REGISTER_MUTATOR(vortex_charge, true);
MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
-{SELFPARAM();
+{
+ entity player = M_ARGV(0, entity);
+
// WEAPONTODO
- float xyspeed = vlen(vec2(this.velocity));
- if (PS(this).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
+ float xyspeed = vlen(vec2(player.velocity));
+ if (PS(player).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
{
// add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
// add the extra charge
- this.vortex_charge = min(1, this.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
+ player.vortex_charge = min(1, player.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
}
}
-void W_Vortex_Attack(Weapon thiswep, float issecondary)
-{SELFPARAM();
+void W_Vortex_Attack(Weapon thiswep, entity actor, float issecondary)
+{
float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
float flying;
- flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+ flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
if(WEP_CVAR(vortex, charge))
{
- charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge;
- self.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
+ charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.vortex_charge;
+ actor.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
// O RLY? -- divVerent
// YA RLY -- FruitieX
}
mydmg *= charge;
myforce *= charge;
- W_SetupShot(self, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
+ W_SetupShot(actor, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
{
- sound(self, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
+ sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
}
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
+ FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
if(yoda && flying)
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- if(damage_goodhits && self.vortex_lasthit)
+ Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ if(damage_goodhits && actor.vortex_lasthit)
{
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+ Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
damage_goodhits = 0; // only every second time
}
- self.vortex_lasthit = damage_goodhits;
+ actor.vortex_lasthit = damage_goodhits;
//beam and muzzle flash done on client
SendCSQCVortexBeamParticle(charge);
- W_DecreaseAmmo(thiswep, self, myammo);
+ W_DecreaseAmmo(thiswep, actor, myammo);
}
.float vortex_chargepool_pauseregen_finished;
-METHOD(Vortex, wr_aim, void(entity thiswep))
+METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
{
- SELFPARAM();
- if(bot_aim(self, 1000000, 0, 1, false))
- PHYS_INPUT_BUTTON_ATCK(self) = true;
+ if(bot_aim(actor, 1000000, 0, 1, false))
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
else
{
if(WEP_CVAR(vortex, charge))
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
}
}
METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
{
- W_Vortex_Attack(thiswep, 0);
+ W_Vortex_Attack(thiswep, actor, 0);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
}
}
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
{
- W_Vortex_Attack(thiswep, 1);
+ W_Vortex_Attack(thiswep, actor, 1);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
}
}
}
}
}
-METHOD(Vortex, wr_setup, void(entity thiswep))
+METHOD(Vortex, wr_setup, void(entity thiswep, entity actor))
{
- SELFPARAM();
- self.vortex_lasthit = 0;
+ actor.vortex_lasthit = 0;
}
-METHOD(Vortex, wr_checkammo1, bool(entity thiswep))
+METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor))
{
- SELFPARAM();
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
- ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
+ ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
return ammo_amount;
}
-METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
+METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor))
{
- SELFPARAM();
if(WEP_CVAR(vortex, secondary))
{
// don't allow charging if we don't have enough ammo
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
- ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
+ ammo_amount += actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
return ammo_amount;
}
else
return false; // zoom is not a fire mode
}
}
-METHOD(Vortex, wr_resetplayer, void(entity thiswep))
+METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
{
- SELFPARAM();
if (WEP_CVAR(vortex, charge)) {
if (WEP_CVAR_SEC(vortex, chargepool)) {
- self.vortex_chargepool_ammo = 1;
+ actor.vortex_chargepool_ammo = 1;
}
- self.vortex_charge = WEP_CVAR(vortex, charge_start);
+ actor.vortex_charge = WEP_CVAR(vortex, charge_start);
}
- self.vortex_lasthit = 0;
+ actor.vortex_lasthit = 0;
}
METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- SELFPARAM();
- W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
+ W_Reload(actor, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
}
METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
{
#endif
#ifdef CSQC
-METHOD(Vortex, wr_impacteffect, void(entity thiswep))
+METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
{
- SELFPARAM();
+ entity this = actor;
vector org2 = w_org + w_backoff * 6;
pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
if(!w_issilent)