+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ NEX,
-/* function */ w_nex,
-/* ammotype */ IT_CELLS,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* model */ "nex",
-/* shortname */ "nex",
-/* fullname */ _("Nex")
-);
-#else
-#ifdef SVQC
-
-void SendCSQCNexBeamParticle(float charge) {
- vector v;
- v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
- WriteCoord(MSG_BROADCAST, w_shotorg_x);
- WriteCoord(MSG_BROADCAST, w_shotorg_y);
- WriteCoord(MSG_BROADCAST, w_shotorg_z);
- WriteCoord(MSG_BROADCAST, v_x);
- WriteCoord(MSG_BROADCAST, v_y);
- WriteCoord(MSG_BROADCAST, v_z);
- WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
-}
-
-void W_Nex_Attack (float issecondary)
-{
- float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
- if(issecondary)
- {
- mydmg = autocvar_g_balance_nex_secondary_damage;
- myforce = autocvar_g_balance_nex_secondary_force;
- mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
- mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
- myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
- myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
- myammo = autocvar_g_balance_nex_secondary_ammo;
- }
- else
- {
- mydmg = autocvar_g_balance_nex_primary_damage;
- myforce = autocvar_g_balance_nex_primary_force;
- mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
- mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
- myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
- myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
- myammo = autocvar_g_balance_nex_primary_ammo;
- }
-
- float flying;
- flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
-
- if(autocvar_g_balance_nex_charge)
- {
- charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
- self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
- // O RLY? -- divVerent
- // YA RLY -- FruitieX
- }
- else
- charge = 1;
- mydmg *= charge;
- myforce *= charge;
-
- W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
- if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
- {
- sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTEN_NORM);
- }
-
- yoda = 0;
- FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
-
- if(yoda && flying)
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
-
- //beam and muzzle flash done on client
- SendCSQCNexBeamParticle(charge);
-
- W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo);
-}
-
-void spawnfunc_weapon_nex (void); // defined in t_items.qc
-
-.float nex_chargepool_pauseregen_finished;
-float w_nex(float req)
-{
- float dt;
- float ammo_amount;
- if (req == WR_AIM)
- {
- if(bot_aim(1000000, 0, 1, FALSE))
- self.BUTTON_ATCK = TRUE;
- else
- {
- if(autocvar_g_balance_nex_charge)
- self.BUTTON_ATCK2 = TRUE;
- }
- }
- else if (req == WR_THINK)
- {
- if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
- self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
-
- if(autocvar_g_balance_nex_secondary_chargepool)
- if(self.nex_chargepool_ammo < 1)
- {
- if(self.nex_chargepool_pauseregen_finished < time)
- self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
- }
-
- if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
- else
- {
- if (self.BUTTON_ATCK)
- {
- if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
- {
- W_Nex_Attack(0);
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
- }
- }
- if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
- {
- if(autocvar_g_balance_nex_secondary_charge)
- {
- self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
- dt = frametime / W_TICSPERFRAME;
-
- if(self.nex_charge < 1)
- {
- if(autocvar_g_balance_nex_secondary_chargepool)
- {
- if(autocvar_g_balance_nex_secondary_ammo)
- {
- // always deplete if secondary is held
- self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
-
- dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
- self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
- dt = min(dt, self.nex_chargepool_ammo);
- dt = max(0, dt);
-
- self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
- }
- }
-
- else if(autocvar_g_balance_nex_secondary_ammo)
- {
- if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
- {
- dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if(autocvar_g_balance_nex_reload_ammo)
- {
- dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
- dt = max(0, dt);
- if(dt > 0)
- {
- self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
- }
- self.(weapon_load[WEP_NEX]) = self.clip_load;
- }
- else
- {
- dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
- dt = max(0, dt);
- if(dt > 0)
- {
- self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
- }
- }
- }
- self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
- }
- }
-
- else
- {
- dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
- self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
- }
- }
- }
- else if(autocvar_g_balance_nex_secondary)
- {
- if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
- {
- W_Nex_Attack(1);
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
- }
- }
- }
- }
- }
- else if (req == WR_PRECACHE)
- {
- precache_model ("models/nexflash.md3");
- precache_model ("models/weapons/g_nex.md3");
- precache_model ("models/weapons/v_nex.md3");
- precache_model ("models/weapons/h_nex.iqm");
- precache_sound ("weapons/nexfire.wav");
- precache_sound ("weapons/nexcharge.wav");
- precache_sound ("weapons/nexwhoosh1.wav");
- precache_sound ("weapons/nexwhoosh2.wav");
- precache_sound ("weapons/nexwhoosh3.wav");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_NEX);
- self.current_ammo = ammo_cells;
- }
- else if (req == WR_CHECKAMMO1)
- {
- ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
- ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_primary_ammo);
- return ammo_amount;
- }
- else if (req == WR_CHECKAMMO2)
- {
- if(autocvar_g_balance_nex_secondary)
- {
- // don't allow charging if we don't have enough ammo
- ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;
- return ammo_amount;
- }
- else
- {
- return FALSE; // zoom is not a fire mode
- }
- }
- else if (req == WR_RELOAD)
- {
- W_Reload(min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- else if (req == WR_KILLMESSAGE)
- {
- return WEAPON_NEX_MURDER;
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_nex(float req)
-{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTEN_NORM);
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/neximpact.wav");
- }
- return TRUE;
-}
-#endif
-#endif