5 /* ammotype */ IT_CELLS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
11 /* fullname */ _("Nex")
14 #define NEX_SETTINGS(w_cvar,w_prop) NEX_SETTINGS_LIST(w_cvar, w_prop, WEP_NEX, nex)
15 #define NEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16 w_cvar(id, sn, MO_BOTH, ammo) \
17 w_cvar(id, sn, MO_BOTH, animtime) \
18 w_cvar(id, sn, MO_BOTH, damage) \
19 w_cvar(id, sn, MO_BOTH, force) \
20 w_cvar(id, sn, MO_BOTH, damagefalloff_mindist) \
21 w_cvar(id, sn, MO_BOTH, damagefalloff_maxdist) \
22 w_cvar(id, sn, MO_BOTH, damagefalloff_halflife) \
23 w_cvar(id, sn, MO_BOTH, damagefalloff_forcehalflife) \
24 w_cvar(id, sn, MO_BOTH, refire) \
25 w_cvar(id, sn, MO_NONE, charge) \
26 w_cvar(id, sn, MO_NONE, charge_mindmg) \
27 w_cvar(id, sn, MO_NONE, charge_shot_multiplier) \
28 w_cvar(id, sn, MO_NONE, charge_animlimit) \
29 w_cvar(id, sn, MO_NONE, charge_limit) \
30 w_cvar(id, sn, MO_NONE, charge_rate) \
31 w_cvar(id, sn, MO_NONE, charge_rot_rate) \
32 w_cvar(id, sn, MO_NONE, charge_rot_pause) \
33 w_cvar(id, sn, MO_NONE, charge_start) \
34 w_cvar(id, sn, MO_NONE, charge_minspeed) \
35 w_cvar(id, sn, MO_NONE, charge_maxspeed) \
36 w_cvar(id, sn, MO_NONE, charge_velocity_rate) \
37 w_cvar(id, sn, MO_NONE, secondary) \
38 w_cvar(id, sn, MO_SEC, chargepool) \
39 w_cvar(id, sn, MO_SEC, chargepool_regen) \
40 w_cvar(id, sn, MO_SEC, chargepool_pause_regen) \
41 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
42 w_prop(id, sn, float, reloading_time, reload_time) \
43 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
44 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
45 w_prop(id, sn, string, weaponreplace, weaponreplace) \
46 w_prop(id, sn, float, weaponstart, weaponstart) \
47 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
50 NEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
54 void spawnfunc_weapon_nex (void) { weapon_defaultspawnfunc(WEP_NEX); }
56 void SendCSQCNexBeamParticle(float charge) {
58 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
59 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
60 WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
61 WriteCoord(MSG_BROADCAST, w_shotorg_x);
62 WriteCoord(MSG_BROADCAST, w_shotorg_y);
63 WriteCoord(MSG_BROADCAST, w_shotorg_z);
64 WriteCoord(MSG_BROADCAST, v_x);
65 WriteCoord(MSG_BROADCAST, v_y);
66 WriteCoord(MSG_BROADCAST, v_z);
67 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
70 void W_Nex_Attack (float issecondary)
72 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
74 mydmg = WEP_CVAR_BOTH(nex, !issecondary, damage);
75 myforce = WEP_CVAR_BOTH(nex, !issecondary, force);
76 mymindist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_mindist);
77 mymaxdist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_maxdist);
78 myhalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_halflife);
79 myforcehalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_forcehalflife);
80 myammo = WEP_CVAR_BOTH(nex, !issecondary, ammo);
83 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
85 if(WEP_CVAR(nex, charge))
87 charge = WEP_CVAR(nex, charge_mindmg) / mydmg + (1 - WEP_CVAR(nex, charge_mindmg) / mydmg) * self.nex_charge;
88 self.nex_charge *= WEP_CVAR(nex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
89 // O RLY? -- divVerent
97 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
98 if(charge > WEP_CVAR(nex, charge_animlimit) && WEP_CVAR(nex, charge_animlimit)) // if the Nex is overcharged, we play an extra sound
100 sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(nex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(nex, charge_animlimit)), ATTN_NORM);
104 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
107 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
109 //beam and muzzle flash done on client
110 SendCSQCNexBeamParticle(charge);
112 W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo);
115 void spawnfunc_weapon_nex (void); // defined in t_items.qc
117 .float nex_chargepool_pauseregen_finished;
118 float w_nex(float req)
126 if(bot_aim(1000000, 0, 1, FALSE))
127 self.BUTTON_ATCK = TRUE;
130 if(WEP_CVAR(nex, charge))
131 self.BUTTON_ATCK2 = TRUE;
137 if(WEP_CVAR(nex, charge) && self.nex_charge < WEP_CVAR(nex, charge_limit))
138 self.nex_charge = min(1, self.nex_charge + WEP_CVAR(nex, charge_rate) * frametime / W_TICSPERFRAME);
140 if(WEP_CVAR_SEC(nex, chargepool))
141 if(self.nex_chargepool_ammo < 1)
143 if(self.nex_chargepool_pauseregen_finished < time)
144 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + WEP_CVAR_SEC(nex, chargepool_regen) * frametime / W_TICSPERFRAME);
145 self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(nex, chargepool_pause_regen));
148 if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo))) // forced reload
149 WEP_ACTION(self.weapon, WR_RELOAD);
152 if (self.BUTTON_ATCK)
154 if (weapon_prepareattack(0, WEP_CVAR_PRI(nex, refire)))
157 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(nex, animtime), w_ready);
160 if ((WEP_CVAR(nex, charge) && !WEP_CVAR(nex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
162 if(WEP_CVAR(nex, charge))
164 self.nex_charge_rottime = time + WEP_CVAR(nex, charge_rot_pause);
165 dt = frametime / W_TICSPERFRAME;
167 if(self.nex_charge < 1)
169 if(WEP_CVAR_SEC(nex, chargepool))
171 if(WEP_CVAR_SEC(nex, ammo))
173 // always deplete if secondary is held
174 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - WEP_CVAR_SEC(nex, ammo) * dt);
176 dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
177 self.nex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(nex, chargepool_pause_regen);
178 dt = min(dt, self.nex_chargepool_ammo);
181 self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
185 else if(WEP_CVAR_SEC(nex, ammo))
187 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
189 dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
190 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
192 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
193 if(autocvar_g_balance_nex_reload_ammo)
195 dt = min(dt, (self.clip_load - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
199 self.clip_load = max(WEP_CVAR_SEC(nex, ammo), self.clip_load - WEP_CVAR_SEC(nex, ammo) * dt);
201 self.(weapon_load[WEP_NEX]) = self.clip_load;
205 dt = min(dt, (self.ammo_cells - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
209 self.ammo_cells = max(WEP_CVAR_SEC(nex, ammo), self.ammo_cells - WEP_CVAR_SEC(nex, ammo) * dt);
213 self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
219 dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
220 self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
224 else if(WEP_CVAR(nex, secondary))
226 if (weapon_prepareattack(0, WEP_CVAR_SEC(nex, refire)))
229 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(nex, animtime), w_ready);
239 precache_model ("models/nexflash.md3");
240 precache_model ("models/weapons/g_nex.md3");
241 precache_model ("models/weapons/v_nex.md3");
242 precache_model ("models/weapons/h_nex.iqm");
243 precache_sound ("weapons/nexfire.wav");
244 precache_sound ("weapons/nexcharge.wav");
245 precache_sound ("weapons/nexwhoosh1.wav");
246 precache_sound ("weapons/nexwhoosh2.wav");
247 precache_sound ("weapons/nexwhoosh3.wav");
248 NEX_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
253 self.current_ammo = ammo_cells;
258 ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(nex, ammo);
259 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= WEP_CVAR_PRI(nex, ammo));
264 if(WEP_CVAR(nex, secondary))
266 // don't allow charging if we don't have enough ammo
267 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(nex, ammo);
268 ammo_amount += self.(weapon_load[WEP_NEX]) >= WEP_CVAR_SEC(nex, ammo);
273 return FALSE; // zoom is not a fire mode
278 NEX_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
283 W_Reload(min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo)), "weapons/reload.wav");
286 case WR_SUICIDEMESSAGE:
288 return WEAPON_THINKING_WITH_PORTALS;
292 return WEAPON_NEX_MURDER;
299 float w_nex(float req)
303 case WR_IMPACTEFFECT:
306 org2 = w_org + w_backoff * 6;
307 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
309 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
315 precache_sound("weapons/neximpact.wav");