+#include "vortex.qh"
#ifndef IMPLEMENTATION
CLASS(Vortex, Weapon)
-/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells)
-/* impulse */ ATTRIB(Vortex, impulse, int, 7)
+/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells);
+/* impulse */ ATTRIB(Vortex, impulse, int, 7);
/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
/* modelname */ ATTRIB(Vortex, mdl, string, "nex");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
#endif
/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
-#if defined(CSQC)
+#if defined(GAMEQC)
float autocvar_g_weapon_charge_colormod_red_full;
float autocvar_g_weapon_charge_colormod_red_half;
float autocvar_g_weapon_charge_colormod_green_full;
float autocvar_g_weapon_charge_colormod_green_half;
float autocvar_g_weapon_charge_colormod_hdrmultiplier;
-METHOD(Vortex, wr_glow, vector(Vortex this))
+METHOD(Vortex, wr_glow, vector(Vortex this, entity actor))
{
- if (!STAT(WEP_CVAR_vortex_charge)) return '0 0 0';
- float charge = STAT(VORTEX_CHARGE);
- float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit);
+ if (!STAT(WEP_CVAR_vortex_charge, actor)) return '0 0 0';
+ float charge = STAT(VORTEX_CHARGE, actor);
+ float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit, actor);
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);
if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
- WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+ WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
else
- WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+ WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
return true;
}
#endif
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, entity actor, float issecondary)
-{entity this = actor;
+void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, 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, weaponentity, 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(self, 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, entity actor))
{
- entity this = actor;
- 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, actor, 0);
+ W_Vortex_Attack(thiswep, actor, weaponentity, 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, actor, 1);
+ W_Vortex_Attack(thiswep, actor, weaponentity, 1);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
}
}
}
METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
{
- entity this = actor;
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))
{
- W_Reload(actor, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
+ W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
}
METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
{