X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvortex.qc;h=072bc1cbee3356264fbde69cc1a2cecc2191e6aa;hb=94baf63b0ead02a02098b196b835a9bd527ea476;hp=584b1a5114f187b74ecf302540460572c6ad2cf4;hpb=f93bcb5dd8686abd0b407df953ad211f3265eb91;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index 584b1a511..072bc1cbe 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -60,15 +60,14 @@ VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #endif #ifdef IMPLEMENTATION -#ifdef SVQC -spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); } -spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); } +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); @@ -77,6 +76,32 @@ void SendCSQCVortexBeamParticle(float charge) { 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); + + //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(); @@ -143,7 +168,7 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary) self.BUTTON_ATCK2 = true; } } - METHOD(Vortex, wr_think, void(entity thiswep, entity actor, int slot, int fire)) + 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); @@ -163,10 +188,10 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary) { if(fire & 1) { - if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(vortex, refire))) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire))) { W_Vortex_Attack(thiswep, 0); - weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready); } } if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (actor.BUTTON_ZOOM | actor.BUTTON_ZOOMSCRIPT) : (fire & 2)) @@ -235,10 +260,10 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary) } else if(WEP_CVAR(vortex, secondary)) { - if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_SEC(vortex, refire))) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire))) { W_Vortex_Attack(thiswep, 1); - weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); } } } @@ -306,7 +331,7 @@ float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO METHOD(Vortex, wr_impacteffect, void(entity thiswep)) { vector org2 = w_org + w_backoff * 6; - pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1); + pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); }