]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/oknex.qc
Merge branch 'z411/info_cleanup' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / oknex.qc
index 4fbd200b699321160defd98d9259311ec8de60a2..85f33714054e1560f40c0ccf28a12a83b1b0c048 100644 (file)
@@ -7,21 +7,22 @@
 
 #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);
-       vector g;
-       g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
-       g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
-       g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
+       float f = min(1, charge / animlimit);
+       vector mycolors = colormapPaletteColor(actor_colors & 0x0F, true);
+       vector g = f * (mycolors * 0.3);
        if (charge > animlimit)
        {
-               g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
-               g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
-               g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
+               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')
+               g = '0 0 0.000001';
        return g;
 }
 #endif
@@ -89,18 +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);
@@ -112,7 +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
        {
@@ -145,14 +146,11 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
                        // Set secondary fire animation.
-                       vector a = '0 0 0';
                        actor.(weaponentity).wframe = WFRAME_FIRE2;
-                       a = actor.(weaponentity).anim_fire2;
-                       a.z *= g_weaponratefactor;
                        FOREACH_CLIENT(true, LAMBDA(
                                if (it == actor || (IS_SPEC(it) && it.enemy == actor))
                                {
-                                       wframe_send(it, actor.(weaponentity), a, true);
+                                       wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
                                }
                        ));
                        animdecide_setaction(actor, ANIMACTION_SHOOT, true);
@@ -216,7 +214,7 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
        //                              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_WEAPON_AMMO))
+       //                                      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)
@@ -268,7 +266,7 @@ METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weapone
 
 METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo);
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo);
        ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(oknex, ammo));
        return ammo_amount;
 }
@@ -278,7 +276,7 @@ METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity we
        if (WEP_CVAR(oknex, secondary))
        {
                // don't allow charging if we don't have enough ammo
-               float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo);
+               float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo);
                ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(oknex, ammo);
                return ammo_amount;
        }