X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvortex.qc;h=46fd4d8c0887639b8b8c32e8b116c0f60ff4538e;hp=60557cbf8d42211602f985a6ba32da1c22551fa1;hb=565754a35f9e84a3b8e6eac08635ec27145b369a;hpb=5c9f51cd3a9f0b63733ee7b81649e81872a86765 diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index 60557cbf8..46fd4d8c0 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -17,16 +17,21 @@ METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent)) if (!WEP_CVAR(vortex, charge)) return '0 0 0'; float charge = wepent.vortex_charge; float animlimit = WEP_CVAR(vortex, 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 @@ -38,21 +43,16 @@ void SendCSQCVortexBeamParticle(float charge) { vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE); - 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); + WriteVector(MSG_BROADCAST, w_shotorg); + WriteVector(MSG_BROADCAST, v); WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255)); } #elif defined(CSQC) NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew) { - vector shotorg, endpos; float charge; - shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord(); - endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord(); + vector shotorg = ReadVector(); + vector endpos = ReadVector(); charge = ReadByte() / 255.0; pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1); @@ -62,10 +62,12 @@ 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 && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo())) - WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); - else - WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), 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(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); + } return true; } #endif @@ -110,6 +112,10 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife); myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo); + float dtype = thiswep.m_id; + if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce)) + dtype |= HITTYPE_ARMORPIERCE; + float flying; flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last @@ -125,7 +131,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i 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, dtype); if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound { 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); @@ -133,7 +139,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i yoda = 0; damage_goodhits = 0; - FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id); + FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype); if(yoda && flying) Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); @@ -153,6 +159,12 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i .float vortex_chargepool_pauseregen_finished; +void W_Vortex_Charge(entity actor, .entity weaponentity, float dt) +{ + if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit)) + actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt / W_TICSPERFRAME); +} + METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(bot_aim(actor, weaponentity, 1000000, 0, 1, false)) @@ -165,11 +177,8 @@ METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) } METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit)) - actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME); - - if(weaponslot(weaponentity) == 0) - actor.vortex_charge = actor.(weaponentity).vortex_charge; + if(!WEP_CVAR(vortex, charge_always)) + W_Vortex_Charge(actor, weaponentity, frametime); if(WEP_CVAR_SEC(vortex, chargepool)) if(actor.(weaponentity).vortex_chargepool_ammo < 1) @@ -179,9 +188,6 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen)); } - if(weaponslot(weaponentity) == 0) - actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo; - if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else @@ -208,11 +214,11 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity 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); + actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt); dt = min(dt, (1 - actor.(weaponentity).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 = min(dt, actor.(weaponentity).vortex_chargepool_ammo); dt = max(0, dt); actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate); @@ -224,7 +230,7 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity if(fire & 2) // only eat ammo when the button is pressed { dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, 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) @@ -235,15 +241,15 @@ METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity { actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt); } - actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).clip_load; + actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load; } else { - dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); + dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); dt = max(0, dt); if(dt > 0) { - SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt)); + SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt)); } } } @@ -275,8 +281,8 @@ METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity } METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo); - ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo)); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo); + ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo)); return ammo_amount; } METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) @@ -284,8 +290,8 @@ METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone if(WEP_CVAR(vortex, secondary)) { // don't allow charging if we don't have enough ammo - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo); return ammo_amount; } else @@ -296,10 +302,6 @@ METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapone 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); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; @@ -358,5 +360,9 @@ METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor)) return false; } } +METHOD(Vortex, wr_zoomdir, bool(entity thiswep)) +{ + return button_attack2 && !WEP_CVAR(vortex, secondary); +} #endif