P(class, prefix, chargepool_regen, float, SEC) \
- P(class, prefix, charge, float, NONE) \
- P(class, prefix, charge_animlimit, float, NONE) \
- P(class, prefix, charge_limit, float, NONE) \
- P(class, prefix, charge_maxspeed, float, NONE) \
- P(class, prefix, charge_mindmg, float, NONE) \
- P(class, prefix, charge_minspeed, float, NONE) \
- P(class, prefix, charge_rate, float, NONE) \
- P(class, prefix, charge_rot_pause, float, NONE) \
- P(class, prefix, charge_rot_rate, float, NONE) \
- P(class, prefix, charge_shot_multiplier, float, NONE) \
- P(class, prefix, charge_start, float, NONE) \
- P(class, prefix, charge_velocity_rate, float, NONE) \
- P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
- P(class, prefix, damagefalloff_halflife, float, BOTH) \
- P(class, prefix, damagefalloff_maxdist, float, BOTH) \
- P(class, prefix, damagefalloff_mindist, float, BOTH) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Vortex, vortex)
-#undef X
-
-ENDCLASS(Vortex)
-REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
-
-
-#ifdef SVQC
-
-.float vortex_lasthit;
-#endif
-#endif
-#ifdef IMPLEMENTATION
-REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
-REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
+//REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
+//REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
#if defined(GAMEQC)
float autocvar_g_weapon_charge_colormod_red_full;
METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
{
- if (!STAT(WEP_CVAR_vortex_charge, actor)) return '0 0 0';
+ if (!WEP_CVAR(vortex, charge)) return '0 0 0';
float charge = wepent.vortex_charge;
- float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit, actor);
+ float animlimit = WEP_CVAR(vortex, charge_animlimit);
vector g;
g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
#endif
#ifdef SVQC
-spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
-spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
REGISTER_MUTATOR(vortex_charge, true);
entity player = M_ARGV(0, entity);
// WEAPONTODO
- float xyspeed = vlen(vec2(player.velocity));
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
- {
- // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
- xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
- float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
- // add the extra charge
- player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
- }
+ if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
+ return;
+
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+
+ if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed)))
+ {
+ float xyspeed = vlen(vec2(player.velocity));
+ // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
+ xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
+ float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
+ // add the extra charge
+ player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
+ }
+ }
}
void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
+ FireRailgunBullet(actor, weaponentity, 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, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
.float vortex_chargepool_pauseregen_finished;
-METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
+METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- if(bot_aim(actor, 1000000, 0, 1, false))
+ if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
PHYS_INPUT_BUTTON_ATCK(actor) = true;
else
{
if(weaponslot(weaponentity) == 0)
actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo;
- if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
+ if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else
{
// 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 = min(dt, (actor.(weaponentity).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.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
}
- actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
+ actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).clip_load;
}
else
{
- dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - 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);
+ SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
}
}
}
}
}
}
-METHOD(Vortex, wr_setup, void(entity thiswep, entity actor))
+METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
{
actor.vortex_lasthit = 0;
}
METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
- ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
+ ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
return ammo_amount;
}
METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
if(WEP_CVAR(vortex, secondary))
{
// don't allow charging if we don't have enough ammo
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
- ammo_amount += actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
return ammo_amount;
}
else
}
METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
{
- return PHYS_INPUT_BUTTON_ATCK2(actor);
+ return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
}
#endif
{
if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
{
- reticle_image = "gfx/reticle_nex";
return true;
}
else
}
#endif
-#endif