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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
6 .float nex_load;
7
8 void W_Nex_SetAmmoCounter()
9 {
10         // set clip_load to the weapon we have switched to, if the gun uses reloading
11         if(!autocvar_g_balance_nex_reload_ammo)
12                 self.clip_load = 0; // also keeps crosshair ammo from displaying
13         else
14         {
15                 self.clip_load = self.nex_load;
16                 self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
17         }
18 }
19
20 void W_Nex_ReloadedAndReady()
21 {
22         float t;
23
24         // now do the ammo transfer
25         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
26         while(self.clip_load < autocvar_g_balance_nex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
27         {
28                 self.clip_load += 1;
29                 self.ammo_cells -= 1;
30         }
31         self.nex_load = self.clip_load;
32
33         t = ATTACK_FINISHED(self) - autocvar_g_balance_nex_reload_time - 1;
34         ATTACK_FINISHED(self) = t;
35         w_ready();
36 }
37
38 void W_Nex_Reload()
39 {
40         // return if reloading is disabled for this weapon
41         if(!autocvar_g_balance_nex_reload_ammo)
42                 return;
43
44         if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)))
45                 return;
46
47         float t;
48
49         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
50
51         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_nex_reload_time + 1;
52         ATTACK_FINISHED(self) = t;
53
54         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_nex_reload_time, W_Nex_ReloadedAndReady);
55
56         self.old_clip_load = self.clip_load;
57         self.clip_load = -1;
58 }
59
60 void SendCSQCNexBeamParticle(float charge) {
61         vector v;
62         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
63         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
64         WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
65         WriteCoord(MSG_BROADCAST, w_shotorg_x);
66         WriteCoord(MSG_BROADCAST, w_shotorg_y);
67         WriteCoord(MSG_BROADCAST, w_shotorg_z);
68         WriteCoord(MSG_BROADCAST, v_x);
69         WriteCoord(MSG_BROADCAST, v_y);
70         WriteCoord(MSG_BROADCAST, v_z);
71         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
72 }
73
74 void W_Nex_Attack (float issecondary)
75 {
76         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
77         if(issecondary)
78         {
79                 mydmg = autocvar_g_balance_nex_secondary_damage;
80                 myforce = autocvar_g_balance_nex_secondary_force;
81                 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
82                 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
83                 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
84                 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
85                 myammo = autocvar_g_balance_nex_secondary_ammo;
86         }
87         else
88         {
89                 mydmg = autocvar_g_balance_nex_primary_damage;
90                 myforce = autocvar_g_balance_nex_primary_force;
91                 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
92                 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
93                 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
94                 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
95                 myammo = autocvar_g_balance_nex_primary_ammo;
96         }
97
98         float flying;
99         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
100
101         if(autocvar_g_balance_nex_charge)
102         {
103                 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
104                 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
105                 // O RLY? -- divVerent
106                 // YA RLY -- FruitieX
107         }
108         else
109                 charge = 1;
110         mydmg *= charge;
111         myforce *= charge;
112
113         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
114         if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
115         {
116                 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);
117         }
118
119         yoda = 0;
120         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
121
122         if(yoda && flying)
123                 AnnounceTo(self, "yoda");
124
125         //beam and muzzle flash done on client
126         SendCSQCNexBeamParticle(charge);
127
128         // flash and burn the wall
129         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
130                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
131
132         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
133         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
134         {
135                 if(autocvar_g_balance_nex_reload_ammo)
136                 {
137                         self.clip_load -= myammo;
138                         self.nex_load = self.clip_load;
139                 }
140                 else
141                         self.ammo_cells -= myammo;
142         }
143 }
144
145 void spawnfunc_weapon_nex (void); // defined in t_items.qc
146
147 .float nex_chargepool_pauseregen_finished;
148 float w_nex(float req)
149 {
150         float dt;
151         if (req == WR_AIM)
152         {
153                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
154                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
155         }
156         else if (req == WR_THINK)
157         {
158                 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
159                         self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
160
161                 if(autocvar_g_balance_nex_secondary_chargepool)
162                         if(self.nex_chargepool_ammo < 1)
163                         {
164                                 if(self.nex_chargepool_pauseregen_finished < time)
165                                         self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
166                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
167                         }
168
169                 if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
170                         W_Nex_Reload();
171                 else
172                 {
173                         if (self.BUTTON_ATCK)
174                         {
175                                 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
176                                 {
177                                         W_Nex_Attack(0);
178                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
179                                 }
180                         }
181                         if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
182                         {
183                                 if(autocvar_g_balance_nex_secondary_charge)
184                                 {
185                                         self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
186                                         dt = frametime / W_TICSPERFRAME;
187
188                                         if(self.nex_charge < 1)
189                                         {
190                                                 if(autocvar_g_balance_nex_secondary_chargepool)
191                                                 {
192                                                         if(autocvar_g_balance_nex_secondary_ammo)
193                                                         {
194                                                                 // always deplete if secondary is held
195                                                                 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
196
197                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
198                                                                 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
199                                                                 dt = min(dt, self.nex_chargepool_ammo);
200                                                                 dt = max(0, dt);
201
202                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
203                                                         }
204                                                 }
205
206                                                 else if(autocvar_g_balance_nex_secondary_ammo)
207                                                 {
208                                                         if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
209                                                         {
210                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
211                                                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
212                                                                 {
213                                                                         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
214                                                                         if(autocvar_g_balance_nex_reload_ammo)
215                                                                         {
216                                                                                 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
217                                                                                 dt = max(0, dt);
218                                                                                 if(dt > 0)
219                                                                                 {
220                                                                                         self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
221                                                                                 }
222                                                                                 self.nex_load = self.clip_load;
223                                                                         }
224                                                                         else
225                                                                         {
226                                                                                 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
227                                                                                 dt = max(0, dt);
228                                                                                 if(dt > 0)
229                                                                                 {
230                                                                                         self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
231                                                                                 }
232                                                                         }
233                                                                 }
234                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
235                                                         }
236                                                 }
237
238                                                 else
239                                                 {
240                                                         dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
241                                                         self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
242                                                 }
243                                         }
244                                 }
245                                 else if(autocvar_g_balance_nex_secondary)
246                                 {
247                                         if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
248                                         {
249                                                 W_Nex_Attack(1);
250                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
251                                         }
252                                 }
253                         }
254                 }
255
256                 if(autocvar_g_balance_nex_charge)
257                 {
258                         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);
259                         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);
260                         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);
261
262                         if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
263                         {
264                                 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);
265                                 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);
266                                 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);
267                         }
268                 }
269
270         if(self.wish_reload)
271         {
272             if(self.switchweapon == self.weapon)
273             {
274                 if(self.weaponentity.state == WS_READY)
275                 {
276                     self.wish_reload = 0;
277                     W_Nex_Reload();
278                 }
279             }
280         }
281         }
282         else if (req == WR_PRECACHE)
283         {
284                 precache_model ("models/nexflash.md3");
285                 precache_model ("models/weapons/g_nex.md3");
286                 precache_model ("models/weapons/v_nex.md3");
287                 precache_model ("models/weapons/h_nex.iqm");
288                 precache_sound ("weapons/nexfire.wav");
289                 precache_sound ("weapons/nexcharge.wav");
290                 precache_sound ("weapons/nexwhoosh1.wav");
291                 precache_sound ("weapons/nexwhoosh2.wav");
292                 precache_sound ("weapons/nexwhoosh3.wav");
293                 precache_sound ("weapons/reload.wav");
294         }
295         else if (req == WR_SETUP)
296         {
297                 weapon_setup(WEP_NEX);
298                 W_Nex_SetAmmoCounter();
299         }
300         else if (req == WR_CHECKAMMO1)
301         {
302                 if(autocvar_g_balance_nex_reload_ammo)
303                         return self.clip_load >= autocvar_g_balance_nex_primary_ammo;
304                 else
305                         return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
306         }
307         else if (req == WR_CHECKAMMO2)
308         {
309                 if(autocvar_g_balance_nex_reload_ammo)
310                         return self.clip_load >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
311                 else
312                         return self.ammo_cells >= autocvar_g_balance_nex_primary_ammo; // don't allow charging if we don't have enough ammo
313         }
314         else if (req == WR_RELOAD)
315         {
316                 W_Nex_Reload();
317         }
318
319         return TRUE;
320 };
321 #endif
322 #ifdef CSQC
323 float w_nex(float req)
324 {
325         if(req == WR_IMPACTEFFECT)
326         {
327                 vector org2;
328                 org2 = w_org + w_backoff * 6;
329                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
330                 if(!w_issilent)
331                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
332         }
333         else if(req == WR_PRECACHE)
334         {
335                 precache_sound("weapons/neximpact.wav");
336         }
337         else if (req == WR_SUICIDEMESSAGE)
338                 w_deathtypestring = "%s did the impossible";
339         else if (req == WR_KILLMESSAGE)
340                 w_deathtypestring = "%s has been vaporized by %s";
341         return TRUE;
342 }
343 #endif
344 #endif