#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", "Nex");
+REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
#else
#ifdef SVQC
+
+void W_Nex_Reload()
+{
+ self.reload_ammo_player = ammo_cells;
+ self.reload_ammo_min = min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo);
+ self.reload_ammo_amount = autocvar_g_balance_nex_reload_ammo;
+ self.reload_time = autocvar_g_balance_nex_reload_time;
+ self.reload_sound = "weapons/reload.wav";
+
+ W_Reload();
+}
+
void SendCSQCNexBeamParticle(float charge) {
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
if(issecondary)
{
- mydmg = cvar("g_balance_nex_secondary_damage");
- myforce = cvar("g_balance_nex_secondary_force");
- mymindist = cvar("g_balance_nex_secondary_damagefalloff_mindist");
- mymaxdist = cvar("g_balance_nex_secondary_damagefalloff_maxdist");
- myhalflife = cvar("g_balance_nex_secondary_damagefalloff_halflife");
- myforcehalflife = cvar("g_balance_nex_secondary_damagefalloff_forcehalflife");
- myammo = cvar("g_balance_nex_secondary_ammo");
+ mydmg = autocvar_g_balance_nex_secondary_damage;
+ myforce = autocvar_g_balance_nex_secondary_force;
+ mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
+ mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
+ myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
+ myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
+ myammo = autocvar_g_balance_nex_secondary_ammo;
}
else
{
- mydmg = cvar("g_balance_nex_primary_damage");
- myforce = cvar("g_balance_nex_primary_force");
- mymindist = cvar("g_balance_nex_primary_damagefalloff_mindist");
- mymaxdist = cvar("g_balance_nex_primary_damagefalloff_maxdist");
- myhalflife = cvar("g_balance_nex_primary_damagefalloff_halflife");
- myforcehalflife = cvar("g_balance_nex_primary_damagefalloff_forcehalflife");
- myammo = cvar("g_balance_nex_primary_ammo");
+ mydmg = autocvar_g_balance_nex_primary_damage;
+ myforce = autocvar_g_balance_nex_primary_force;
+ mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
+ mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
+ myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
+ myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
+ myammo = autocvar_g_balance_nex_primary_ammo;
}
float flying;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
- if(cvar("g_balance_nex_charge"))
+ if(autocvar_g_balance_nex_charge)
{
- charge = cvar("g_balance_nex_charge_mindmg") / mydmg + (1 - cvar("g_balance_nex_charge_mindmg") / mydmg) * self.nex_charge;
- self.nex_charge *= cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce
- // O RLY? -- divVerent
+ charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
+ self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
+ // O RLY? -- divVerent
+ // YA RLY -- FruitieX
}
else
charge = 1;
mydmg *= charge;
myforce *= charge;
- W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);
+ W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
+ if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
+ {
+ sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM);
+ }
yoda = 0;
FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
//beam and muzzle flash done on client
SendCSQCNexBeamParticle(charge);
-
+
// flash and burn the wall
if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - myammo;
+ {
+ if(autocvar_g_balance_nex_reload_ammo)
+ {
+ self.clip_load -= myammo;
+ self.weapon_load[WEP_NEX] = self.clip_load;
+ }
+ else
+ self.ammo_cells -= myammo;
+ }
}
void spawnfunc_weapon_nex (void); // defined in t_items.qc
-.float nex_charge_pool_pauseregen_finished;
+.float nex_chargepool_pauseregen_finished;
float w_nex(float req)
{
float dt;
+ float ammo_amount;
if (req == WR_AIM)
{
self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
}
else if (req == WR_THINK)
{
- if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
- self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
+ if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
+ self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
- if(cvar("g_balance_nex_secondary_charge_pool"))
- if(self.nex_charge_pool_ammo < 1)
- {
- if(self.nex_charge_pool_pauseregen_finished < time)
- self.nex_charge_pool_ammo = min(1, self.nex_charge_pool_ammo + cvar("g_balance_nex_secondary_charge_pool_regen") * frametime / W_TICSPERFRAME);
- self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_nex_secondary_charge_pool_pause_health_regen"));
- }
+ if(autocvar_g_balance_nex_secondary_chargepool)
+ if(self.nex_chargepool_ammo < 1)
+ {
+ if(self.nex_chargepool_pauseregen_finished < time)
+ self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
+ }
- if (self.BUTTON_ATCK)
+ if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
+ W_Nex_Reload();
+ else
{
- if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
+ if (self.BUTTON_ATCK)
{
- W_Nex_Attack(0);
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready);
+ if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
+ {
+ W_Nex_Attack(0);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
+ }
}
- }
- if (self.BUTTON_ATCK2)
- {
- if(cvar("g_balance_nex_secondary_charge"))
+ if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
{
- self.nex_charge_rottime = time + cvar("g_balance_nex_charge_rot_pause");
- dt = frametime / W_TICSPERFRAME;
-
- if(cvar("g_balance_nex_secondary_charge_pool"))
+ if(autocvar_g_balance_nex_secondary_charge)
{
- if(cvar("g_balance_nex_secondary_ammo"))
+ self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
+ dt = frametime / W_TICSPERFRAME;
+
+ if(self.nex_charge < 1)
{
- // always deplete if secondary is held
- self.nex_charge_pool_ammo = max(0, self.nex_charge_pool_ammo - cvar("g_balance_nex_secondary_ammo") * dt);
+ if(autocvar_g_balance_nex_secondary_chargepool)
+ {
+ if(autocvar_g_balance_nex_secondary_ammo)
+ {
+ // always deplete if secondary is held
+ self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
- dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
- self.nex_charge_pool_pauseregen_finished = time + cvar("g_balance_nex_secondary_charge_pool_pause_regen");
- dt = min(dt, self.nex_charge_pool_ammo);
- dt = max(0, dt);
+ dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+ self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
+ dt = min(dt, self.nex_chargepool_ammo);
+ dt = max(0, dt);
- self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
- }
- }
+ self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+ }
+ }
- else if(cvar("g_balance_nex_secondary_ammo"))
- {
- if(self.nex_charge < 1)
- {
- dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ else if(autocvar_g_balance_nex_secondary_ammo)
{
- dt = min(dt, (self.ammo_cells - cvar("g_balance_nex_primary_ammo")) / cvar("g_balance_nex_secondary_ammo"));
- dt = max(0, dt);
- if(dt > 0)
+ if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
{
- self.ammo_cells = max(cvar("g_balance_nex_secondary_ammo"), self.ammo_cells - cvar("g_balance_nex_secondary_ammo") * dt);
+ dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if(autocvar_g_balance_nex_reload_ammo)
+ {
+ dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
+ }
+ self.weapon_load[WEP_NEX] = self.clip_load;
+ }
+ else
+ {
+ dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
+ }
+ }
+ }
+ self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
}
}
- self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
+
+ else
+ {
+ dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
+ self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+ }
}
}
- }
- else if(cvar("g_balance_nex_secondary"))
- {
- if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
+ else if(autocvar_g_balance_nex_secondary)
{
- W_Nex_Attack(1);
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
+ if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
+ {
+ W_Nex_Attack(1);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
+ }
}
}
}
+
+ if(autocvar_g_balance_nex_charge)
+ {
+ self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
+ self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
+ self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
+
+ if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
+ {
+ self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+ self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+ self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+ }
+ }
}
else if (req == WR_PRECACHE)
{
precache_model ("models/weapons/v_nex.md3");
precache_model ("models/weapons/h_nex.iqm");
precache_sound ("weapons/nexfire.wav");
+ precache_sound ("weapons/nexcharge.wav");
precache_sound ("weapons/nexwhoosh1.wav");
precache_sound ("weapons/nexwhoosh2.wav");
precache_sound ("weapons/nexwhoosh3.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_NEX);
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
+ ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo);
+ return ammo_amount;
+ }
else if (req == WR_CHECKAMMO2)
{
- if(cvar("g_balance_nex_secondary_charge_pool"))
- return TRUE;
- if(cvar("g_balance_nex_secondary_charge") && cvar("g_balance_nex_secondary_ammo")) // if charge consumes ammo, don't allow consuming so much that we cant fire a primary anymore
- return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
- return self.ammo_cells >= cvar("g_balance_nex_secondary_ammo");
+ // don't allow charging if we don't have enough ammo
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
+ ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo;
+ return ammo_amount;
}
+ else if (req == WR_RELOAD)
+ {
+ W_Nex_Reload();
+ }
+
return TRUE;
};
#endif
precache_sound("weapons/neximpact.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "%s did the impossible";
+ w_deathtypestring = _("%s did the impossible");
else if (req == WR_KILLMESSAGE)
- w_deathtypestring = "%s has been vaporized by %s";
+ w_deathtypestring = _("%s has been vaporized by %s");
return TRUE;
}
#endif