+#include "vortex.qh"
#ifndef IMPLEMENTATION
CLASS(Vortex, Weapon)
-/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells)
-/* impulse */ ATTRIB(Vortex, impulse, int, 7)
+/* 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
+#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);
+/* reticle */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex");
/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
/* refname */ ATTRIB(Vortex, netname, string, "vortex");
/* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex"));
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(CSQC)
+#if defined(GAMEQC)
float autocvar_g_weapon_charge_colormod_red_full;
float autocvar_g_weapon_charge_colormod_red_half;
float autocvar_g_weapon_charge_colormod_green_full;
float autocvar_g_weapon_charge_colormod_green_half;
float autocvar_g_weapon_charge_colormod_hdrmultiplier;
-METHOD(Vortex, wr_glow, vector(Vortex this))
+METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
{
- if (!STAT(WEP_CVAR_vortex_charge)) return '0 0 0';
- float charge = STAT(VORTEX_CHARGE);
- float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit);
+ if (!STAT(WEP_CVAR_vortex_charge, actor)) return '0 0 0';
+ float charge = wepent.vortex_charge;
+ float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit, actor);
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);
if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
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);
+ WarpZone_TrailParticles_WithMultiplier(NULL, 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);
+ WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
return true;
}
#endif
entity player = M_ARGV(0, entity);
// WEAPONTODO
- float xyspeed = vlen(vec2(player.velocity));
- if (PS(player).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.vortex_charge = min(1, player.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, float issecondary)
+void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
{
float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
if(WEP_CVAR(vortex, charge))
{
- charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.vortex_charge;
- actor.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
+ charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
+ actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
// O RLY? -- divVerent
// YA RLY -- FruitieX
}
mydmg *= charge;
myforce *= charge;
- W_SetupShot(actor, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
+ W_SetupShot(actor, weaponentity, 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(actor, 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;
damage_goodhits = 0;
- FireRailgunBullet(actor, 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);
//beam and muzzle flash done on client
SendCSQCVortexBeamParticle(charge);
- W_DecreaseAmmo(thiswep, actor, myammo);
+ W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
}
.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
{
}
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(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
+ actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
+
+ if(weaponslot(weaponentity) == 0)
+ actor.vortex_charge = actor.(weaponentity).vortex_charge;
if(WEP_CVAR_SEC(vortex, chargepool))
- if(actor.vortex_chargepool_ammo < 1)
+ if(actor.(weaponentity).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.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).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
+ if(weaponslot(weaponentity) == 0)
+ actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo;
+
+ 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(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
{
- W_Vortex_Attack(thiswep, actor, 0);
+ W_Vortex_Attack(thiswep, actor, weaponentity, 0);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
}
}
{
if(WEP_CVAR(vortex, charge))
{
- actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
+ actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
float dt = frametime / W_TICSPERFRAME;
- if(actor.vortex_charge < 1)
+ if(actor.(weaponentity).vortex_charge < 1)
{
if(WEP_CVAR_SEC(vortex, chargepool))
{
// 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));
+ dt = min(dt, (1 - actor.(weaponentity).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);
+ actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
}
}
{
if(fire & 2) // only eat ammo when the button is pressed
{
- dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ dt = min(dt, (1 - actor.(weaponentity).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 = 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
{
}
}
}
- actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ actor.(weaponentity).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);
+ dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
}
}
}
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
{
- W_Vortex_Attack(thiswep, actor, 1);
+ W_Vortex_Attack(thiswep, actor, weaponentity, 1);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
}
}
}
}
}
-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))
+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));
+ 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))
+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);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
return ammo_amount;
}
else
actor.vortex_chargepool_ammo = 1;
}
actor.vortex_charge = WEP_CVAR(vortex, charge_start);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
+
+ if (WEP_CVAR_SEC(vortex, chargepool))
+ actor.(weaponentity).vortex_chargepool_ammo = 1;
+ }
}
actor.vortex_lasthit = 0;
}
METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(actor, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
+ W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
}
METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
{
{
return WEAPON_VORTEX_MURDER;
}
+METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
+{
+ return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
+}
#endif
#ifdef CSQC
precache_pic("gfx/reticle_nex");
}
}
-METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
+METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
{
if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
{
- reticle_image = "gfx/reticle_nex";
return true;
}
else