]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vortex.qc
Merge branch 'master' into terencehill/keyhunt
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
index 8a90679b81a2690428328e79dd4598ccf40ce183..f7f20d2e8d4933ca5c39d65a4d5a66f7f08fb2a6 100644 (file)
@@ -1,12 +1,13 @@
+#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");
@@ -14,53 +15,88 @@ CLASS(Vortex, Weapon)
 /* wepimg    */ ATTRIB(Vortex, model2, string, "weaponnex");
 /* refname   */ ATTRIB(Vortex, netname, string, "vortex");
 /* wepname   */ ATTRIB(Vortex, m_name, string, _("Vortex"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, BOTH) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, chargepool, float, SEC) \
+               P(class, prefix, chargepool_pause_regen, float, SEC) \
+               P(class, prefix, chargepool_regen, float, SEC) \
+               P(class, prefix, charge, float, NONE) \
+               P(class, prefix, charge_animlimit, float, NONE) \
+               P(class, prefix, charge_limit, float, NONE) \
+               P(class, prefix, charge_maxspeed, float, NONE) \
+               P(class, prefix, charge_mindmg, float, NONE) \
+               P(class, prefix, charge_minspeed, float, NONE) \
+               P(class, prefix, charge_rate, float, NONE) \
+               P(class, prefix, charge_rot_pause, float, NONE) \
+               P(class, prefix, charge_rot_rate, float, NONE) \
+               P(class, prefix, charge_shot_multiplier, float, NONE) \
+               P(class, prefix, charge_start, float, NONE) \
+               P(class, prefix, charge_velocity_rate, float, NONE) \
+               P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
+               P(class, prefix, damagefalloff_halflife, float, BOTH) \
+               P(class, prefix, damagefalloff_maxdist, float, BOTH) \
+               P(class, prefix, damagefalloff_mindist, float, BOTH) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, secondary, float, NONE) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, Vortex, vortex)
+#undef X
+
 ENDCLASS(Vortex)
-REGISTER_WEAPON(VORTEX, NEW(Vortex));
-
-#define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex)
-#define VORTEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, BOTH, ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, damage) \
-       w_cvar(id, sn, BOTH, force) \
-       w_cvar(id, sn, BOTH, damagefalloff_mindist) \
-       w_cvar(id, sn, BOTH, damagefalloff_maxdist) \
-       w_cvar(id, sn, BOTH, damagefalloff_halflife) \
-       w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, NONE, charge) \
-       w_cvar(id, sn, NONE, charge_mindmg) \
-       w_cvar(id, sn, NONE, charge_shot_multiplier) \
-       w_cvar(id, sn, NONE, charge_animlimit) \
-       w_cvar(id, sn, NONE, charge_limit) \
-       w_cvar(id, sn, NONE, charge_rate) \
-       w_cvar(id, sn, NONE, charge_rot_rate) \
-       w_cvar(id, sn, NONE, charge_rot_pause) \
-       w_cvar(id, sn, NONE, charge_start) \
-       w_cvar(id, sn, NONE, charge_minspeed) \
-       w_cvar(id, sn, NONE, charge_maxspeed) \
-       w_cvar(id, sn, NONE, charge_velocity_rate) \
-       w_cvar(id, sn, NONE, secondary) \
-       w_cvar(id, sn, SEC,  chargepool) \
-       w_cvar(id, sn, SEC,  chargepool_regen) \
-       w_cvar(id, sn, SEC,  chargepool_pause_regen) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
+
 
 #ifdef SVQC
-VORTEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 
 .float vortex_lasthit;
 #endif
 #endif
 #ifdef IMPLEMENTATION
 
+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(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_blue_full;
+float autocvar_g_weapon_charge_colormod_blue_half;
+float autocvar_g_weapon_charge_colormod_green_half;
+float autocvar_g_weapon_charge_colormod_hdrmultiplier;
+
+METHOD(Vortex, wr_glow, vector(Vortex this, entity actor))
+{
+       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);
+       g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
+       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);
+       }
+       return g;
+}
+#endif
+
 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
 
 #if defined(SVQC)
@@ -92,10 +128,10 @@ NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
        particles_alphamin = particles_alphamax = particles_fade = charge;
 
        if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
-       if(autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || isdemo()))
-               WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
+       if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
+               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
@@ -104,8 +140,26 @@ NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
 spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
 spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
 
-void W_Vortex_Attack(Weapon thiswep, float issecondary)
-{SELFPARAM();
+REGISTER_MUTATOR(vortex_charge, true);
+
+MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
+{
+    entity player = M_ARGV(0, entity);
+
+       // WEAPONTODO
+       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
+               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, .entity weaponentity, float issecondary)
+{
        float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
 
        mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
@@ -117,12 +171,12 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary)
        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
        }
@@ -131,231 +185,222 @@ void W_Vortex_Attack(Weapon thiswep, float issecondary)
        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(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))
-               {
-                       if(bot_aim(1000000, 0, 1, false))
-                               self.BUTTON_ATCK = true;
-                       else
-                       {
-                               if(WEP_CVAR(vortex, charge))
-                                       self.BUTTON_ATCK2 = true;
-                       }
-               }
-               METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
-                               actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
-
-                       if(WEP_CVAR_SEC(vortex, chargepool))
-                               if(actor.vortex_chargepool_ammo < 1)
-                               {
-                                       if(actor.vortex_chargepool_pauseregen_finished < time)
-                                               actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
-                                       actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
-                               }
-
-                       if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
-                               Weapon w = get_weaponinfo(actor.weapon);
-                               w.wr_reload(w);
-                       } else
-                       {
-                               if(fire & 1)
-                               {
-                                       if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
-                                       {
-                                               W_Vortex_Attack(thiswep, 0);
-                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
-                                       }
-                               }
-                               if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (actor.BUTTON_ZOOM | actor.BUTTON_ZOOMSCRIPT) : (fire & 2))
-                               {
-                                       if(WEP_CVAR(vortex, charge))
-                                       {
-                                               actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
-                                               float dt = frametime / W_TICSPERFRAME;
-
-                                               if(actor.vortex_charge < 1)
-                                               {
-                                                       if(WEP_CVAR_SEC(vortex, chargepool))
-                                                       {
-                                                               if(WEP_CVAR_SEC(vortex, ammo))
-                                                               {
-                                                                       // always deplete if secondary is held
-                                                                       actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
-
-                                                                       dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
-                                                                       actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
-                                                                       dt = min(dt, actor.vortex_chargepool_ammo);
-                                                                       dt = max(0, dt);
-
-                                                                       actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
-                                                               }
-                                                       }
-
-                                                       else if(WEP_CVAR_SEC(vortex, ammo))
-                                                       {
-                                                               if(fire & 2) // only eat ammo when the button is pressed
-                                                               {
-                                                                       dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
-                                                                       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
-                                                                       {
-                                                                               // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
-                                                                               if(autocvar_g_balance_vortex_reload_ammo)
-                                                                               {
-                                                                                       dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
-                                                                                       dt = max(0, dt);
-                                                                                       if(dt > 0)
-                                                                                       {
-                                                                                               actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
-                                                                                       }
-                                                                                       actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
-                                                                               }
-                                                                               else
-                                                                               {
-                                                                                       dt = min(dt, (actor.WEP_AMMO(VORTEX) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
-                                                                                       dt = max(0, dt);
-                                                                                       if(dt > 0)
-                                                                                       {
-                                                                                               actor.WEP_AMMO(VORTEX) = max(WEP_CVAR_SEC(vortex, ammo), actor.WEP_AMMO(VORTEX) - WEP_CVAR_SEC(vortex, ammo) * dt);
-                                                                                       }
-                                                                               }
-                                                                       }
-                                                                       actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
-                                                               }
-                                                       }
-
-                                                       else
-                                                       {
-                                                               dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
-                                                               actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
-                                                       }
-                                               }
-                                       }
-                                       else if(WEP_CVAR(vortex, secondary))
-                                       {
-                                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
-                                               {
-                                                       W_Vortex_Attack(thiswep, 1);
-                                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
-                                               }
-                                       }
-                               }
-                       }
-               }
-               METHOD(Vortex, wr_init, void(entity thiswep))
-               {
-                       VORTEX_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
-               METHOD(Vortex, wr_setup, void(entity thiswep))
-               {
-                       self.vortex_lasthit = 0;
-               }
-               METHOD(Vortex, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount = self.WEP_AMMO(VORTEX) >= 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));
-                       return ammo_amount;
-               }
-               METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
-               {
-                       if(WEP_CVAR(vortex, secondary))
-                       {
-                               // don't allow charging if we don't have enough ammo
-                               float ammo_amount = self.WEP_AMMO(VORTEX) >= WEP_CVAR_SEC(vortex, ammo);
-                               ammo_amount += self.(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_config, void(entity thiswep))
-               {
-                       VORTEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(Vortex, wr_resetplayer, void(entity thiswep))
-               {
-                       if (WEP_CVAR(vortex, charge)) {
-                               if (WEP_CVAR_SEC(vortex, chargepool)) {
-                                       self.vortex_chargepool_ammo = 1;
-                               }
-                               self.vortex_charge = WEP_CVAR(vortex, charge_start);
-                       }
-                       self.vortex_lasthit = 0;
-               }
-               METHOD(Vortex, wr_reload, void(entity thiswep))
-               {
-                       W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
-               }
-               METHOD(Vortex, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_THINKING_WITH_PORTALS;
-               }
-               METHOD(Vortex, wr_killmessage, int(entity thiswep))
-               {
-                       return WEAPON_VORTEX_MURDER;
-               }
+METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
+{
+    if(bot_aim(actor, 1000000, 0, 1, false))
+        PHYS_INPUT_BUTTON_ATCK(actor) = true;
+    else
+    {
+        if(WEP_CVAR(vortex, charge))
+            PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+    }
+}
+METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
+        actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
+
+    if(WEP_CVAR_SEC(vortex, chargepool))
+        if(actor.vortex_chargepool_ammo < 1)
+        {
+            if(actor.vortex_chargepool_pauseregen_finished < time)
+                actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
+            actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
+        }
+
+    if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    } else
+    {
+        if(fire & 1)
+        {
+            if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
+            {
+                W_Vortex_Attack(thiswep, actor, weaponentity, 0);
+                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
+            }
+        }
+        if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
+        {
+            if(WEP_CVAR(vortex, charge))
+            {
+                actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
+                float dt = frametime / W_TICSPERFRAME;
+
+                if(actor.vortex_charge < 1)
+                {
+                    if(WEP_CVAR_SEC(vortex, chargepool))
+                    {
+                        if(WEP_CVAR_SEC(vortex, ammo))
+                        {
+                            // always deplete if secondary is held
+                            actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
+
+                            dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+                            actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
+                            dt = min(dt, actor.vortex_chargepool_ammo);
+                            dt = max(0, dt);
+
+                            actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+                        }
+                    }
+
+                    else if(WEP_CVAR_SEC(vortex, ammo))
+                    {
+                        if(fire & 2) // only eat ammo when the button is pressed
+                        {
+                            dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+                            if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+                            {
+                                // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+                                if(autocvar_g_balance_vortex_reload_ammo)
+                                {
+                                    dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+                                    dt = max(0, dt);
+                                    if(dt > 0)
+                                    {
+                                        actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
+                                    }
+                                    actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
+                                }
+                                else
+                                {
+                                    dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+                                    dt = max(0, dt);
+                                    if(dt > 0)
+                                    {
+                                        actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
+                                    }
+                                }
+                            }
+                            actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+                        }
+                    }
+
+                    else
+                    {
+                        dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
+                        actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+                    }
+                }
+            }
+            else if(WEP_CVAR(vortex, secondary))
+            {
+                if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
+                {
+                    W_Vortex_Attack(thiswep, actor, weaponentity, 1);
+                    weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
+                }
+            }
+        }
+    }
+}
+METHOD(Vortex, wr_setup, void(entity thiswep, entity actor))
+{
+    actor.vortex_lasthit = 0;
+}
+METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+    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, entity actor))
+{
+    if(WEP_CVAR(vortex, secondary))
+    {
+        // don't allow charging if we don't have enough 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, entity actor))
+{
+    if (WEP_CVAR(vortex, charge)) {
+        if (WEP_CVAR_SEC(vortex, chargepool)) {
+            actor.vortex_chargepool_ammo = 1;
+        }
+        actor.vortex_charge = WEP_CVAR(vortex, charge_start);
+    }
+    actor.vortex_lasthit = 0;
+}
+METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
+}
+METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
+{
+    return WEAPON_VORTEX_MURDER;
+}
 
 #endif
 #ifdef CSQC
-float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
-
-               METHOD(Vortex, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2 = w_org + w_backoff * 6;
-                       pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
-               }
-               METHOD(Vortex, wr_init, void(entity thiswep))
-               {
-                       if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
-                       {
-                               precache_pic("gfx/reticle_nex");
-                       }
-               }
-               METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
-               {
-                       if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
-                       {
-                               reticle_image = "gfx/reticle_nex";
-                               return true;
-                       }
-                       else
-                       {
-                               // no weapon specific image for this weapon
-                               return false;
-                       }
-               }
+
+METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    entity this = actor;
+    vector org2 = w_org + w_backoff * 6;
+    pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
+    if(!w_issilent)
+        sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
+}
+METHOD(Vortex, wr_init, void(entity thiswep))
+{
+    if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+    {
+        precache_pic("gfx/reticle_nex");
+    }
+}
+METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
+{
+    if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
+    {
+        reticle_image = "gfx/reticle_nex";
+        return true;
+    }
+    else
+    {
+        // no weapon specific image for this weapon
+        return false;
+    }
+}
 
 #endif
 #endif