X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvortex.qc;h=072bc1cbee3356264fbde69cc1a2cecc2191e6aa;hb=94baf63b0ead02a02098b196b835a9bd527ea476;hp=8584b8ab91147db1932d3648ff354e22e685348d;hpb=cd508c593bc52d211c1675e1e52ae741cc487ab3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index 8584b8ab9..072bc1cbe 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -1,19 +1,21 @@ #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) \ @@ -58,15 +60,14 @@ VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #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); @@ -75,8 +76,34 @@ 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); -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; @@ -126,19 +153,12 @@ void W_Vortex_Attack(float issecondary) //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; @@ -147,132 +167,128 @@ bool W_Vortex(int req) 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; } @@ -281,58 +297,52 @@ bool W_Vortex(int req) 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)), SND(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, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); - - return true; } - 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)) { @@ -345,8 +355,6 @@ bool W_Vortex(int req) return false; } } - } - return false; -} + #endif #endif