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handle CR and nex scope sending in a better way
[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() {
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         
11         WriteCoord(MSG_BROADCAST, w_shotorg_x);
12         WriteCoord(MSG_BROADCAST, w_shotorg_y);
13         WriteCoord(MSG_BROADCAST, w_shotorg_z);
14         WriteCoord(MSG_BROADCAST, v_x);
15         WriteCoord(MSG_BROADCAST, v_y);
16         WriteCoord(MSG_BROADCAST, v_z);
17 }
18
19 void W_Nex_Attack (float issecondary)
20 {
21         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo;
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         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);
47
48         yoda = 0;
49         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
50
51         if(yoda && flying)
52                 AnnounceTo(self, "yoda");
53
54         //beam and muzzle flash done on client
55         SendCSQCNexBeamParticle();
56         
57         // flash and burn the wall
58         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
59                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
60
61         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
62                 self.ammo_cells = self.ammo_cells - myammo;
63 }
64
65 void spawnfunc_weapon_nex (void); // defined in t_items.qc
66
67 float w_nex(float req)
68 {
69         if (req == WR_AIM)
70         {
71                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
72                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
73         }
74         else if (req == WR_THINK)
75         {
76                 if (self.BUTTON_ATCK)
77                 {
78                         if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
79                         {
80                                 W_Nex_Attack(0);
81                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready);
82                         }
83                 }
84                 if (self.BUTTON_ATCK2)
85                 {
86                         if(cvar("g_balance_nex_secondary"))
87                         {
88                                 if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
89                                 {
90                                         W_Nex_Attack(1);
91                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
92                                 }
93                         }
94                 }
95         }
96         else if (req == WR_PRECACHE)
97         {
98                 precache_model ("models/nexflash.md3");
99                 precache_model ("models/weapons/g_nex.md3");
100                 precache_model ("models/weapons/v_nex.md3");
101                 precache_model ("models/weapons/h_nex.iqm");
102                 precache_sound ("weapons/nexfire.wav");
103                 precache_sound ("weapons/nexwhoosh1.wav");
104                 precache_sound ("weapons/nexwhoosh2.wav");
105                 precache_sound ("weapons/nexwhoosh3.wav");
106         }
107         else if (req == WR_SETUP)
108                 weapon_setup(WEP_NEX);
109         else if (req == WR_CHECKAMMO1)
110                 return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
111         else if (req == WR_CHECKAMMO2)
112                 return self.ammo_cells >= cvar("g_balance_nex_secondary_ammo");
113         return TRUE;
114 };
115 #endif
116 #ifdef CSQC
117 float w_nex(float req)
118 {
119         if(req == WR_IMPACTEFFECT)
120         {
121                 vector org2;
122                 org2 = w_org + w_backoff * 6;
123                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
124                 if(!w_issilent)
125                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
126         }
127         else if(req == WR_PRECACHE)
128         {
129                 precache_sound("weapons/neximpact.wav");
130         }
131         else if (req == WR_SUICIDEMESSAGE)
132                 w_deathtypestring = "%s did the impossible";
133         else if (req == WR_KILLMESSAGE)
134                 w_deathtypestring = "%s has been vaporized by %s";
135         return TRUE;
136 }
137 #endif
138 #endif