#endif
#ifdef SVQC
-spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
-spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
REGISTER_MUTATOR(vortex_charge, true);
if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
- if(weaponslot(weaponentity) == 0)
- actor.vortex_charge = actor.(weaponentity).vortex_charge;
-
if(WEP_CVAR_SEC(vortex, chargepool))
if(actor.(weaponentity).vortex_chargepool_ammo < 1)
{
actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
}
- if(weaponslot(weaponentity) == 0)
- actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo;
-
if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else
if(WEP_CVAR_SEC(vortex, ammo))
{
// always deplete if secondary is held
- actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
+ actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
- dt = min(dt, actor.vortex_chargepool_ammo);
+ dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
dt = max(0, dt);
actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
}
else
{
- dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
dt = max(0, dt);
if(dt > 0)
{
- actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
+ SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
}
}
}
}
METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
return ammo_amount;
}
if(WEP_CVAR(vortex, secondary))
{
// don't allow charging if we don't have enough ammo
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
return ammo_amount;
}
METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
{
if (WEP_CVAR(vortex, charge)) {
- if (WEP_CVAR_SEC(vortex, chargepool)) {
- actor.vortex_chargepool_ammo = 1;
- }
- actor.vortex_charge = WEP_CVAR(vortex, charge_start);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
return false;
}
}
+METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
+{
+ return button_attack2 && !WEP_CVAR(vortex, secondary);
+}
#endif