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(weapon) \
15 WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
16 WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
17 WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
18 WEP_ADD_CVAR(weapon, MO_BOTH, force) \
19 WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_mindist) \
20 WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_maxdist) \
21 WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_halflife) \
22 WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_forcehalflife) \
23 WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
24 WEP_ADD_CVAR(weapon, MO_NONE, charge) \
25 WEP_ADD_CVAR(weapon, MO_NONE, charge_mindmg) \
26 WEP_ADD_CVAR(weapon, MO_NONE, charge_shot_multiplier) \
27 WEP_ADD_CVAR(weapon, MO_NONE, charge_animlimit) \
28 WEP_ADD_CVAR(weapon, MO_NONE, charge_limit) \
29 WEP_ADD_CVAR(weapon, MO_NONE, charge_rate) \
30 WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_rate) \
31 WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_pause) \
32 WEP_ADD_CVAR(weapon, MO_NONE, charge_start) \
33 WEP_ADD_CVAR(weapon, MO_NONE, charge_minspeed) \
34 WEP_ADD_CVAR(weapon, MO_NONE, charge_maxspeed) \
35 WEP_ADD_CVAR(weapon, MO_NONE, charge_velocity_rate) \
36 WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
37 WEP_ADD_CVAR(weapon, MO_SEC, chargepool) \
38 WEP_ADD_CVAR(weapon, MO_SEC, chargepool_regen) \
39 WEP_ADD_CVAR(weapon, MO_SEC, chargepool_pause_regen) \
40 WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
41 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
42 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
43 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
47 void spawnfunc_weapon_nex (void) { weapon_defaultspawnfunc(WEP_NEX); }
52 void SendCSQCNexBeamParticle(float charge) {
54 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
55 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
56 WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
57 WriteCoord(MSG_BROADCAST, w_shotorg_x);
58 WriteCoord(MSG_BROADCAST, w_shotorg_y);
59 WriteCoord(MSG_BROADCAST, w_shotorg_z);
60 WriteCoord(MSG_BROADCAST, v_x);
61 WriteCoord(MSG_BROADCAST, v_y);
62 WriteCoord(MSG_BROADCAST, v_z);
63 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
66 void W_Nex_Attack (float issecondary)
68 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
70 mydmg = WEP_CVAR_BOTH(nex, !issecondary, damage);
71 myforce = WEP_CVAR_BOTH(nex, !issecondary, force);
72 mymindist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_mindist);
73 mymaxdist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_maxdist);
74 myhalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_halflife);
75 myforcehalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_forcehalflife);
76 myammo = WEP_CVAR_BOTH(nex, !issecondary, ammo);
79 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
81 if(WEP_CVAR(nex, charge))
83 charge = WEP_CVAR(nex, charge_mindmg) / mydmg + (1 - WEP_CVAR(nex, charge_mindmg) / mydmg) * self.nex_charge;
84 self.nex_charge *= WEP_CVAR(nex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
85 // O RLY? -- divVerent
93 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
94 if(charge > WEP_CVAR(nex, charge_animlimit) && WEP_CVAR(nex, charge_animlimit)) // if the Nex is overcharged, we play an extra sound
96 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);
100 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
103 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
105 //beam and muzzle flash done on client
106 SendCSQCNexBeamParticle(charge);
108 W_DecreaseAmmo(ammo_cells, myammo, autocvar_g_balance_nex_reload_ammo);
111 void spawnfunc_weapon_nex (void); // defined in t_items.qc
113 .float nex_chargepool_pauseregen_finished;
114 float w_nex(float req)
122 if(bot_aim(1000000, 0, 1, FALSE))
123 self.BUTTON_ATCK = TRUE;
126 if(WEP_CVAR(nex, charge))
127 self.BUTTON_ATCK2 = TRUE;
133 if(WEP_CVAR(nex, charge) && self.nex_charge < WEP_CVAR(nex, charge_limit))
134 self.nex_charge = min(1, self.nex_charge + WEP_CVAR(nex, charge_rate) * frametime / W_TICSPERFRAME);
136 if(WEP_CVAR_SEC(nex, chargepool))
137 if(self.nex_chargepool_ammo < 1)
139 if(self.nex_chargepool_pauseregen_finished < time)
140 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + WEP_CVAR_SEC(nex, chargepool_regen) * frametime / W_TICSPERFRAME);
141 self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(nex, chargepool_pause_regen));
144 if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo))) // forced reload
145 WEP_ACTION(self.weapon, WR_RELOAD);
148 if (self.BUTTON_ATCK)
150 if (weapon_prepareattack(0, WEP_CVAR_PRI(nex, refire)))
153 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(nex, animtime), w_ready);
156 if ((WEP_CVAR(nex, charge) && !WEP_CVAR(nex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
158 if(WEP_CVAR(nex, charge))
160 self.nex_charge_rottime = time + WEP_CVAR(nex, charge_rot_pause);
161 dt = frametime / W_TICSPERFRAME;
163 if(self.nex_charge < 1)
165 if(WEP_CVAR_SEC(nex, chargepool))
167 if(WEP_CVAR_SEC(nex, ammo))
169 // always deplete if secondary is held
170 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - WEP_CVAR_SEC(nex, ammo) * dt);
172 dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
173 self.nex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(nex, chargepool_pause_regen);
174 dt = min(dt, self.nex_chargepool_ammo);
177 self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
181 else if(WEP_CVAR_SEC(nex, ammo))
183 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
185 dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
186 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
188 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
189 if(autocvar_g_balance_nex_reload_ammo)
191 dt = min(dt, (self.clip_load - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
195 self.clip_load = max(WEP_CVAR_SEC(nex, ammo), self.clip_load - WEP_CVAR_SEC(nex, ammo) * dt);
197 self.(weapon_load[WEP_NEX]) = self.clip_load;
201 dt = min(dt, (self.ammo_cells - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
205 self.ammo_cells = max(WEP_CVAR_SEC(nex, ammo), self.ammo_cells - WEP_CVAR_SEC(nex, ammo) * dt);
209 self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
215 dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
216 self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
220 else if(WEP_CVAR(nex, secondary))
222 if (weapon_prepareattack(0, WEP_CVAR_SEC(nex, refire)))
225 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(nex, animtime), w_ready);
235 precache_model ("models/nexflash.md3");
236 precache_model ("models/weapons/g_nex.md3");
237 precache_model ("models/weapons/v_nex.md3");
238 precache_model ("models/weapons/h_nex.iqm");
239 precache_sound ("weapons/nexfire.wav");
240 precache_sound ("weapons/nexcharge.wav");
241 precache_sound ("weapons/nexwhoosh1.wav");
242 precache_sound ("weapons/nexwhoosh2.wav");
243 precache_sound ("weapons/nexwhoosh3.wav");
244 WEP_SET_PROPS(NEX_SETTINGS(nex), WEP_NEX)
249 self.current_ammo = ammo_cells;
254 ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(nex, ammo);
255 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= WEP_CVAR_PRI(nex, ammo));
260 if(WEP_CVAR(nex, secondary))
262 // don't allow charging if we don't have enough ammo
263 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(nex, ammo);
264 ammo_amount += self.(weapon_load[WEP_NEX]) >= WEP_CVAR_SEC(nex, ammo);
269 return FALSE; // zoom is not a fire mode
274 WEP_CONFIG_SETTINGS(NEX_SETTINGS(nex))
279 W_Reload(min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo)), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
282 case WR_SUICIDEMESSAGE:
284 return WEAPON_THINKING_WITH_PORTALS;
288 return WEAPON_NEX_MURDER;
295 float w_nex(float req)
299 case WR_IMPACTEFFECT:
302 org2 = w_org + w_backoff * 6;
303 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
305 sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
311 precache_sound("weapons/neximpact.wav");