3 //REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
4 //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
7 float autocvar_g_weapon_charge_colormod_red_full;
8 float autocvar_g_weapon_charge_colormod_red_half;
9 float autocvar_g_weapon_charge_colormod_green_full;
10 float autocvar_g_weapon_charge_colormod_blue_full;
11 float autocvar_g_weapon_charge_colormod_blue_half;
12 float autocvar_g_weapon_charge_colormod_green_half;
13 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
15 METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
17 if (!WEP_CVAR(vortex, charge)) return '0 0 0';
18 float charge = wepent.vortex_charge;
19 float animlimit = WEP_CVAR(vortex, charge_animlimit);
21 g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
22 g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
23 g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
24 if (charge > animlimit)
26 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
27 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
28 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
34 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
37 void SendCSQCVortexBeamParticle(float charge) {
39 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
40 WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
41 WriteCoord(MSG_BROADCAST, w_shotorg.x);
42 WriteCoord(MSG_BROADCAST, w_shotorg.y);
43 WriteCoord(MSG_BROADCAST, w_shotorg.z);
44 WriteCoord(MSG_BROADCAST, v.x);
45 WriteCoord(MSG_BROADCAST, v.y);
46 WriteCoord(MSG_BROADCAST, v.z);
47 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
50 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
52 vector shotorg, endpos;
54 shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord();
55 endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord();
56 charge = ReadByte() / 255.0;
58 pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
60 //draw either the old v2.3 beam or the new beam
61 charge = sqrt(charge); // divide evenly among trail spacing and alpha
62 particles_alphamin = particles_alphamax = particles_fade = charge;
64 if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
65 if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
66 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
68 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
74 spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
75 spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
77 REGISTER_MUTATOR(vortex_charge, true);
79 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
81 entity player = M_ARGV(0, entity);
84 if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
87 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
89 .entity weaponentity = weaponentities[slot];
91 if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed)))
93 float xyspeed = vlen(vec2(player.velocity));
94 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
95 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
96 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
97 // add the extra charge
98 player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
103 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
105 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
107 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
108 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
109 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
110 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
111 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
112 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
113 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
116 flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
118 if(WEP_CVAR(vortex, charge))
120 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
121 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
122 // O RLY? -- divVerent
123 // YA RLY -- FruitieX
130 W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
131 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
133 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);
138 FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
141 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
142 if(damage_goodhits && actor.vortex_lasthit)
144 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
145 damage_goodhits = 0; // only every second time
148 actor.vortex_lasthit = damage_goodhits;
150 //beam and muzzle flash done on client
151 SendCSQCVortexBeamParticle(charge);
153 W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
156 .float vortex_chargepool_pauseregen_finished;
158 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
160 if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
161 PHYS_INPUT_BUTTON_ATCK(actor) = true;
164 if(WEP_CVAR(vortex, charge))
165 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
168 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
170 if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
171 actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
173 if(weaponslot(weaponentity) == 0)
174 actor.vortex_charge = actor.(weaponentity).vortex_charge;
176 if(WEP_CVAR_SEC(vortex, chargepool))
177 if(actor.(weaponentity).vortex_chargepool_ammo < 1)
179 if(actor.vortex_chargepool_pauseregen_finished < time)
180 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
181 actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
184 if(weaponslot(weaponentity) == 0)
185 actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo;
187 if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
188 thiswep.wr_reload(thiswep, actor, weaponentity);
193 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
195 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
196 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
199 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
201 if(WEP_CVAR(vortex, charge))
203 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
204 float dt = frametime / W_TICSPERFRAME;
206 if(actor.(weaponentity).vortex_charge < 1)
208 if(WEP_CVAR_SEC(vortex, chargepool))
210 if(WEP_CVAR_SEC(vortex, ammo))
212 // always deplete if secondary is held
213 actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
215 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
216 actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
217 dt = min(dt, actor.vortex_chargepool_ammo);
220 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
224 else if(WEP_CVAR_SEC(vortex, ammo))
226 if(fire & 2) // only eat ammo when the button is pressed
228 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
229 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
231 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
232 if(autocvar_g_balance_vortex_reload_ammo)
234 dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
238 actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
240 actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).clip_load;
244 dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
248 actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
252 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
258 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
259 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
263 else if(WEP_CVAR(vortex, secondary))
265 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
267 W_Vortex_Attack(thiswep, actor, weaponentity, 1);
268 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
274 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
276 actor.vortex_lasthit = 0;
278 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
280 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
281 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
284 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
286 if(WEP_CVAR(vortex, secondary))
288 // don't allow charging if we don't have enough ammo
289 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
290 ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
295 return false; // zoom is not a fire mode
298 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
300 if (WEP_CVAR(vortex, charge)) {
301 if (WEP_CVAR_SEC(vortex, chargepool)) {
302 actor.vortex_chargepool_ammo = 1;
304 actor.vortex_charge = WEP_CVAR(vortex, charge_start);
305 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
307 .entity weaponentity = weaponentities[slot];
308 actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
310 if (WEP_CVAR_SEC(vortex, chargepool))
311 actor.(weaponentity).vortex_chargepool_ammo = 1;
314 actor.vortex_lasthit = 0;
316 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
318 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
320 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
322 return WEAPON_THINKING_WITH_PORTALS;
324 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
326 return WEAPON_VORTEX_MURDER;
328 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
330 return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
336 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
339 vector org2 = w_org + w_backoff * 6;
340 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
342 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
344 METHOD(Vortex, wr_init, void(entity thiswep))
346 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
348 precache_pic("gfx/reticle_nex");
351 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
353 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
359 // no weapon specific image for this weapon