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Properly implement the new check for all weapons (hopefully, only testing can tell)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_nex.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
3 #else
4 #ifdef SVQC
5
6 void W_Nex_SetAmmoCounter()
7 {
8         // set clip_load to the weapon we have switched to, if the gun uses reloading
9         if(!autocvar_g_balance_nex_reload_ammo)
10                 self.clip_load = 0; // also keeps crosshair ammo from displaying
11         else
12         {
13                 self.clip_load = self.nex_load;
14                 self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
15         }
16 }
17
18 void W_Nex_ReloadedAndReady()
19 {
20         float t;
21
22         // now do the ammo transfer
23         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
24         while(self.clip_load < autocvar_g_balance_nex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
25         {
26                 self.clip_load += 1;
27                 self.ammo_cells -= 1;
28         }
29         self.nex_load = self.clip_load;
30
31         t = ATTACK_FINISHED(self) - autocvar_g_balance_nex_reload_time - 1;
32         ATTACK_FINISHED(self) = t;
33         w_ready();
34 }
35
36 void W_Nex_Reload()
37 {
38         // return if reloading is disabled for this weapon
39         if(!autocvar_g_balance_nex_reload_ammo)
40                 return;
41
42         if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)))
43                 return;
44
45         float t;
46
47         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
48
49         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_nex_reload_time + 1;
50         ATTACK_FINISHED(self) = t;
51
52         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_nex_reload_time, W_Nex_ReloadedAndReady);
53
54         self.old_clip_load = self.clip_load;
55         self.clip_load = -1;
56 }
57
58 void SendCSQCNexBeamParticle(float charge) {
59         vector v;
60         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
61         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
62         WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
63         WriteCoord(MSG_BROADCAST, w_shotorg_x);
64         WriteCoord(MSG_BROADCAST, w_shotorg_y);
65         WriteCoord(MSG_BROADCAST, w_shotorg_z);
66         WriteCoord(MSG_BROADCAST, v_x);
67         WriteCoord(MSG_BROADCAST, v_y);
68         WriteCoord(MSG_BROADCAST, v_z);
69         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
70 }
71
72 void W_Nex_Attack (float issecondary)
73 {
74         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
75         if(issecondary)
76         {
77                 mydmg = autocvar_g_balance_nex_secondary_damage;
78                 myforce = autocvar_g_balance_nex_secondary_force;
79                 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
80                 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
81                 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
82                 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
83                 myammo = autocvar_g_balance_nex_secondary_ammo;
84         }
85         else
86         {
87                 mydmg = autocvar_g_balance_nex_primary_damage;
88                 myforce = autocvar_g_balance_nex_primary_force;
89                 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
90                 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
91                 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
92                 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
93                 myammo = autocvar_g_balance_nex_primary_ammo;
94         }
95
96         float flying;
97         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
98
99         if(autocvar_g_balance_nex_charge)
100         {
101                 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
102                 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
103                 // O RLY? -- divVerent
104                 // YA RLY -- FruitieX
105         }
106         else
107                 charge = 1;
108         mydmg *= charge;
109         myforce *= charge;
110
111         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
112         if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
113         {
114                 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);
115         }
116
117         yoda = 0;
118         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
119
120         if(yoda && flying)
121                 AnnounceTo(self, "yoda");
122
123         //beam and muzzle flash done on client
124         SendCSQCNexBeamParticle(charge);
125
126         // flash and burn the wall
127         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
128                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
129
130         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
131         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
132         {
133                 if(autocvar_g_balance_nex_reload_ammo)
134                 {
135                         self.clip_load -= myammo;
136                         self.nex_load = self.clip_load;
137                 }
138                 else
139                         self.ammo_cells -= myammo;
140         }
141 }
142
143 void spawnfunc_weapon_nex (void); // defined in t_items.qc
144
145 .float nex_chargepool_pauseregen_finished;
146 float w_nex(float req)
147 {
148         float dt;
149         float ammo_amount;
150         if (req == WR_AIM)
151         {
152                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
153                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
154         }
155         else if (req == WR_THINK)
156         {
157                 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
158                         self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
159
160                 if(autocvar_g_balance_nex_secondary_chargepool)
161                         if(self.nex_chargepool_ammo < 1)
162                         {
163                                 if(self.nex_chargepool_pauseregen_finished < time)
164                                         self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
165                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
166                         }
167
168                 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
169                         W_Nex_Reload();
170                 else
171                 {
172                         if (self.BUTTON_ATCK)
173                         {
174                                 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
175                                 {
176                                         W_Nex_Attack(0);
177                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
178                                 }
179                         }
180                         if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
181                         {
182                                 if(autocvar_g_balance_nex_secondary_charge)
183                                 {
184                                         self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
185                                         dt = frametime / W_TICSPERFRAME;
186
187                                         if(self.nex_charge < 1)
188                                         {
189                                                 if(autocvar_g_balance_nex_secondary_chargepool)
190                                                 {
191                                                         if(autocvar_g_balance_nex_secondary_ammo)
192                                                         {
193                                                                 // always deplete if secondary is held
194                                                                 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
195
196                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
197                                                                 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
198                                                                 dt = min(dt, self.nex_chargepool_ammo);
199                                                                 dt = max(0, dt);
200
201                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
202                                                         }
203                                                 }
204
205                                                 else if(autocvar_g_balance_nex_secondary_ammo)
206                                                 {
207                                                         if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
208                                                         {
209                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
210                                                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
211                                                                 {
212                                                                         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
213                                                                         if(autocvar_g_balance_nex_reload_ammo)
214                                                                         {
215                                                                                 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
216                                                                                 dt = max(0, dt);
217                                                                                 if(dt > 0)
218                                                                                 {
219                                                                                         self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
220                                                                                 }
221                                                                                 self.nex_load = self.clip_load;
222                                                                         }
223                                                                         else
224                                                                         {
225                                                                                 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
226                                                                                 dt = max(0, dt);
227                                                                                 if(dt > 0)
228                                                                                 {
229                                                                                         self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
230                                                                                 }
231                                                                         }
232                                                                 }
233                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
234                                                         }
235                                                 }
236
237                                                 else
238                                                 {
239                                                         dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
240                                                         self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
241                                                 }
242                                         }
243                                 }
244                                 else if(autocvar_g_balance_nex_secondary)
245                                 {
246                                         if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
247                                         {
248                                                 W_Nex_Attack(1);
249                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
250                                         }
251                                 }
252                         }
253                 }
254
255                 if(autocvar_g_balance_nex_charge)
256                 {
257                         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);
258                         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);
259                         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);
260
261                         if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
262                         {
263                                 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);
264                                 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);
265                                 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);
266                         }
267                 }
268
269         if(self.wish_reload)
270         {
271             if(self.switchweapon == self.weapon)
272             {
273                 if(self.weaponentity.state == WS_READY)
274                 {
275                     self.wish_reload = 0;
276                     W_Nex_Reload();
277                 }
278             }
279         }
280         }
281         else if (req == WR_PRECACHE)
282         {
283                 precache_model ("models/nexflash.md3");
284                 precache_model ("models/weapons/g_nex.md3");
285                 precache_model ("models/weapons/v_nex.md3");
286                 precache_model ("models/weapons/h_nex.iqm");
287                 precache_sound ("weapons/nexfire.wav");
288                 precache_sound ("weapons/nexcharge.wav");
289                 precache_sound ("weapons/nexwhoosh1.wav");
290                 precache_sound ("weapons/nexwhoosh2.wav");
291                 precache_sound ("weapons/nexwhoosh3.wav");
292                 precache_sound ("weapons/reload.wav");
293         }
294         else if (req == WR_SETUP)
295         {
296                 weapon_setup(WEP_NEX);
297                 W_Nex_SetAmmoCounter();
298         }
299         else if (req == WR_CHECKAMMO1)
300         {
301                 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
302                 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_primary_ammo);
303                 return ammo_amount;
304         }
305         else if (req == WR_CHECKAMMO2)
306         {
307                 // don't allow charging if we don't have enough ammo
308                 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
309                 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_secondary_ammo);
310                 return ammo_amount;
311         }
312         else if (req == WR_RELOAD)
313         {
314                 W_Nex_Reload();
315         }
316
317         return TRUE;
318 };
319 #endif
320 #ifdef CSQC
321 float w_nex(float req)
322 {
323         if(req == WR_IMPACTEFFECT)
324         {
325                 vector org2;
326                 org2 = w_org + w_backoff * 6;
327                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
328                 if(!w_issilent)
329                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
330         }
331         else if(req == WR_PRECACHE)
332         {
333                 precache_sound("weapons/neximpact.wav");
334         }
335         else if (req == WR_SUICIDEMESSAGE)
336                 w_deathtypestring = "%s did the impossible";
337         else if (req == WR_KILLMESSAGE)
338                 w_deathtypestring = "%s has been vaporized by %s";
339         return TRUE;
340 }
341 #endif
342 #endif