From 1b00a3069d48b3fc6b6f356aab1c9acf6b84b1b5 Mon Sep 17 00:00:00 2001 From: Mario Date: Sun, 27 Nov 2022 01:52:10 +0000 Subject: [PATCH] Use the player's color for Vortex charging instead of predefined colors --- qcsrc/client/view.qc | 2 +- .../common/mutators/mutator/overkill/oknex.qc | 18 +- qcsrc/common/weapons/all.qh | 4 +- qcsrc/common/weapons/weapon.qh | 2 +- qcsrc/common/weapons/weapon/vortex.qc | 362 +++++++++--------- qcsrc/server/weapons/weaponsystem.qc | 2 +- xonotic-common.cfg | 9 - 7 files changed, 187 insertions(+), 212 deletions(-) diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index fce90d7bf..8f919b556 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -287,7 +287,7 @@ void viewmodel_draw(entity this) if (invehicle) a = -1; Weapon wep = this.activeweapon; int c = entcs_GetClientColors(current_player); - vector g = weaponentity_glowmod(wep, NULL, c, this); + vector g = weaponentity_glowmod(wep, c, this); entity me = CSQCModel_server2csqc(player_localentnum - 1); int fx = ((me.csqcmodel_effects & EFMASK_CHEAP) | EF_NODEPTHTEST) diff --git a/qcsrc/common/mutators/mutator/overkill/oknex.qc b/qcsrc/common/mutators/mutator/overkill/oknex.qc index 4e001a65c..85f337140 100644 --- a/qcsrc/common/mutators/mutator/overkill/oknex.qc +++ b/qcsrc/common/mutators/mutator/overkill/oknex.qc @@ -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') diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index 286b7a3d3..acf436659 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -344,10 +344,10 @@ STATIC_INIT(register_weapons_done) .entity weaponchild; .entity exteriorweaponentity; -vector weaponentity_glowmod(Weapon wep, entity actor, int c, entity wepent) +vector weaponentity_glowmod(Weapon wep, int c, entity wepent) { vector g; - if (!(g = wep.wr_glow(wep, actor, wepent))) g = colormapPaletteColor(c & 0x0F, true); + if (!(g = wep.wr_glow(wep, c, wepent))) g = colormapPaletteColor(c & 0x0F, true); return g; } diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index ec6e14eb6..70009b15f 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -117,7 +117,7 @@ CLASS(Weapon, Object) /** (CLIENT) weapon specific view model */ METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; } /** (BOTH) weapon specific glow */ - METHOD(Weapon, wr_glow, vector(Weapon this, entity actor, entity wepent)) { return '0 0 0'; } + METHOD(Weapon, wr_glow, vector(Weapon this, int actor_colors, entity wepent)) { return '0 0 0'; } /** (SERVER) the weapon is dropped */ METHOD(Weapon, wr_drop, void(Weapon this, entity actor, .entity weaponentity)) {} /** (SERVER) a weapon is picked up */ diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index 98762a03e..5c9ae23a1 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -4,30 +4,18 @@ //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit)) #if defined(GAMEQC) -float autocvar_g_weapon_charge_colormod_red_full; -float autocvar_g_weapon_charge_colormod_red_half; -float autocvar_g_weapon_charge_colormod_green_full; -float autocvar_g_weapon_charge_colormod_blue_full; -float autocvar_g_weapon_charge_colormod_blue_half; -float autocvar_g_weapon_charge_colormod_green_half; -float autocvar_g_weapon_charge_colormod_hdrmultiplier; - -METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent)) +METHOD(Vortex, wr_glow, vector(Vortex this, int actor_colors, entity wepent)) { if (!WEP_CVAR(vortex, charge)) return '0 0 0'; - float charge = wepent.vortex_charge; + float charge = max(0.25, wepent.vortex_charge); float animlimit = WEP_CVAR(vortex, 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') @@ -78,26 +66,26 @@ REGISTER_MUTATOR(vortex_charge, true); MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys) { - entity player = M_ARGV(0, entity); + entity player = M_ARGV(0, entity); // WEAPONTODO - if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate)) - return; - - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - - if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed))) - { - float xyspeed = vlen(vec2(player.velocity)); - // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed - xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed)); - float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed)); - // add the extra charge - player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH); - } - } + if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate)) + return; + + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + + if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed))) + { + float xyspeed = vlen(vec2(player.velocity)); + // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed + xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed)); + float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed)); + // add the extra charge + player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH); + } + } } void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary) @@ -163,168 +151,168 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i void W_Vortex_Charge(entity actor, .entity weaponentity, float dt) { - 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) * dt); + 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) * dt); } METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { - if(bot_aim(actor, weaponentity, 1000000, 0, 1, false, true)) - PHYS_INPUT_BUTTON_ATCK(actor) = true; + if(bot_aim(actor, weaponentity, 1000000, 0, 1, false, true)) + PHYS_INPUT_BUTTON_ATCK(actor) = true; } METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(!WEP_CVAR(vortex, charge_always)) - W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME); - - if(WEP_CVAR_SEC(vortex, chargepool)) - if(actor.(weaponentity).vortex_chargepool_ammo < 1) - { - if(actor.vortex_chargepool_pauseregen_finished < time) - actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME); - actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen)); - } - - 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(fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire))) - { - W_Vortex_Attack(thiswep, actor, weaponentity, 0); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready); - } - } - if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2)) - { - if(WEP_CVAR(vortex, charge)) - { - actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause); - float dt = frametime / W_TICSPERFRAME; - - if(actor.(weaponentity).vortex_charge < 1) - { - if(WEP_CVAR_SEC(vortex, chargepool)) - { - if(WEP_CVAR_SEC(vortex, ammo)) - { - // always deplete if secondary is held - 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.(weaponentity).vortex_chargepool_ammo); - dt = max(0, dt); - - actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate); - } - } - - else if(WEP_CVAR_SEC(vortex, ammo)) - { - if(fire & 2) // only eat ammo when the button is pressed - { - dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, 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(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); - dt = max(0, dt); - if(dt > 0) - { - actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt); - } - actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load; - } - else - { - dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); - dt = max(0, dt); - if(dt > 0) - { - SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt)); - } - } - } - actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate); - } - } - - else - { - dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate)); - actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate); - } - } - } - else if(WEP_CVAR(vortex, secondary)) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire))) - { - W_Vortex_Attack(thiswep, actor, weaponentity, 1); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); - } - } - } - } + if(!WEP_CVAR(vortex, charge_always)) + W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME); + + if(WEP_CVAR_SEC(vortex, chargepool)) + if(actor.(weaponentity).vortex_chargepool_ammo < 1) + { + if(actor.vortex_chargepool_pauseregen_finished < time) + actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME); + actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen)); + } + + 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(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire))) + { + W_Vortex_Attack(thiswep, actor, weaponentity, 0); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready); + } + } + if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2)) + { + if(WEP_CVAR(vortex, charge)) + { + actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause); + float dt = frametime / W_TICSPERFRAME; + + if(actor.(weaponentity).vortex_charge < 1) + { + if(WEP_CVAR_SEC(vortex, chargepool)) + { + if(WEP_CVAR_SEC(vortex, ammo)) + { + // always deplete if secondary is held + 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.(weaponentity).vortex_chargepool_ammo); + dt = max(0, dt); + + actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate); + } + } + + else if(WEP_CVAR_SEC(vortex, ammo)) + { + if(fire & 2) // only eat ammo when the button is pressed + { + dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, 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(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); + dt = max(0, dt); + if(dt > 0) + { + actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt); + } + actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load; + } + else + { + dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo)); + dt = max(0, dt); + if(dt > 0) + { + SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt)); + } + } + } + actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate); + } + } + + else + { + dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate)); + actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate); + } + } + } + else if(WEP_CVAR(vortex, secondary)) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire))) + { + W_Vortex_Attack(thiswep, actor, weaponentity, 1); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready); + } + } + } + } } METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { - actor.vortex_lasthit = 0; + actor.vortex_lasthit = 0; } METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo); - ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo)); - return ammo_amount; + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo); + ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo)); + return ammo_amount; } METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - if(WEP_CVAR(vortex, secondary)) - { - // don't allow charging if we don't have enough ammo - float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo); - ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo); - return ammo_amount; - } - else - { - return false; // zoom is not a fire mode - } + if(WEP_CVAR(vortex, secondary)) + { + // don't allow charging if we don't have enough ammo + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo); + return ammo_amount; + } + else + { + return false; // zoom is not a fire mode + } } METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor)) { - if (WEP_CVAR(vortex, charge)) { - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - .entity weaponentity = weaponentities[slot]; - actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start); - - if (WEP_CVAR_SEC(vortex, chargepool)) - actor.(weaponentity).vortex_chargepool_ammo = 1; - } - } - actor.vortex_lasthit = 0; + if (WEP_CVAR(vortex, charge)) { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start); + + if (WEP_CVAR_SEC(vortex, chargepool)) + actor.(weaponentity).vortex_chargepool_ammo = 1; + } + } + actor.vortex_lasthit = 0; } METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD); + W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD); } METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep)) { - return WEAPON_THINKING_WITH_PORTALS; + return WEAPON_THINKING_WITH_PORTALS; } METHOD(Vortex, wr_killmessage, Notification(entity thiswep)) { - return WEAPON_VORTEX_MURDER; + return WEAPON_VORTEX_MURDER; } METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor)) { - return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary); + return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary); } #endif @@ -332,34 +320,34 @@ METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor)) METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor)) { - entity this = actor; - vector org2 = w_org + w_backoff * 6; - pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1); - if(!w_issilent) - sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); + entity this = actor; + vector org2 = w_org + w_backoff * 6; + pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1); + if(!w_issilent) + sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM); } METHOD(Vortex, wr_init, void(entity thiswep)) { - if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) - { - precache_pic("gfx/reticle_nex"); - } + if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) + { + precache_pic("gfx/reticle_nex"); + } } METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor)) { - if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2)) - { - return true; - } - else - { - // no weapon specific image for this weapon - return false; - } + if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2)) + { + return true; + } + else + { + // no weapon specific image for this weapon + return false; + } } METHOD(Vortex, wr_zoomdir, bool(entity thiswep)) { - return button_attack2 && !WEP_CVAR(vortex, secondary); + return button_attack2 && !WEP_CVAR(vortex, secondary); } #endif diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index fcce2a23d..fc2c3979c 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -165,7 +165,7 @@ void CL_ExteriorWeaponentity_Think(entity this) else this.alpha = 1; Weapon wep = this.owner.(weaponentity).m_weapon; - if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity)); + if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors, this.owner.(weaponentity)); this.colormap = this.owner.colormap; this.skin = w_ent.skin; diff --git a/xonotic-common.cfg b/xonotic-common.cfg index 651cd1503..58f057e20 100644 --- a/xonotic-common.cfg +++ b/xonotic-common.cfg @@ -123,15 +123,6 @@ utf8_enable 1 mod_q3shader_default_polygonoffset -14 mod_q3shader_default_polygonfactor 0 -// random charge stuff :P -set g_weapon_charge_colormod_hdrmultiplier 4 "how much to multiply the colors by in the colormod vector" -set g_weapon_charge_colormod_red_half 0 -set g_weapon_charge_colormod_green_half 0.5 -set g_weapon_charge_colormod_blue_half 1 -set g_weapon_charge_colormod_red_full 1 -set g_weapon_charge_colormod_green_full -0.5 -set g_weapon_charge_colormod_blue_full -1 - // session locking locksession 1 -- 2.39.2