]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/oknex.qc
Merge branch 'Mario/headshots' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / oknex.qc
index 31f1052fbed3c8dbf92db51a4135aaa0f0ed69aa..55afbe45c1112e4f2fdf04632f62dd71becdbbb5 100644 (file)
@@ -12,16 +12,21 @@ METHOD(OverkillNex, wr_glow, vector(OverkillNex this, entity actor, entity wepen
        if (!WEP_CVAR(oknex, charge)) return '0 0 0';
        float charge = wepent.oknex_charge;
        float animlimit = WEP_CVAR(oknex, charge_animlimit);
+       float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
        vector g;
-       g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
-       g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
-       g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
+       g.x = f * autocvar_g_weapon_charge_colormod_red_half;
+       g.y = f * autocvar_g_weapon_charge_colormod_green_half;
+       g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
        if (charge > animlimit)
        {
-               g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
-               g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
-               g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
+               f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
+               g.x += f * autocvar_g_weapon_charge_colormod_red_full;
+               g.y += f * autocvar_g_weapon_charge_colormod_green_full;
+               g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
        }
+       // transition color can't be '0 0 0' as it defaults to player model glow color
+       if (g == '0 0 0')
+               g = '0 0 0.000001';
        return g;
 }
 #endif
@@ -82,7 +87,7 @@ void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, fl
        mydmg *= charge;
        myforce *= charge;
 
-       W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
+       W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, thiswep.m_id);
        if(charge > WEP_CVAR(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound
        {
                sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, charge_animlimit)), ATTN_NORM);
@@ -90,7 +95,7 @@ void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, fl
 
        yoda = 0;
        damage_goodhits = 0;
-       FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_OVERKILL_NEX.m_id);
+       FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, true, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
 
        if(yoda && flying)
                Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
@@ -128,11 +133,6 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
                actor.(weaponentity).oknex_charge = min(1, actor.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_rate) * frametime / W_TICSPERFRAME);
        }
 
-       if (weaponslot(weaponentity) == 0)
-       {
-               actor.oknex_charge = actor.(weaponentity).oknex_charge;
-       }
-
        if (WEP_CVAR_SEC(oknex, chargepool))
                if (actor.(weaponentity).oknex_chargepool_ammo < 1)
                {
@@ -141,44 +141,20 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
                        actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(oknex, chargepool_pause_regen));
                }
 
-       if(weaponslot(weaponentity) == 0)
-               actor.oknex_chargepool_ammo = actor.(weaponentity).oknex_chargepool_ammo;
-
        if ((WEP_CVAR_SEC(oknex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
        {
                // Secondary uses it's own refire timer if refire_type is 1.
                actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor);
-               // Ugly hack to reuse the fire mode of the blaster.
-               makevectors(actor.v_angle);
-               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
-               actor.(weaponentity).m_weapon = WEP_BLASTER;
-               W_Blaster_Attack(
-                       actor,
-                       weaponentity,
-                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
-                       WEP_CVAR_SEC(oknex, shotangle),
-                       WEP_CVAR_SEC(oknex, damage),
-                       WEP_CVAR_SEC(oknex, edgedamage),
-                       WEP_CVAR_SEC(oknex, radius),
-                       WEP_CVAR_SEC(oknex, force),
-                       WEP_CVAR_SEC(oknex, speed),
-                       WEP_CVAR_SEC(oknex, spread),
-                       WEP_CVAR_SEC(oknex, delay),
-                       WEP_CVAR_SEC(oknex, lifetime)
-               );
-               actor.(weaponentity).m_weapon = oldwep;
+               BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
                if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
                        // Set secondary fire animation.
-                       vector a = '0 0 0';
                        actor.(weaponentity).wframe = WFRAME_FIRE2;
-                       a = actor.(weaponentity).anim_fire2;
-                       a.z *= g_weaponratefactor;
                        FOREACH_CLIENT(true, LAMBDA(
                                if (it == actor || (IS_SPEC(it) && it.enemy == actor))
                                {
-                                       wframe_send(it, actor.(weaponentity), a, true);
+                                       wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
                                }
                        ));
                        animdecide_setaction(actor, ANIMACTION_SHOOT, true);
@@ -208,25 +184,7 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
                {
                        return;
                }
-               // ugly instagib hack to reuse the fire mode of the laser
-               makevectors(actor.v_angle);
-               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
-               actor.(weaponentity).m_weapon = WEP_BLASTER;
-               W_Blaster_Attack(
-                       actor,
-                       weaponentity,
-                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
-                       WEP_CVAR_SEC(oknex, shotangle),
-                       WEP_CVAR_SEC(oknex, damage),
-                       WEP_CVAR_SEC(oknex, edgedamage),
-                       WEP_CVAR_SEC(oknex, radius),
-                       WEP_CVAR_SEC(oknex, force),
-                       WEP_CVAR_SEC(oknex, speed),
-                       WEP_CVAR_SEC(oknex, spread),
-                       WEP_CVAR_SEC(oknex, delay),
-                       WEP_CVAR_SEC(oknex, lifetime)
-               );
-               actor.(weaponentity).m_weapon = oldwep;
+               BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready);
                return;
        }
@@ -260,7 +218,7 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
        //                              if(fire & 2) // only eat ammo when the button is pressed
        //                              {
        //                                      dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
-       //                                      if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       //                                      if(!(actor.items & IT_UNLIMITED_AMMO))
        //                                      {
        //                                              // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        //                                              if(autocvar_g_balance_vortex_reload_ammo)
@@ -312,8 +270,8 @@ METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weapone
 
 METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo);
-       ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_PRI(oknex, ammo));
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo);
+       ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(oknex, ammo));
        return ammo_amount;
 }
 
@@ -322,8 +280,8 @@ METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity we
        if (WEP_CVAR(oknex, secondary))
        {
                // don't allow charging if we don't have enough ammo
-               float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo);
-               ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_SEC(oknex, ammo);
+               float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo);
+               ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(oknex, ammo);
                return ammo_amount;
        }
        else
@@ -335,17 +293,10 @@ METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity we
 METHOD(OverkillNex, wr_resetplayer, void(entity thiswep, entity actor))
 {
        if (WEP_CVAR(oknex, charge)) {
-               if (WEP_CVAR_SEC(oknex, chargepool)) {
-                       actor.oknex_chargepool_ammo = 1;
-               }
-               actor.oknex_charge = WEP_CVAR(oknex, charge_start);
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
                        .entity weaponentity = weaponentities[slot];
                        actor.(weaponentity).oknex_charge = WEP_CVAR(oknex, charge_start);
-
-                       if (WEP_CVAR_SEC(oknex, chargepool))
-                               actor.(weaponentity).oknex_chargepool_ammo = 1;
                }
        }
        actor.oknex_lasthit = 0;