#if defined(GAMEQC)
-METHOD(OverkillNex, wr_glow, vector(OverkillNex this, entity actor, entity wepent))
+METHOD(OverkillNex, wr_glow, vector(OverkillNex this, int actor_colors, entity wepent))
{
if (!WEP_CVAR(oknex, charge)) return '0 0 0';
- float charge = wepent.oknex_charge;
+ float charge = max(0.25, wepent.oknex_charge);
float animlimit = WEP_CVAR(oknex, charge_animlimit);
- float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
- vector g;
- g.x = f * autocvar_g_weapon_charge_colormod_red_half;
- g.y = f * autocvar_g_weapon_charge_colormod_green_half;
- g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
+ float f = min(1, charge / animlimit);
+ vector mycolors = colormapPaletteColor(actor_colors & 0x0F, true);
+ vector g = f * (mycolors * 0.3);
if (charge > animlimit)
{
- f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
- g.x += f * autocvar_g_weapon_charge_colormod_red_full;
- g.y += f * autocvar_g_weapon_charge_colormod_green_full;
- g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
+ f = (charge - animlimit) / (1 - animlimit);
+ g += f * (mycolors * 0.7);
}
// transition color can't be '0 0 0' as it defaults to player model glow color
if (g == '0 0 0')
}
yoda = 0;
- damage_goodhits = 0;
- FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
+ impressive_hits = 0;
+ FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, true, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
if(yoda && flying)
Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- if(damage_goodhits && actor.oknex_lasthit)
+ if(impressive_hits && actor.oknex_lasthit)
{
Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
- damage_goodhits = 0; // only every second time
+ impressive_hits = 0; // only every second time
}
- actor.oknex_lasthit = damage_goodhits;
+ actor.oknex_lasthit = impressive_hits;
//beam and muzzle flash done on client
SendCSQCVortexBeamParticle(charge);
METHOD(OverkillNex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
+ if(bot_aim(actor, weaponentity, 1000000, 0, 1, false, true))
PHYS_INPUT_BUTTON_ATCK(actor) = true;
else
{
{
// Secondary uses it's own refire timer if refire_type is 1.
actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor);
- BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
+ makevectors(actor.v_angle);
+ W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
- wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
+ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
{
return;
}
- BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
+ makevectors(actor.v_angle);
+ W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready);
return;
}
- //if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
- //{
- // if(WEP_CVAR(oknex, charge))
- // {
- // actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause);
- // float dt = frametime / W_TICSPERFRAME;
- //
- // if(actor.(weaponentity).oknex_charge < 1)
- // {
- // if(WEP_CVAR_SEC(oknex, chargepool))
- // {
- // if(WEP_CVAR_SEC(oknex, ammo))
- // {
- // // always deplete if secondary is held
- // actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(oknex, ammo) * dt);
-
- // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
- // actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(oknex, chargepool_pause_regen);
- // dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo);
- // dt = max(0, dt);
-
- // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
- // }
- // }
-
- // else if(WEP_CVAR_SEC(oknex, ammo))
- // {
- // if(fire & 2) // only eat ammo when the button is pressed
- // {
- // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
- // if(!(actor.items & IT_UNLIMITED_AMMO))
- // {
- // // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- // if(autocvar_g_balance_vortex_reload_ammo)
- // {
- // dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
- // dt = max(0, dt);
- // if(dt > 0)
- // {
- // actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt);
- // }
- // actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load;
- // }
- // else
- // {
- // dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
- // dt = max(0, dt);
- // if(dt > 0)
- // {
- // actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt);
- // }
- // }
- // }
- // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
- // }
- // }
-
- // else
- // {
- // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
- // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
- // }
- // }
- // }
- // else if(WEP_CVAR(oknex, secondary))
- // {
- // if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire)))
- // {
- // W_OverkillNex_Attack(thiswep, actor, weaponentity, 1);
- // weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready);
- // }
- // }
- //}
+
+#if 0
+ if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
+ {
+ if(WEP_CVAR(oknex, charge))
+ {
+ actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause);
+ float dt = frametime / W_TICSPERFRAME;
+
+ if(actor.(weaponentity).oknex_charge < 1)
+ {
+ if(WEP_CVAR_SEC(oknex, chargepool))
+ {
+ if(WEP_CVAR_SEC(oknex, ammo))
+ {
+ // always deplete if secondary is held
+ actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(oknex, ammo) * dt);
+
+ dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
+ actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(oknex, chargepool_pause_regen);
+ dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo);
+ dt = max(0, dt);
+
+ actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
+ }
+ }
+
+ else if(WEP_CVAR_SEC(oknex, ammo))
+ {
+ if(fire & 2) // only eat ammo when the button is pressed
+ {
+ dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
+ if(!(actor.items & IT_UNLIMITED_AMMO))
+ {
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if(autocvar_g_balance_vortex_reload_ammo)
+ {
+ dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt);
+ }
+ actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load;
+ }
+ else
+ {
+ dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt);
+ }
+ }
+ }
+ actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
+ }
+ }
+
+ else
+ {
+ dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
+ actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
+ }
+ }
+ }
+ else if(WEP_CVAR(oknex, secondary))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire)))
+ {
+ W_OverkillNex_Attack(thiswep, actor, weaponentity, 1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready);
+ }
+ }
+ }
+#endif
}
METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
METHOD(OverkillNex, wr_impacteffect, void(entity thiswep, entity actor))
{
entity this = actor;
- vector org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
if(!w_issilent)
sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);