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Fixed OK Vortex reload.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okvortex.qc
1 #include "okvortex.qh"
2
3 #ifdef SVQC
4
5 .float okvortex_lasthit;
6 #endif
7
8 #if defined(GAMEQC)
9
10 METHOD(OverkillVortex, wr_glow, vector(OverkillVortex this, entity actor, entity wepent))
11 {
12         if (!WEP_CVAR(okvortex, charge)) return '0 0 0';
13         float charge = wepent.okvortex_charge;
14         float animlimit = WEP_CVAR(okvortex, charge_animlimit);
15         vector g;
16         g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
17         g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
18         g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
19         if (charge > animlimit)
20         {
21                 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
22                 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
23                 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
24         }
25         return g;
26 }
27 #endif
28
29 #ifdef SVQC
30 spawnfunc(weapon_okvortex) { weapon_defaultspawnfunc(this, WEP_OVERKILL_VORTEX); }
31
32 REGISTER_MUTATOR(okvortex_charge, true);
33
34 MUTATOR_HOOKFUNCTION(okvortex_charge, GetPressedKeys)
35 {
36         entity player = M_ARGV(0, entity);
37
38         // WEAPONTODO
39         if(!WEP_CVAR(okvortex, charge) || !WEP_CVAR(okvortex, charge_velocity_rate))
40                 return;
41
42         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
43         {
44                 .entity weaponentity = weaponentities[slot];
45
46                 if (player.(weaponentity).m_weapon == WEP_OVERKILL_VORTEX && WEP_CVAR(okvortex, charge) && WEP_CVAR(okvortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(okvortex, charge_minspeed)))
47                 {
48                         float xyspeed = vlen(vec2(player.velocity));
49                         // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
50                                 xyspeed = min(xyspeed, WEP_CVAR(okvortex, charge_maxspeed));
51                         float f = (xyspeed - WEP_CVAR(okvortex, charge_minspeed)) / (WEP_CVAR(okvortex, charge_maxspeed) - WEP_CVAR(okvortex, charge_minspeed));
52                         // add the extra charge
53                         player.(weaponentity).okvortex_charge = min(1, player.(weaponentity).okvortex_charge + WEP_CVAR(okvortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
54                 }
55         }
56 }
57
58 void W_OverkillVortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
59 {
60         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
61
62         mydmg = WEP_CVAR_BOTH(okvortex, !issecondary, damage);
63         myforce = WEP_CVAR_BOTH(okvortex, !issecondary, force);
64         mymindist = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_mindist);
65         mymaxdist = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_maxdist);
66         myhalflife = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_halflife);
67         myforcehalflife = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_forcehalflife);
68         myammo = WEP_CVAR_BOTH(okvortex, !issecondary, ammo);
69
70         float flying;
71         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
72
73         if (WEP_CVAR(okvortex, charge))
74         {
75                 charge = WEP_CVAR(okvortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(okvortex, charge_mindmg) / mydmg) * actor.(weaponentity).okvortex_charge;
76                 actor.(weaponentity).okvortex_charge *= WEP_CVAR(okvortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
77                 // O RLY? -- divVerent
78                 // YA RLY -- FruitieX
79         }
80         else
81         {
82                 charge = 1;
83         }
84         mydmg *= charge;
85         myforce *= charge;
86
87         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
88         if(charge > WEP_CVAR(okvortex, charge_animlimit) && WEP_CVAR(okvortex, charge_animlimit)) // if the OverkillVortex is overcharged, we play an extra sound
89         {
90                 sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(okvortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(okvortex, charge_animlimit)), ATTN_NORM);
91         }
92
93         yoda = 0;
94         damage_goodhits = 0;
95         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_OVERKILL_VORTEX.m_id);
96
97         if(yoda && flying)
98                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
99         if(damage_goodhits && actor.okvortex_lasthit)
100         {
101                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
102                 damage_goodhits = 0; // only every second time
103         }
104
105         actor.okvortex_lasthit = damage_goodhits;
106
107         //beam and muzzle flash done on client
108         SendCSQCVortexBeamParticle(charge);
109
110         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
111 }
112
113 .float okvortex_chargepool_pauseregen_finished;
114
115 METHOD(OverkillVortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
116 {
117         if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
118                 PHYS_INPUT_BUTTON_ATCK(actor) = true;
119         else
120         {
121                 if(WEP_CVAR(okvortex, charge))
122                         PHYS_INPUT_BUTTON_ATCK2(actor) = true;
123         }
124 }
125
126 METHOD(OverkillVortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
127 {
128         if(WEP_CVAR(okvortex, charge) && actor.(weaponentity).okvortex_charge < WEP_CVAR(okvortex, charge_limit))
129                 actor.(weaponentity).okvortex_charge = min(1, actor.(weaponentity).okvortex_charge + WEP_CVAR(okvortex, charge_rate) * frametime / W_TICSPERFRAME);
130
131         if(weaponslot(weaponentity) == 0)
132                 actor.okvortex_charge = actor.(weaponentity).okvortex_charge;
133
134         if(WEP_CVAR_SEC(okvortex, chargepool))
135                 if(actor.(weaponentity).okvortex_chargepool_ammo < 1)
136                 {
137                         if(actor.okvortex_chargepool_pauseregen_finished < time)
138                                 actor.(weaponentity).okvortex_chargepool_ammo = min(1, actor.(weaponentity).okvortex_chargepool_ammo + WEP_CVAR_SEC(okvortex, chargepool_regen) * frametime / W_TICSPERFRAME);
139                         actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen));
140                 }
141
142         if(weaponslot(weaponentity) == 0)
143                 actor.okvortex_chargepool_ammo = actor.(weaponentity).okvortex_chargepool_ammo;
144
145         if(autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(okvortex, ammo), WEP_CVAR_SEC(okvortex, ammo))) { // forced reload
146                 thiswep.wr_reload(thiswep, actor, weaponentity);
147         } else
148         {
149                 if (fire & 1)
150                 {
151                         if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okvortex, refire)))
152                         {
153                                 W_OverkillVortex_Attack(thiswep, actor, weaponentity, 0);
154                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okvortex, animtime), w_ready);
155                         }
156                 }
157                 else if ((fire & 2) && (WEP_CVAR(okvortex, secondary) == 2))
158                 {
159                         if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
160                         {
161                                 return;
162                         }
163                         // ugly instagib hack to reuse the fire mode of the laser
164                         makevectors(actor.v_angle);
165                         Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
166                         actor.(weaponentity).m_weapon = WEP_BLASTER;
167                         W_Blaster_Attack(
168                                 actor,
169                                 weaponentity,
170                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
171                                 WEP_CVAR_SEC(okshotgun, shotangle),
172                                 WEP_CVAR_SEC(okshotgun, damage),
173                                 WEP_CVAR_SEC(okshotgun, edgedamage),
174                                 WEP_CVAR_SEC(okshotgun, radius),
175                                 WEP_CVAR_SEC(okshotgun, force),
176                                 WEP_CVAR_SEC(okshotgun, speed),
177                                 WEP_CVAR_SEC(okshotgun, spread),
178                                 WEP_CVAR_SEC(okshotgun, delay),
179                                 WEP_CVAR_SEC(okshotgun, lifetime)
180                         );
181                         actor.(weaponentity).m_weapon = oldwep;
182                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
183                         return;
184                 }
185                 if((WEP_CVAR(okvortex, charge) && !WEP_CVAR(okvortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
186                 {
187                         if(WEP_CVAR(okvortex, charge))
188                         {
189                                 actor.(weaponentity).okvortex_charge_rottime = time + WEP_CVAR(okvortex, charge_rot_pause);
190                                 float dt = frametime / W_TICSPERFRAME;
191
192                                 if(actor.(weaponentity).okvortex_charge < 1)
193                                 {
194                                         if(WEP_CVAR_SEC(okvortex, chargepool))
195                                         {
196                                                 if(WEP_CVAR_SEC(okvortex, ammo))
197                                                 {
198                                                         // always deplete if secondary is held
199                                                         actor.okvortex_chargepool_ammo = max(0, actor.okvortex_chargepool_ammo - WEP_CVAR_SEC(okvortex, ammo) * dt);
200
201                                                         dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
202                                                         actor.okvortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen);
203                                                         dt = min(dt, actor.okvortex_chargepool_ammo);
204                                                         dt = max(0, dt);
205
206                                                         actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
207                                                 }
208                                         }
209
210                                         else if(WEP_CVAR_SEC(okvortex, ammo))
211                                         {
212                                                 if(fire & 2) // only eat ammo when the button is pressed
213                                                 {
214                                                         dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
215                                                         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
216                                                         {
217                                                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
218                                                                 if(autocvar_g_balance_vortex_reload_ammo)
219                                                                 {
220                                                                         dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
221                                                                         dt = max(0, dt);
222                                                                         if(dt > 0)
223                                                                         {
224                                                                                 actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(okvortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(okvortex, ammo) * dt);
225                                                                         }
226                                                                         actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) = actor.(weaponentity).clip_load;
227                                                                 }
228                                                                 else
229                                                                 {
230                                                                         dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
231                                                                         dt = max(0, dt);
232                                                                         if(dt > 0)
233                                                                         {
234                                                                                 actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(okvortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(okvortex, ammo) * dt);
235                                                                         }
236                                                                 }
237                                                         }
238                                                         actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
239                                                 }
240                                         }
241
242                                         else
243                                         {
244                                                 dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
245                                                 actor.(weaponentity).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
246                                         }
247                                 }
248                         }
249                         else if(WEP_CVAR(okvortex, secondary))
250                         {
251                                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okvortex, refire)))
252                                 {
253                                         W_OverkillVortex_Attack(thiswep, actor, weaponentity, 1);
254                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(okvortex, animtime), w_ready);
255                                 }
256                         }
257                 }
258         }
259 }
260
261 METHOD(OverkillVortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
262 {
263         actor.okvortex_lasthit = 0;
264 }
265
266 METHOD(OverkillVortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
267 {
268         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(okvortex, ammo);
269         ammo_amount += (autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_PRI(okvortex, ammo));
270         return ammo_amount;
271 }
272
273 METHOD(OverkillVortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
274 {
275         if(WEP_CVAR(okvortex, secondary))
276         {
277                 // don't allow charging if we don't have enough ammo
278                 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(okvortex, ammo);
279                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_SEC(okvortex, ammo);
280                 return ammo_amount;
281         }
282         else
283         {
284                 return false; // zoom is not a fire mode
285         }
286 }
287
288 METHOD(OverkillVortex, wr_resetplayer, void(entity thiswep, entity actor))
289 {
290         if (WEP_CVAR(okvortex, charge)) {
291                 if (WEP_CVAR_SEC(okvortex, chargepool)) {
292                         actor.okvortex_chargepool_ammo = 1;
293                 }
294                 actor.okvortex_charge = WEP_CVAR(okvortex, charge_start);
295                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
296                 {
297                         .entity weaponentity = weaponentities[slot];
298                         actor.(weaponentity).okvortex_charge = WEP_CVAR(okvortex, charge_start);
299
300                         if (WEP_CVAR_SEC(okvortex, chargepool))
301                                 actor.(weaponentity).okvortex_chargepool_ammo = 1;
302                 }
303         }
304         actor.okvortex_lasthit = 0;
305 }
306
307 METHOD(OverkillVortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
308 {
309         W_Reload(actor, weaponentity, WEP_CVAR_PRI(okvortex, ammo), SND_RELOAD);
310 }
311
312 METHOD(OverkillVortex, wr_suicidemessage, Notification(entity thiswep))
313 {
314         return WEAPON_THINKING_WITH_PORTALS;
315 }
316
317 METHOD(OverkillVortex, wr_killmessage, Notification(entity thiswep))
318 {
319         return WEAPON_VORTEX_MURDER;
320 }
321
322 METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
323 {
324         return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(okvortex, secondary);
325 }
326
327 #endif
328 #ifdef CSQC
329
330 METHOD(OverkillVortex, wr_impacteffect, void(entity thiswep, entity actor))
331 {
332         entity this = actor;
333         vector org2 = w_org + w_backoff * 6;
334         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
335         if(!w_issilent)
336                 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
337 }
338
339 METHOD(OverkillVortex, wr_init, void(entity thiswep))
340 {
341         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
342         {
343                 precache_pic("gfx/reticle_nex");
344         }
345 }
346
347 METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
348 {
349         if(button_zoom || zoomscript_caught || (!WEP_CVAR(okvortex, secondary) && button_attack2))
350         {
351                 return true;
352         }
353         else
354         {
355                 // no weapon specific image for this weapon
356                 return false;
357         }
358 }
359
360 #endif