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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
3 #else
4 #ifdef SVQC
5
6 void W_Nex_Reload()
7 {
8         self.reload_ammo_player = ammo_cells;
9         self.reload_ammo_min = min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo);
10         self.reload_ammo_amount = autocvar_g_balance_nex_reload_ammo;
11         self.reload_time = autocvar_g_balance_nex_reload_time;
12         self.reload_sound = "weapons/reload.wav";
13
14         W_Reload();
15 }
16
17 void SendCSQCNexBeamParticle(float charge) {
18         vector v;
19         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
20         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
21         WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
22         WriteCoord(MSG_BROADCAST, w_shotorg_x);
23         WriteCoord(MSG_BROADCAST, w_shotorg_y);
24         WriteCoord(MSG_BROADCAST, w_shotorg_z);
25         WriteCoord(MSG_BROADCAST, v_x);
26         WriteCoord(MSG_BROADCAST, v_y);
27         WriteCoord(MSG_BROADCAST, v_z);
28         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
29 }
30
31 void W_Nex_Attack (float issecondary)
32 {
33         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
34         if(issecondary)
35         {
36                 mydmg = autocvar_g_balance_nex_secondary_damage;
37                 myforce = autocvar_g_balance_nex_secondary_force;
38                 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
39                 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
40                 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
41                 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
42                 myammo = autocvar_g_balance_nex_secondary_ammo;
43         }
44         else
45         {
46                 mydmg = autocvar_g_balance_nex_primary_damage;
47                 myforce = autocvar_g_balance_nex_primary_force;
48                 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
49                 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
50                 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
51                 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
52                 myammo = autocvar_g_balance_nex_primary_ammo;
53         }
54
55         float flying;
56         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
57
58         if(autocvar_g_balance_nex_charge)
59         {
60                 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
61                 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
62                 // O RLY? -- divVerent
63                 // YA RLY -- FruitieX
64         }
65         else
66                 charge = 1;
67         mydmg *= charge;
68         myforce *= charge;
69
70         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
71         if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
72         {
73                 sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM);
74         }
75
76         yoda = 0;
77         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
78
79         if(yoda && flying)
80                 AnnounceTo(self, "yoda");
81
82         //beam and muzzle flash done on client
83         SendCSQCNexBeamParticle(charge);
84
85         // flash and burn the wall
86         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
87                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
88
89         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
90         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
91         {
92                 if(autocvar_g_balance_nex_reload_ammo)
93                 {
94                         self.clip_load -= myammo;
95                         self.weapon_load[WEP_NEX] = self.clip_load;
96                 }
97                 else
98                         self.ammo_cells -= myammo;
99         }
100 }
101
102 void spawnfunc_weapon_nex (void); // defined in t_items.qc
103
104 .float nex_chargepool_pauseregen_finished;
105 float w_nex(float req)
106 {
107         float dt;
108         float ammo_amount;
109         if (req == WR_AIM)
110         {
111                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
112                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
113         }
114         else if (req == WR_THINK)
115         {
116                 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
117                         self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
118
119                 if(autocvar_g_balance_nex_secondary_chargepool)
120                         if(self.nex_chargepool_ammo < 1)
121                         {
122                                 if(self.nex_chargepool_pauseregen_finished < time)
123                                         self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
124                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
125                         }
126
127                 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
128                         W_Nex_Reload();
129                 else
130                 {
131                         if (self.BUTTON_ATCK)
132                         {
133                                 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
134                                 {
135                                         W_Nex_Attack(0);
136                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
137                                 }
138                         }
139                         if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
140                         {
141                                 if(autocvar_g_balance_nex_secondary_charge)
142                                 {
143                                         self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
144                                         dt = frametime / W_TICSPERFRAME;
145
146                                         if(self.nex_charge < 1)
147                                         {
148                                                 if(autocvar_g_balance_nex_secondary_chargepool)
149                                                 {
150                                                         if(autocvar_g_balance_nex_secondary_ammo)
151                                                         {
152                                                                 // always deplete if secondary is held
153                                                                 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
154
155                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
156                                                                 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
157                                                                 dt = min(dt, self.nex_chargepool_ammo);
158                                                                 dt = max(0, dt);
159
160                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
161                                                         }
162                                                 }
163
164                                                 else if(autocvar_g_balance_nex_secondary_ammo)
165                                                 {
166                                                         if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
167                                                         {
168                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
169                                                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
170                                                                 {
171                                                                         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
172                                                                         if(autocvar_g_balance_nex_reload_ammo)
173                                                                         {
174                                                                                 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
175                                                                                 dt = max(0, dt);
176                                                                                 if(dt > 0)
177                                                                                 {
178                                                                                         self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
179                                                                                 }
180                                                                                 self.weapon_load[WEP_NEX] = self.clip_load;
181                                                                         }
182                                                                         else
183                                                                         {
184                                                                                 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
185                                                                                 dt = max(0, dt);
186                                                                                 if(dt > 0)
187                                                                                 {
188                                                                                         self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
189                                                                                 }
190                                                                         }
191                                                                 }
192                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
193                                                         }
194                                                 }
195
196                                                 else
197                                                 {
198                                                         dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
199                                                         self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
200                                                 }
201                                         }
202                                 }
203                                 else if(autocvar_g_balance_nex_secondary)
204                                 {
205                                         if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
206                                         {
207                                                 W_Nex_Attack(1);
208                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
209                                         }
210                                 }
211                         }
212                 }
213
214                 if(autocvar_g_balance_nex_charge)
215                 {
216                         self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
217                         self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
218                         self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
219
220                         if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
221                         {
222                                 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
223                                 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
224                                 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
225                         }
226                 }
227         }
228         else if (req == WR_PRECACHE)
229         {
230                 precache_model ("models/nexflash.md3");
231                 precache_model ("models/weapons/g_nex.md3");
232                 precache_model ("models/weapons/v_nex.md3");
233                 precache_model ("models/weapons/h_nex.iqm");
234                 precache_sound ("weapons/nexfire.wav");
235                 precache_sound ("weapons/nexcharge.wav");
236                 precache_sound ("weapons/nexwhoosh1.wav");
237                 precache_sound ("weapons/nexwhoosh2.wav");
238                 precache_sound ("weapons/nexwhoosh3.wav");
239                 precache_sound ("weapons/reload.wav");
240         }
241         else if (req == WR_SETUP)
242         {
243                 weapon_setup(WEP_NEX);
244         }
245         else if (req == WR_CHECKAMMO1)
246         {
247                 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
248                 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo);
249                 return ammo_amount;
250         }
251         else if (req == WR_CHECKAMMO2)
252         {
253                 // don't allow charging if we don't have enough ammo
254                 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
255                 ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo;
256                 return ammo_amount;
257         }
258         else if (req == WR_RELOAD)
259         {
260                 W_Nex_Reload();
261         }
262
263         return TRUE;
264 };
265 #endif
266 #ifdef CSQC
267 float w_nex(float req)
268 {
269         if(req == WR_IMPACTEFFECT)
270         {
271                 vector org2;
272                 org2 = w_org + w_backoff * 6;
273                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
274                 if(!w_issilent)
275                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
276         }
277         else if(req == WR_PRECACHE)
278         {
279                 precache_sound("weapons/neximpact.wav");
280         }
281         else if (req == WR_SUICIDEMESSAGE)
282                 w_deathtypestring = _("%s did the impossible");
283         else if (req == WR_KILLMESSAGE)
284                 w_deathtypestring = _("%s has been vaporized by %s");
285         return TRUE;
286 }
287 #endif
288 #endif