4 /* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells);
5 /* impulse */ ATTRIB(Vortex, impulse, int, 7);
6 /* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
7 /* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
8 /* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
9 /* modelname */ ATTRIB(Vortex, mdl, string, "nex");
11 /* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
13 /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
14 /* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
15 /* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
16 /* refname */ ATTRIB(Vortex, netname, string, "vortex");
17 /* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, BOTH) \
22 P(class, prefix, animtime, float, BOTH) \
23 P(class, prefix, chargepool, float, SEC) \
24 P(class, prefix, chargepool_pause_regen, float, SEC) \
25 P(class, prefix, chargepool_regen, float, SEC) \
26 P(class, prefix, charge, float, NONE) \
27 P(class, prefix, charge_animlimit, float, NONE) \
28 P(class, prefix, charge_limit, float, NONE) \
29 P(class, prefix, charge_maxspeed, float, NONE) \
30 P(class, prefix, charge_mindmg, float, NONE) \
31 P(class, prefix, charge_minspeed, float, NONE) \
32 P(class, prefix, charge_rate, float, NONE) \
33 P(class, prefix, charge_rot_pause, float, NONE) \
34 P(class, prefix, charge_rot_rate, float, NONE) \
35 P(class, prefix, charge_shot_multiplier, float, NONE) \
36 P(class, prefix, charge_start, float, NONE) \
37 P(class, prefix, charge_velocity_rate, float, NONE) \
38 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
39 P(class, prefix, damagefalloff_halflife, float, BOTH) \
40 P(class, prefix, damagefalloff_maxdist, float, BOTH) \
41 P(class, prefix, damagefalloff_mindist, float, BOTH) \
42 P(class, prefix, damage, float, BOTH) \
43 P(class, prefix, force, float, BOTH) \
44 P(class, prefix, refire, float, BOTH) \
45 P(class, prefix, secondary, float, NONE) \
46 P(class, prefix, reload_ammo, float, NONE) \
47 P(class, prefix, reload_time, float, NONE) \
48 P(class, prefix, switchdelay_raise, float, NONE) \
49 P(class, prefix, switchdelay_drop, float, NONE) \
50 P(class, prefix, weaponreplace, string, NONE) \
51 P(class, prefix, weaponstart, float, NONE) \
52 P(class, prefix, weaponstartoverride, float, NONE) \
53 P(class, prefix, weaponthrowable, float, NONE) \
55 W_PROPS(X, Vortex, vortex)
59 REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
64 .float vortex_lasthit;
69 REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
70 REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
73 float autocvar_g_weapon_charge_colormod_red_full;
74 float autocvar_g_weapon_charge_colormod_red_half;
75 float autocvar_g_weapon_charge_colormod_green_full;
76 float autocvar_g_weapon_charge_colormod_blue_full;
77 float autocvar_g_weapon_charge_colormod_blue_half;
78 float autocvar_g_weapon_charge_colormod_green_half;
79 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
81 METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
83 if (!STAT(WEP_CVAR_vortex_charge, actor)) return '0 0 0';
84 float charge = wepent.vortex_charge;
85 float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit, actor);
87 g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
88 g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
89 g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
90 if (charge > animlimit)
92 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
93 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
94 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
100 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
103 void SendCSQCVortexBeamParticle(float charge) {
105 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
106 WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
107 WriteCoord(MSG_BROADCAST, w_shotorg.x);
108 WriteCoord(MSG_BROADCAST, w_shotorg.y);
109 WriteCoord(MSG_BROADCAST, w_shotorg.z);
110 WriteCoord(MSG_BROADCAST, v.x);
111 WriteCoord(MSG_BROADCAST, v.y);
112 WriteCoord(MSG_BROADCAST, v.z);
113 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
116 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
118 vector shotorg, endpos;
120 shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord();
121 endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord();
122 charge = ReadByte() / 255.0;
124 pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
126 //draw either the old v2.3 beam or the new beam
127 charge = sqrt(charge); // divide evenly among trail spacing and alpha
128 particles_alphamin = particles_alphamax = particles_fade = charge;
130 if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
131 if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
132 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
134 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
140 spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
141 spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
143 REGISTER_MUTATOR(vortex_charge, true);
145 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
147 entity player = M_ARGV(0, entity);
150 float xyspeed = vlen(vec2(player.velocity));
151 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
152 if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
154 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
155 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
156 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
157 // add the extra charge
158 player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
162 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
164 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
166 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
167 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
168 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
169 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
170 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
171 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
172 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
175 flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
177 if(WEP_CVAR(vortex, charge))
179 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
180 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
181 // O RLY? -- divVerent
182 // YA RLY -- FruitieX
189 W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
190 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
192 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);
197 FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
200 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
201 if(damage_goodhits && actor.vortex_lasthit)
203 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
204 damage_goodhits = 0; // only every second time
207 actor.vortex_lasthit = damage_goodhits;
209 //beam and muzzle flash done on client
210 SendCSQCVortexBeamParticle(charge);
212 W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
215 .float vortex_chargepool_pauseregen_finished;
217 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
219 if(bot_aim(actor, 1000000, 0, 1, false))
220 PHYS_INPUT_BUTTON_ATCK(actor) = true;
223 if(WEP_CVAR(vortex, charge))
224 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
227 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
229 if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
230 actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
232 if(weaponslot(weaponentity) == 0)
233 actor.vortex_charge = actor.(weaponentity).vortex_charge;
235 if(WEP_CVAR_SEC(vortex, chargepool))
236 if(actor.(weaponentity).vortex_chargepool_ammo < 1)
238 if(actor.vortex_chargepool_pauseregen_finished < time)
239 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
240 actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
243 if(weaponslot(weaponentity) == 0)
244 actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo;
246 if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
247 thiswep.wr_reload(thiswep, actor, weaponentity);
252 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
254 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
255 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
258 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
260 if(WEP_CVAR(vortex, charge))
262 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
263 float dt = frametime / W_TICSPERFRAME;
265 if(actor.(weaponentity).vortex_charge < 1)
267 if(WEP_CVAR_SEC(vortex, chargepool))
269 if(WEP_CVAR_SEC(vortex, ammo))
271 // always deplete if secondary is held
272 actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
274 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
275 actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
276 dt = min(dt, actor.vortex_chargepool_ammo);
279 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
283 else if(WEP_CVAR_SEC(vortex, ammo))
285 if(fire & 2) // only eat ammo when the button is pressed
287 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
288 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
290 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
291 if(autocvar_g_balance_vortex_reload_ammo)
293 dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
297 actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
299 actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
303 dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
307 actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
311 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
317 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
318 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
322 else if(WEP_CVAR(vortex, secondary))
324 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
326 W_Vortex_Attack(thiswep, actor, weaponentity, 1);
327 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
333 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor))
335 actor.vortex_lasthit = 0;
337 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor))
339 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
340 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
343 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor))
345 if(WEP_CVAR(vortex, secondary))
347 // don't allow charging if we don't have enough ammo
348 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
349 ammo_amount += actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
354 return false; // zoom is not a fire mode
357 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
359 if (WEP_CVAR(vortex, charge)) {
360 if (WEP_CVAR_SEC(vortex, chargepool)) {
361 actor.vortex_chargepool_ammo = 1;
363 actor.vortex_charge = WEP_CVAR(vortex, charge_start);
364 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
366 .entity weaponentity = weaponentities[slot];
367 actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
369 if (WEP_CVAR_SEC(vortex, chargepool))
370 actor.(weaponentity).vortex_chargepool_ammo = 1;
373 actor.vortex_lasthit = 0;
375 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
377 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
379 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
381 return WEAPON_THINKING_WITH_PORTALS;
383 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
385 return WEAPON_VORTEX_MURDER;
391 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
394 vector org2 = w_org + w_backoff * 6;
395 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
397 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
399 METHOD(Vortex, wr_init, void(entity thiswep))
401 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
403 precache_pic("gfx/reticle_nex");
406 METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
408 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
410 reticle_image = "gfx/reticle_nex";
415 // no weapon specific image for this weapon