shotgun: play less ricoche sounds, this fixes performance issues for Unknown[NF]
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", "Nex");
3 #else
4 #ifdef SVQC
5 void SendCSQCNexBeamParticle(float charge) {
6         vector v;
7         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
8         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
9         WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
10         WriteCoord(MSG_BROADCAST, w_shotorg_x);
11         WriteCoord(MSG_BROADCAST, w_shotorg_y);
12         WriteCoord(MSG_BROADCAST, w_shotorg_z);
13         WriteCoord(MSG_BROADCAST, v_x);
14         WriteCoord(MSG_BROADCAST, v_y);
15         WriteCoord(MSG_BROADCAST, v_z);
16         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
17 }
18
19 void W_Nex_Attack (float issecondary)
20 {
21         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
22         if(issecondary)
23         {
24                 mydmg = cvar("g_balance_nex_secondary_damage");
25                 myforce = cvar("g_balance_nex_secondary_force");
26                 mymindist = cvar("g_balance_nex_secondary_damagefalloff_mindist");
27                 mymaxdist = cvar("g_balance_nex_secondary_damagefalloff_maxdist");
28                 myhalflife = cvar("g_balance_nex_secondary_damagefalloff_halflife");
29                 myforcehalflife = cvar("g_balance_nex_secondary_damagefalloff_forcehalflife");
30                 myammo = cvar("g_balance_nex_secondary_ammo");
31         }
32         else
33         {
34                 mydmg = cvar("g_balance_nex_primary_damage");
35                 myforce = cvar("g_balance_nex_primary_force");
36                 mymindist = cvar("g_balance_nex_primary_damagefalloff_mindist");
37                 mymaxdist = cvar("g_balance_nex_primary_damagefalloff_maxdist");
38                 myhalflife = cvar("g_balance_nex_primary_damagefalloff_halflife");
39                 myforcehalflife = cvar("g_balance_nex_primary_damagefalloff_forcehalflife");
40                 myammo = cvar("g_balance_nex_primary_ammo");
41         }
42
43         float flying;
44         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
45
46         if(cvar("g_balance_nex_charge"))
47         {
48                 charge = cvar("g_balance_nex_charge_mindmg") / mydmg + (1 - cvar("g_balance_nex_charge_mindmg") / mydmg) * self.nex_charge;
49                 self.nex_charge *= cvar("g_balance_nex_charge_shot_multiplier"); // do this AFTER setting mydmg/myforce
50         }
51         else
52                 charge = 1;
53         mydmg *= charge;
54         myforce *= charge;
55
56         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);
57
58         yoda = 0;
59         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
60
61         if(yoda && flying)
62                 AnnounceTo(self, "yoda");
63
64         //beam and muzzle flash done on client
65         SendCSQCNexBeamParticle(charge);
66         
67         // flash and burn the wall
68         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
69                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
70
71         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
72                 self.ammo_cells = self.ammo_cells - myammo;
73 }
74
75 void spawnfunc_weapon_nex (void); // defined in t_items.qc
76
77 float w_nex(float req)
78 {
79         float dt;
80         if (req == WR_AIM)
81         {
82                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
83                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
84         }
85         else if (req == WR_THINK)
86         {
87                 if(cvar("g_balance_nex_charge") && self.nex_charge < cvar("g_balance_nex_charge_limit"))
88                         self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_rate") * frametime / W_TICSPERFRAME);
89                 if (self.BUTTON_ATCK)
90                 {
91                         if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
92                         {
93                                 W_Nex_Attack(0);
94                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready);
95                         }
96                 }
97                 if (self.BUTTON_ATCK2)
98                 {
99                         if(cvar("g_balance_nex_secondary_charge"))
100                         {
101                                 dt = frametime / W_TICSPERFRAME;
102                                 if(self.nex_charge < 1)
103                                 {
104                                         dt = min(dt, (1 - self.nex_charge) / cvar("g_balance_nex_secondary_charge_rate"));
105                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
106                                         {
107                                                 if(cvar("g_balance_nex_secondary_ammo"))
108                                                 {
109                                                         dt = min(dt, (self.ammo_cells - cvar("g_balance_nex_primary_ammo")) / cvar("g_balance_nex_secondary_ammo"));
110                                                         dt = max(0, dt);
111                                                         if(dt > 0)
112                                                         {
113                                                                 self.ammo_cells = max(cvar("g_balance_nex_secondary_ammo"), self.ammo_cells - cvar("g_balance_nex_secondary_ammo") * dt);
114                                                         }
115                                                 }
116                                         }
117                                         self.nex_charge += dt * cvar("g_balance_nex_secondary_charge_rate");
118                                 }
119                         }
120                         else if(cvar("g_balance_nex_secondary"))
121                         {
122                                 if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
123                                 {
124                                         W_Nex_Attack(1);
125                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
126                                 }
127                         }
128                 }
129         }
130         else if (req == WR_PRECACHE)
131         {
132                 precache_model ("models/nexflash.md3");
133                 precache_model ("models/weapons/g_nex.md3");
134                 precache_model ("models/weapons/v_nex.md3");
135                 precache_model ("models/weapons/h_nex.iqm");
136                 precache_sound ("weapons/nexfire.wav");
137                 precache_sound ("weapons/nexwhoosh1.wav");
138                 precache_sound ("weapons/nexwhoosh2.wav");
139                 precache_sound ("weapons/nexwhoosh3.wav");
140         }
141         else if (req == WR_SETUP)
142                 weapon_setup(WEP_NEX);
143         else if (req == WR_CHECKAMMO1)
144                 return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
145         else if (req == WR_CHECKAMMO2)
146         {
147                 if(cvar("g_balance_nex_secondary_charge"))
148                         return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
149                 return self.ammo_cells >= cvar("g_balance_nex_secondary_ammo");
150         }
151         return TRUE;
152 };
153 #endif
154 #ifdef CSQC
155 float w_nex(float req)
156 {
157         if(req == WR_IMPACTEFFECT)
158         {
159                 vector org2;
160                 org2 = w_org + w_backoff * 6;
161                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
162                 if(!w_issilent)
163                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
164         }
165         else if(req == WR_PRECACHE)
166         {
167                 precache_sound("weapons/neximpact.wav");
168         }
169         else if (req == WR_SUICIDEMESSAGE)
170                 w_deathtypestring = "%s did the impossible";
171         else if (req == WR_KILLMESSAGE)
172                 w_deathtypestring = "%s has been vaporized by %s";
173         return TRUE;
174 }
175 #endif
176 #endif