X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvortex.qc;h=705bf66443bbffbde919e40177c5d1288e87038d;hb=451e02a2857d8c671f6dcf6a0639ea7c609b3ba9;hp=c51028b620b82eafe98006f14786b3662715ba1a;hpb=7bd8f8562a392fda3ac881b1fbe2a35a5ef0f5c8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index c51028b62..f7f20d2e8 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -1,74 +1,109 @@ +#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); /* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex"); /* refname */ ATTRIB(Vortex, netname, string, "vortex"); -/* wepname */ ATTRIB(Vortex, message, 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, 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) \ - w_cvar(id, sn, BOTH, ammo) \ - w_cvar(id, sn, BOTH, animtime) \ - w_cvar(id, sn, BOTH, damage) \ - w_cvar(id, sn, BOTH, force) \ - w_cvar(id, sn, BOTH, damagefalloff_mindist) \ - w_cvar(id, sn, BOTH, damagefalloff_maxdist) \ - w_cvar(id, sn, BOTH, damagefalloff_halflife) \ - w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \ - w_cvar(id, sn, BOTH, refire) \ - w_cvar(id, sn, NONE, charge) \ - w_cvar(id, sn, NONE, charge_mindmg) \ - w_cvar(id, sn, NONE, charge_shot_multiplier) \ - w_cvar(id, sn, NONE, charge_animlimit) \ - w_cvar(id, sn, NONE, charge_limit) \ - w_cvar(id, sn, NONE, charge_rate) \ - w_cvar(id, sn, NONE, charge_rot_rate) \ - w_cvar(id, sn, NONE, charge_rot_pause) \ - w_cvar(id, sn, NONE, charge_start) \ - w_cvar(id, sn, NONE, charge_minspeed) \ - w_cvar(id, sn, NONE, charge_maxspeed) \ - w_cvar(id, sn, NONE, charge_velocity_rate) \ - w_cvar(id, sn, NONE, secondary) \ - w_cvar(id, sn, SEC, chargepool) \ - w_cvar(id, sn, SEC, chargepool_regen) \ - w_cvar(id, sn, SEC, chargepool_pause_regen) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex)); + #ifdef SVQC -VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float vortex_lasthit; #endif #endif #ifdef IMPLEMENTATION -#ifdef SVQC -spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(WEP_VORTEX.m_id); } -spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); } +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; +float autocvar_g_weapon_charge_colormod_red_half; +float autocvar_g_weapon_charge_colormod_green_full; +float autocvar_g_weapon_charge_colormod_blue_full; +float autocvar_g_weapon_charge_colormod_blue_half; +float autocvar_g_weapon_charge_colormod_green_half; +float autocvar_g_weapon_charge_colormod_hdrmultiplier; + +METHOD(Vortex, wr_glow, vector(Vortex this, entity actor)) +{ + if (!STAT(WEP_CVAR_vortex_charge, actor)) return '0 0 0'; + float charge = STAT(VORTEX_CHARGE, actor); + 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); + g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit); + if (charge > animlimit) + { + g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit); + g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit); + g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit); + } + return g; +} +#endif + +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); @@ -77,9 +112,54 @@ 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(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos)) + if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo())) + WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); + else + WarpZone_TrailParticles_WithMultiplier(NULL, 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); } + +REGISTER_MUTATOR(vortex_charge, true); + +MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys) +{ + 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); + } +} -void W_Vortex_Attack(Weapon thiswep, float issecondary) -{SELFPARAM(); +void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary) +{ float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge; mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage); @@ -91,12 +171,12 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary) myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo); float flying; - flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last + flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last if(WEP_CVAR(vortex, charge)) { - charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge; - self.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.vortex_charge; + actor.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce // O RLY? -- divVerent // YA RLY -- FruitieX } @@ -105,225 +185,222 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary) mydmg *= charge; myforce *= charge; - W_SetupShot(self, 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(self, 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); + 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(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id); + FireRailgunBullet(actor, 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, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); - if(damage_goodhits && self.vortex_lasthit) + Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); + if(damage_goodhits && actor.vortex_lasthit) { - Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); + Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); damage_goodhits = 0; // only every second time } - self.vortex_lasthit = damage_goodhits; + actor.vortex_lasthit = damage_goodhits; //beam and muzzle flash done on client SendCSQCVortexBeamParticle(charge); - W_DecreaseAmmo(thiswep, self, myammo); + W_DecreaseAmmo(thiswep, actor, myammo); } .float vortex_chargepool_pauseregen_finished; - METHOD(Vortex, wr_aim, void(entity thiswep)) - { - if(bot_aim(1000000, 0, 1, false)) - self.BUTTON_ATCK = true; - else - { - if(WEP_CVAR(vortex, charge)) - self.BUTTON_ATCK2 = true; - } - } - METHOD(Vortex, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2)) - { - 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(actor.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.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 - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); - } else - { - if(fire1) - { - if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(vortex, refire))) - { - W_Vortex_Attack(thiswep, 0); - weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready); - } - } - if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (actor.BUTTON_ZOOM | actor.BUTTON_ZOOMSCRIPT) : fire2) - { - if(WEP_CVAR(vortex, charge)) - { - actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause); - float dt = frametime / W_TICSPERFRAME; - - if(actor.vortex_charge < 1) - { - if(WEP_CVAR_SEC(vortex, chargepool)) - { - if(WEP_CVAR_SEC(vortex, ammo)) - { - // 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)); - 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); - } - } - - else if(WEP_CVAR_SEC(vortex, ammo)) - { - if(fire2) // only eat ammo when the button is pressed - { - 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, (actor.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.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load; - } - else - { - dt = min(dt, (actor.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); - dt = max(0, dt); - if(dt > 0) - { - actor.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), actor.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt); - } - } - } - actor.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); - } - } - } - else if(WEP_CVAR(vortex, secondary)) - { - if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_SEC(vortex, refire))) - { - W_Vortex_Attack(thiswep, 1); - weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); - } - } - } - } - } - METHOD(Vortex, wr_init, void(entity thiswep)) - { - VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } - METHOD(Vortex, wr_setup, void(entity thiswep)) - { - self.vortex_lasthit = 0; - } - METHOD(Vortex, wr_checkammo1, bool(entity thiswep)) - { - 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; - } - METHOD(Vortex, wr_checkammo2, bool(entity thiswep)) - { - if(WEP_CVAR(vortex, secondary)) - { - // don't allow charging if we don't have enough 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; - } - else - { - return false; // zoom is not a fire mode - } - } - METHOD(Vortex, wr_config, void(entity thiswep)) - { - VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } - METHOD(Vortex, wr_resetplayer, void(entity thiswep)) - { - self.vortex_lasthit = 0; - } - METHOD(Vortex, wr_reload, void(entity thiswep)) - { - W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD)); - } - METHOD(Vortex, wr_suicidemessage, int(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(Vortex, wr_killmessage, int(entity thiswep)) - { - return WEAPON_VORTEX_MURDER; - } +METHOD(Vortex, wr_aim, void(entity thiswep, entity actor)) +{ + if(bot_aim(actor, 1000000, 0, 1, false)) + PHYS_INPUT_BUTTON_ATCK(actor) = true; + else + { + if(WEP_CVAR(vortex, charge)) + PHYS_INPUT_BUTTON_ATCK2(actor) = true; + } +} +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_SEC(vortex, chargepool)) + if(actor.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.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 + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + { + if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire))) + { + 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) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2)) + { + if(WEP_CVAR(vortex, charge)) + { + actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause); + float dt = frametime / W_TICSPERFRAME; + + if(actor.vortex_charge < 1) + { + if(WEP_CVAR_SEC(vortex, chargepool)) + { + if(WEP_CVAR_SEC(vortex, ammo)) + { + // 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)); + 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); + } + } + + else if(WEP_CVAR_SEC(vortex, ammo)) + { + if(fire & 2) // only eat ammo when the button is pressed + { + 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, (actor.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.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load; + } + else + { + dt = min(dt, (actor.(thiswep.ammo_field) - 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); + } + } + } + actor.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); + } + } + } + else if(WEP_CVAR(vortex, secondary)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire))) + { + 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)) +{ + actor.vortex_lasthit = 0; +} +METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor)) +{ + 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)); + return ammo_amount; +} +METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + 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); + return ammo_amount; + } + else + { + return false; // zoom is not a fire mode + } +} +METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor)) +{ + if (WEP_CVAR(vortex, charge)) { + if (WEP_CVAR_SEC(vortex, chargepool)) { + actor.vortex_chargepool_ammo = 1; + } + actor.vortex_charge = WEP_CVAR(vortex, charge_start); + } + actor.vortex_lasthit = 0; +} +METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + 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_THINKING_WITH_PORTALS; +} +METHOD(Vortex, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_VORTEX_MURDER; +} #endif #ifdef CSQC -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); - if(!w_issilent) - sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); - } - METHOD(Vortex, wr_init, void(entity thiswep)) - { - if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) - { - precache_pic("gfx/reticle_nex"); - } - } - METHOD(Vortex, wr_zoomreticle, bool(entity thiswep)) - { - if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2)) - { - reticle_image = "gfx/reticle_nex"; - return true; - } - else - { - // no weapon specific image for this weapon - return false; - } - } + +METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor)) +{ + entity this = actor; + vector org2 = w_org + w_backoff * 6; + pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1); + if(!w_issilent) + sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); +} +METHOD(Vortex, wr_init, void(entity thiswep)) +{ + if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) + { + precache_pic("gfx/reticle_nex"); + } +} +METHOD(Vortex, wr_zoomreticle, bool(entity thiswep)) +{ + if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2)) + { + reticle_image = "gfx/reticle_nex"; + return true; + } + else + { + // no weapon specific image for this weapon + return false; + } +} #endif #endif