5 /* ammotype */ IT_CELLS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* shortname */ "nex",
11 /* fullname */ _("Nex")
16 void SendCSQCNexBeamParticle(float charge) {
18 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
19 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
20 WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
21 WriteCoord(MSG_BROADCAST, w_shotorg_x);
22 WriteCoord(MSG_BROADCAST, w_shotorg_y);
23 WriteCoord(MSG_BROADCAST, w_shotorg_z);
24 WriteCoord(MSG_BROADCAST, v_x);
25 WriteCoord(MSG_BROADCAST, v_y);
26 WriteCoord(MSG_BROADCAST, v_z);
27 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
30 void W_Nex_Attack (float issecondary)
32 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
35 mydmg = autocvar_g_balance_nex_secondary_damage;
36 myforce = autocvar_g_balance_nex_secondary_force;
37 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
38 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
39 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
40 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
41 myammo = autocvar_g_balance_nex_secondary_ammo;
45 mydmg = autocvar_g_balance_nex_primary_damage;
46 myforce = autocvar_g_balance_nex_primary_force;
47 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
48 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
49 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
50 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
51 myammo = autocvar_g_balance_nex_primary_ammo;
55 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
57 if(autocvar_g_balance_nex_charge)
59 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
60 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
61 // O RLY? -- divVerent
69 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
70 if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
72 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), ATTN_NORM);
76 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
79 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
81 //beam and muzzle flash done on client
82 SendCSQCNexBeamParticle(charge);
84 W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo);
87 void spawnfunc_weapon_nex (void); // defined in t_items.qc
89 .float nex_chargepool_pauseregen_finished;
90 float w_nex(float req)
98 if(bot_aim(1000000, 0, 1, FALSE))
99 self.BUTTON_ATCK = TRUE;
102 if(autocvar_g_balance_nex_charge)
103 self.BUTTON_ATCK2 = TRUE;
109 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
110 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
112 if(autocvar_g_balance_nex_secondary_chargepool)
113 if(self.nex_chargepool_ammo < 1)
115 if(self.nex_chargepool_pauseregen_finished < time)
116 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
117 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
120 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
121 weapon_action(self.weapon, WR_RELOAD);
124 if (self.BUTTON_ATCK)
126 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
129 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
132 if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
134 if(autocvar_g_balance_nex_secondary_charge)
136 self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
137 dt = frametime / W_TICSPERFRAME;
139 if(self.nex_charge < 1)
141 if(autocvar_g_balance_nex_secondary_chargepool)
143 if(autocvar_g_balance_nex_secondary_ammo)
145 // always deplete if secondary is held
146 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
148 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
149 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
150 dt = min(dt, self.nex_chargepool_ammo);
153 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
157 else if(autocvar_g_balance_nex_secondary_ammo)
159 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
161 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
162 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
164 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
165 if(autocvar_g_balance_nex_reload_ammo)
167 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
171 self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
173 self.(weapon_load[WEP_NEX]) = self.clip_load;
177 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
181 self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
185 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
191 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
192 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
196 else if(autocvar_g_balance_nex_secondary)
198 if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
201 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
211 precache_model ("models/nexflash.md3");
212 precache_model ("models/weapons/g_nex.md3");
213 precache_model ("models/weapons/v_nex.md3");
214 precache_model ("models/weapons/h_nex.iqm");
215 precache_sound ("weapons/nexfire.wav");
216 precache_sound ("weapons/nexcharge.wav");
217 precache_sound ("weapons/nexwhoosh1.wav");
218 precache_sound ("weapons/nexwhoosh2.wav");
219 precache_sound ("weapons/nexwhoosh3.wav");
224 weapon_setup(WEP_NEX);
225 self.current_ammo = ammo_cells;
230 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
231 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_primary_ammo);
236 if(autocvar_g_balance_nex_secondary)
238 // don't allow charging if we don't have enough ammo
239 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
240 ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;
245 return FALSE; // zoom is not a fire mode
250 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");
253 case WR_SUICIDEMESSAGE:
255 return WEAPON_THINKING_WITH_PORTALS;
259 return WEAPON_NEX_MURDER;
266 float w_nex(float req)
270 case WR_IMPACTEFFECT:
273 org2 = w_org + w_backoff * 6;
274 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
276 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
282 precache_sound("weapons/neximpact.wav");