]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/oknex.qc
Fix typo mistake on NADE_TYPE_DARKNESS, correct some indentations again and, in oknex...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / oknex.qc
index ca44a070a0cf99c2db176642d49cd07efaa34bfc..311e7a73813a1cdfb828c30f1377f44c01a6d8ee 100644 (file)
@@ -7,22 +7,18 @@
 
 #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')
@@ -94,18 +90,18 @@ void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, fl
        }
 
        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);
@@ -117,7 +113,7 @@ void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, fl
 
 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
        {
@@ -145,7 +141,8 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
        {
                // 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))
                {
@@ -154,7 +151,7 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
                        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);
@@ -184,83 +181,87 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
                {
                        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))
@@ -328,7 +329,7 @@ METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
 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);