make weapon death messages translatable
[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 = autocvar_g_balance_nex_secondary_damage;
25                 myforce = autocvar_g_balance_nex_secondary_force;
26                 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
27                 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
28                 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
29                 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
30                 myammo = autocvar_g_balance_nex_secondary_ammo;
31         }
32         else
33         {
34                 mydmg = autocvar_g_balance_nex_primary_damage;
35                 myforce = autocvar_g_balance_nex_primary_force;
36                 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
37                 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
38                 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
39                 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
40                 myammo = autocvar_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(autocvar_g_balance_nex_charge)
47         {
48                 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
49                 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
50                 // O RLY? -- divVerent
51                 // YA RLY -- FruitieX
52         }
53         else
54                 charge = 1;
55         mydmg *= charge;
56         myforce *= charge;
57
58         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
59         if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
60         {
61                 sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM);
62         }
63
64         yoda = 0;
65         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
66
67         if(yoda && flying)
68                 AnnounceTo(self, "yoda");
69
70         //beam and muzzle flash done on client
71         SendCSQCNexBeamParticle(charge);
72
73         // flash and burn the wall
74         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
75                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
76
77         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
78                 self.ammo_cells = self.ammo_cells - myammo;
79 }
80
81 void spawnfunc_weapon_nex (void); // defined in t_items.qc
82
83 .float nex_chargepool_pauseregen_finished;
84 float w_nex(float req)
85 {
86         float dt;
87         if (req == WR_AIM)
88         {
89                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
90                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
91         }
92         else if (req == WR_THINK)
93         {
94                 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
95                         self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
96
97                 if(autocvar_g_balance_nex_secondary_chargepool)
98                         if(self.nex_chargepool_ammo < 1)
99                         {
100                                 if(self.nex_chargepool_pauseregen_finished < time)
101                                         self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
102                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
103                         }
104
105                 if (self.BUTTON_ATCK)
106                 {
107                         if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
108                         {
109                                 W_Nex_Attack(0);
110                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
111                         }
112                 }
113                 if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
114                 {
115                         if(autocvar_g_balance_nex_secondary_charge)
116                         {
117                                 self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
118                                 dt = frametime / W_TICSPERFRAME;
119
120                                 if(self.nex_charge < 1)
121                                 {
122                                         if(autocvar_g_balance_nex_secondary_chargepool)
123                                         {
124                                                 if(autocvar_g_balance_nex_secondary_ammo)
125                                                 {
126                                                         // always deplete if secondary is held
127                                                         self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
128
129                                                         dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
130                                                         self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
131                                                         dt = min(dt, self.nex_chargepool_ammo);
132                                                         dt = max(0, dt);
133
134                                                         self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
135                                                 }
136                                         }
137
138                                         else if(autocvar_g_balance_nex_secondary_ammo)
139                                         {
140                                                 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
141                                                 {
142                                                         dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
143                                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
144                                                         {
145                                                                 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
146                                                                 dt = max(0, dt);
147                                                                 if(dt > 0)
148                                                                 {
149                                                                         self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
150                                                                 }
151                                                         }
152                                                         self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
153                                                 }
154                                         }
155
156                                         else
157                                         {
158                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
159                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
160                                         }
161                                 }
162                         }
163                         else if(autocvar_g_balance_nex_secondary)
164                         {
165                                 if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
166                                 {
167                                         W_Nex_Attack(1);
168                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
169                                 }
170                         }
171                 }
172
173                 if(autocvar_g_balance_nex_charge)
174                 {
175                         self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
176                         self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
177                         self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
178
179                         if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
180                         {
181                                 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
182                                 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
183                                 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
184                         }
185                 }
186         }
187         else if (req == WR_PRECACHE)
188         {
189                 precache_model ("models/nexflash.md3");
190                 precache_model ("models/weapons/g_nex.md3");
191                 precache_model ("models/weapons/v_nex.md3");
192                 precache_model ("models/weapons/h_nex.iqm");
193                 precache_sound ("weapons/nexfire.wav");
194                 precache_sound ("weapons/nexcharge.wav");
195                 precache_sound ("weapons/nexwhoosh1.wav");
196                 precache_sound ("weapons/nexwhoosh2.wav");
197                 precache_sound ("weapons/nexwhoosh3.wav");
198         }
199         else if (req == WR_SETUP)
200                 weapon_setup(WEP_NEX);
201         else if (req == WR_CHECKAMMO1)
202                 return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
203         else if (req == WR_CHECKAMMO2)
204                 return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
205         return TRUE;
206 };
207 #endif
208 #ifdef CSQC
209 float w_nex(float req)
210 {
211         if(req == WR_IMPACTEFFECT)
212         {
213                 vector org2;
214                 org2 = w_org + w_backoff * 6;
215                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
216                 if(!w_issilent)
217                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
218         }
219         else if(req == WR_PRECACHE)
220         {
221                 precache_sound("weapons/neximpact.wav");
222         }
223         else if (req == WR_SUICIDEMESSAGE)
224                 w_deathtypestring = _("%s did the impossible");
225         else if (req == WR_KILLMESSAGE)
226                 w_deathtypestring = _("%s has been vaporized by %s");
227         return TRUE;
228 }
229 #endif
230 #endif