#include "vortex.qh" //REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(WEP_VORTEX, charge)) //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(WEP_VORTEX, charge_animlimit)) #if defined(GAMEQC) METHOD(Vortex, wr_glow, vector(Vortex this, int actor_colors, entity wepent)) { if (!WEP_CVAR(WEP_VORTEX, charge)) return '0 0 0'; float charge = max(0.25, wepent.vortex_charge); float animlimit = WEP_CVAR(WEP_VORTEX, charge_animlimit); float f = min(1, charge / animlimit); vector mycolors = colormapPaletteColor(actor_colors & 0x0F, true); vector g = f * (mycolors * 0.3); if (charge > animlimit) { f = (charge - animlimit) / (1 - animlimit); g += f * (mycolors * 0.7); } // 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 #ifdef GAMEQC REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE) #endif #if defined(SVQC) void SendCSQCVortexBeamParticle(float charge) { vector v; v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE); 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) { float charge; vector shotorg = ReadVector(); vector endpos = ReadVector(); charge = ReadByte() / 255.0; //pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1); //draw either the old v2.3 beam or the new beam charge = sqrt(charge); // divide evenly among trail spacing and alpha particles_alphamin = particles_alphamax = particles_fade = charge; if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos)) { if(autocvar_cl_particles_oldvortexbeam) 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 #ifdef SVQC REGISTER_MUTATOR(vortex_charge, true); MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys) { entity player = M_ARGV(0, entity); // WEAPONTODO if(!WEP_CVAR(WEP_VORTEX, charge) || !WEP_CVAR(WEP_VORTEX, charge_velocity_rate)) return; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(WEP_VORTEX, charge) && WEP_CVAR(WEP_VORTEX, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(WEP_VORTEX, charge_minspeed))) { float xyspeed = vlen(vec2(player.velocity)); // 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(WEP_VORTEX, charge_maxspeed)); float f = (xyspeed - WEP_CVAR(WEP_VORTEX, charge_minspeed)) / (WEP_CVAR(WEP_VORTEX, charge_maxspeed) - WEP_CVAR(WEP_VORTEX, charge_minspeed)); // add the extra charge player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(WEP_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(WEP_VORTEX, !issecondary, damage); myforce = WEP_CVAR_BOTH(WEP_VORTEX, !issecondary, force); mymindist = WEP_CVAR_BOTH(WEP_VORTEX, !issecondary, damagefalloff_mindist); mymaxdist = WEP_CVAR_BOTH(WEP_VORTEX, !issecondary, damagefalloff_maxdist); myhalflife = WEP_CVAR_BOTH(WEP_VORTEX, !issecondary, damagefalloff_halflife); myforcehalflife = WEP_CVAR_BOTH(WEP_VORTEX, !issecondary, damagefalloff_forcehalflife); myammo = WEP_CVAR_BOTH(WEP_VORTEX, !issecondary, ammo); float dtype = thiswep.m_id; if(WEP_CVAR_BOTH(WEP_VORTEX, !issecondary, armorpierce)) dtype |= HITTYPE_ARMORPIERCE; float flying; flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last if(WEP_CVAR(WEP_VORTEX, charge)) { charge = WEP_CVAR(WEP_VORTEX, charge_mindmg) / mydmg + (1 - WEP_CVAR(WEP_VORTEX, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge; actor.(weaponentity).vortex_charge *= WEP_CVAR(WEP_VORTEX, charge_shot_multiplier); // do this AFTER setting mydmg/myforce // O RLY? -- divVerent // YA RLY -- FruitieX } else charge = 1; mydmg *= charge; myforce *= charge; W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype); if(charge > WEP_CVAR(WEP_VORTEX, charge_animlimit) && WEP_CVAR(WEP_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(WEP_VORTEX, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(WEP_VORTEX, charge_animlimit)), ATTN_NORM); } yoda = 0; impressive_hits = 0; FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, false, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype); if(yoda && flying) Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); if(impressive_hits && actor.vortex_lasthit) { Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE); impressive_hits = 0; // only every second time } actor.vortex_lasthit = impressive_hits; //beam done on client vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg)); SendCSQCVortexBeamParticle(charge); W_DecreaseAmmo(thiswep, actor, myammo, weaponentity); } .float vortex_chargepool_pauseregen_finished; void W_Vortex_Charge(entity actor, .entity weaponentity, float dt) { if(WEP_CVAR(WEP_VORTEX, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(WEP_VORTEX, charge_limit)) actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(WEP_VORTEX, charge_rate) * dt); } METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(bot_aim(actor, weaponentity, 1000000, 0, 1, false, true)) PHYS_INPUT_BUTTON_ATCK(actor) = true; } METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(!WEP_CVAR(WEP_VORTEX, charge_always)) W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME); if(WEP_CVAR_SEC(WEP_VORTEX, chargepool)) if(actor.(weaponentity).vortex_chargepool_ammo < 1) { if(actor.vortex_chargepool_pauseregen_finished < time) actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(WEP_VORTEX, chargepool_regen) * frametime / W_TICSPERFRAME); actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(WEP_VORTEX, chargepool_pause_regen)); } if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(WEP_VORTEX, ammo), WEP_CVAR_SEC(WEP_VORTEX, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else { if(fire & 1) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_VORTEX, refire))) { W_Vortex_Attack(thiswep, actor, weaponentity, 0); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_VORTEX, animtime), w_ready); } } if((WEP_CVAR(WEP_VORTEX, charge) && !WEP_CVAR(WEP_VORTEX, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2)) { if(WEP_CVAR(WEP_VORTEX, charge)) { actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(WEP_VORTEX, charge_rot_pause); float dt = frametime / W_TICSPERFRAME; if(actor.(weaponentity).vortex_charge < 1) { if(WEP_CVAR_SEC(WEP_VORTEX, chargepool)) { if(WEP_CVAR_SEC(WEP_VORTEX, ammo)) { // always deplete if secondary is held actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(WEP_VORTEX, ammo) * dt); dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(WEP_VORTEX, charge_rate)); actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(WEP_VORTEX, chargepool_pause_regen); dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo); dt = max(0, dt); actor.(weaponentity).vortex_charge += dt * WEP_CVAR(WEP_VORTEX, charge_rate); } } else if(WEP_CVAR_SEC(WEP_VORTEX, ammo)) { if(fire & 2) // only eat ammo when the button is pressed { dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(WEP_VORTEX, charge_rate)); 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) { dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(WEP_VORTEX, ammo)) / WEP_CVAR_SEC(WEP_VORTEX, ammo)); dt = max(0, dt); if(dt > 0) { actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(WEP_VORTEX, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(WEP_VORTEX, ammo) * dt); } actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load; } else { dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(WEP_VORTEX, ammo)) / WEP_CVAR_SEC(WEP_VORTEX, ammo)); dt = max(0, dt); if(dt > 0) { SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(WEP_VORTEX, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(WEP_VORTEX, ammo) * dt)); } } } actor.(weaponentity).vortex_charge += dt * WEP_CVAR(WEP_VORTEX, charge_rate); } } else { dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(WEP_VORTEX, charge_rate)); actor.(weaponentity).vortex_charge += dt * WEP_CVAR(WEP_VORTEX, charge_rate); } } } else if(WEP_CVAR(WEP_VORTEX, secondary)) { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(WEP_VORTEX, refire))) { W_Vortex_Attack(thiswep, actor, weaponentity, 1); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(WEP_VORTEX, animtime), w_ready); } } } } } METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { actor.vortex_lasthit = 0; } METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_VORTEX, ammo); ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(WEP_VORTEX, ammo)); return ammo_amount; } METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { if(WEP_CVAR(WEP_VORTEX, secondary)) { // don't allow charging if we don't have enough ammo float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_VORTEX, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_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(WEP_VORTEX, charge)) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; actor.(weaponentity).vortex_charge = WEP_CVAR(WEP_VORTEX, charge_start); if (WEP_CVAR_SEC(WEP_VORTEX, chargepool)) actor.(weaponentity).vortex_chargepool_ammo = 1; } } actor.vortex_lasthit = 0; } METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(WEP_VORTEX, ammo), WEP_CVAR_SEC(WEP_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; } METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor)) { return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(WEP_VORTEX, secondary); } #endif #ifdef CSQC METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor)) { entity this = actor; vector org2 = w_org + w_backoff * 2; 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_zoom, bool(entity thiswep, entity actor)) { if(button_zoom || zoomscript_caught || (!WEP_CVAR(WEP_VORTEX, secondary) && button_attack2)) { return true; } else { // no weapon specific image for this weapon return false; } } METHOD(Vortex, wr_zoomdir, bool(entity thiswep)) { return button_attack2 && !WEP_CVAR(WEP_VORTEX, secondary); } #endif