X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvortex.qc;h=b3ba65c5056eba74be4d85dcde6874eff9e2a885;hb=4d2aa5ea3a66a812a44abc7514f4b1b6be5c8827;hp=83ea7e597643820988d78ea5e040b7888d838d46;hpb=7bcb3a89b3271e018da4d92437dc5ba125ea8698;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index 83ea7e597..b3ba65c50 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -1,16 +1,18 @@ +#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")); @@ -68,7 +70,7 @@ REGISTER_WEAPON(VORTEX, vortex, NEW(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; @@ -77,11 +79,11 @@ 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)) +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); @@ -128,9 +130,9 @@ NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew) 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 @@ -142,21 +144,31 @@ spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); } REGISTER_MUTATOR(vortex_charge, true); MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys) -{SELFPARAM(); +{ + entity player = M_ARGV(0, entity); + // WEAPONTODO - float xyspeed = vlen(vec2(self.velocity)); - if (PS(self).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 - self.vortex_charge = min(1, self.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, 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); @@ -168,12 +180,12 @@ 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.(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 } @@ -182,221 +194,239 @@ 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, 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, 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, weaponentity); } .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, .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, 0); - 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)) - { - 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, 1); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); - } - } - } - } - } - METHOD(Vortex, wr_setup, void(entity thiswep)) - { - self.vortex_lasthit = 0; - } - METHOD(Vortex, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= 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.(thiswep.ammo_field) >= 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_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; - } - METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - 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, .entity weaponentity)) +{ + if(bot_aim(actor, weaponentity, 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.(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.(weaponentity).vortex_chargepool_ammo < 1) + { + if(actor.vortex_chargepool_pauseregen_finished < time) + 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(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(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.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause); + float dt = frametime / W_TICSPERFRAME; + + if(actor.(weaponentity).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.(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.(weaponentity).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.(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.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); + dt = max(0, dt); + if(dt > 0) + { + actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt); + } + actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).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.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate); + } + } + + else + { + dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate)); + actor.(weaponentity).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, .entity weaponentity)) +{ + actor.vortex_lasthit = 0; +} +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.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo)); + return ammo_amount; +} +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.(weaponentity).(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); + 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, 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; +} +METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor)) +{ + return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary); +} #endif #ifdef CSQC - METHOD(Vortex, wr_impacteffect, void(entity thiswep)) - { - 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); - } - 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_zoom, bool(entity thiswep, entity actor)) +{ + if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2)) + { + return true; + } + else + { + // no weapon specific image for this weapon + return false; + } +} #endif #endif