10 METHOD(OverkillNex, wr_glow, vector(OverkillNex this, entity actor, entity wepent))
12 if (!WEP_CVAR(oknex, charge)) return '0 0 0';
13 float charge = wepent.oknex_charge;
14 float animlimit = WEP_CVAR(oknex, charge_animlimit);
15 float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
17 g.x = f * autocvar_g_weapon_charge_colormod_red_half;
18 g.y = f * autocvar_g_weapon_charge_colormod_green_half;
19 g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
20 if (charge > animlimit)
22 f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
23 g.x += f * autocvar_g_weapon_charge_colormod_red_full;
24 g.y += f * autocvar_g_weapon_charge_colormod_green_full;
25 g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
27 // transition color can't be '0 0 0' as it defaults to player model glow color
35 REGISTER_MUTATOR(oknex_charge, true);
37 MUTATOR_HOOKFUNCTION(oknex_charge, GetPressedKeys)
39 entity player = M_ARGV(0, entity);
42 if(!WEP_CVAR(oknex, charge) || !WEP_CVAR(oknex, charge_velocity_rate))
45 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
47 .entity weaponentity = weaponentities[slot];
49 if (player.(weaponentity).m_weapon == WEP_OVERKILL_NEX && WEP_CVAR(oknex, charge) && WEP_CVAR(oknex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(oknex, charge_minspeed)))
51 float xyspeed = vlen(vec2(player.velocity));
52 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
53 xyspeed = min(xyspeed, WEP_CVAR(oknex, charge_maxspeed));
54 float f = (xyspeed - WEP_CVAR(oknex, charge_minspeed)) / (WEP_CVAR(oknex, charge_maxspeed) - WEP_CVAR(oknex, charge_minspeed));
55 // add the extra charge
56 player.(weaponentity).oknex_charge = min(1, player.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
61 void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
63 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
65 mydmg = WEP_CVAR_BOTH(oknex, !issecondary, damage);
66 myforce = WEP_CVAR_BOTH(oknex, !issecondary, force);
67 mymindist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_mindist);
68 mymaxdist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_maxdist);
69 myhalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_halflife);
70 myforcehalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_forcehalflife);
71 myammo = WEP_CVAR_BOTH(oknex, !issecondary, ammo);
74 flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
76 if (WEP_CVAR(oknex, charge))
78 charge = WEP_CVAR(oknex, charge_mindmg) / mydmg + (1 - WEP_CVAR(oknex, charge_mindmg) / mydmg) * actor.(weaponentity).oknex_charge;
79 actor.(weaponentity).oknex_charge *= WEP_CVAR(oknex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
80 // O RLY? -- divVerent
90 W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, thiswep.m_id);
91 if(charge > WEP_CVAR(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound
93 sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, charge_animlimit)), ATTN_NORM);
98 FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, true, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
101 Give_Medal(actor, YODA);
104 if(impressive_hits && actor.oknex_lasthit)
106 Give_Medal(actor, IMPRESSIVE);
107 impressive_hits = 0; // only every second time
110 actor.oknex_lasthit = impressive_hits;
112 //beam and muzzle flash done on client
113 SendCSQCVortexBeamParticle(charge);
115 W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
118 .float oknex_chargepool_pauseregen_finished;
120 METHOD(OverkillNex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
122 if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
123 PHYS_INPUT_BUTTON_ATCK(actor) = true;
126 if(WEP_CVAR(oknex, charge))
127 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
131 METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
133 if (WEP_CVAR(oknex, charge) && actor.(weaponentity).oknex_charge < WEP_CVAR(oknex, charge_limit))
135 actor.(weaponentity).oknex_charge = min(1, actor.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_rate) * frametime / W_TICSPERFRAME);
138 if (WEP_CVAR_SEC(oknex, chargepool))
139 if (actor.(weaponentity).oknex_chargepool_ammo < 1)
141 if (actor.oknex_chargepool_pauseregen_finished < time)
142 actor.(weaponentity).oknex_chargepool_ammo = min(1, actor.(weaponentity).oknex_chargepool_ammo + WEP_CVAR_SEC(oknex, chargepool_regen) * frametime / W_TICSPERFRAME);
143 actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(oknex, chargepool_pause_regen));
146 if ((WEP_CVAR_SEC(oknex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
148 // Secondary uses it's own refire timer if refire_type is 1.
149 actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor);
150 BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
151 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
152 (actor.(weaponentity).wframe == WFRAME_FIRE2))
154 // Set secondary fire animation.
155 actor.(weaponentity).wframe = WFRAME_FIRE2;
156 FOREACH_CLIENT(true, LAMBDA(
157 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
159 wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
162 animdecide_setaction(actor, ANIMACTION_SHOOT, true);
166 if (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(oknex, ammo))
169 thiswep.wr_reload(thiswep, actor, weaponentity);
172 if (fire & 1) // Primary attack
174 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(oknex, refire)))
178 W_OverkillNex_Attack(thiswep, actor, weaponentity, 0);
179 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(oknex, animtime), w_ready);
182 if ((fire & 2) && (WEP_CVAR(oknex, secondary) == 2) && (WEP_CVAR_SEC(oknex, refire_type) == 0))
185 if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(oknex, refire)))
189 BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
190 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready);
193 //if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
195 // if(WEP_CVAR(oknex, charge))
197 // actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause);
198 // float dt = frametime / W_TICSPERFRAME;
200 // if(actor.(weaponentity).oknex_charge < 1)
202 // if(WEP_CVAR_SEC(oknex, chargepool))
204 // if(WEP_CVAR_SEC(oknex, ammo))
206 // // always deplete if secondary is held
207 // actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(oknex, ammo) * dt);
209 // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
210 // actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(oknex, chargepool_pause_regen);
211 // dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo);
214 // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
218 // else if(WEP_CVAR_SEC(oknex, ammo))
220 // if(fire & 2) // only eat ammo when the button is pressed
222 // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
223 // if(!(actor.items & IT_UNLIMITED_AMMO))
225 // // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
226 // if(autocvar_g_balance_vortex_reload_ammo)
228 // dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
232 // actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt);
234 // actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load;
238 // dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
242 // actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt);
246 // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
252 // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
253 // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
257 // else if(WEP_CVAR(oknex, secondary))
259 // if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire)))
261 // W_OverkillNex_Attack(thiswep, actor, weaponentity, 1);
262 // weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready);
268 METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
270 //actor.oknex_lasthit = 0;
273 METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
275 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo);
276 ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(oknex, ammo));
280 METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
282 if (WEP_CVAR(oknex, secondary))
284 // don't allow charging if we don't have enough ammo
285 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo);
286 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(oknex, ammo);
291 return false; // zoom is not a fire mode
295 METHOD(OverkillNex, wr_resetplayer, void(entity thiswep, entity actor))
297 if (WEP_CVAR(oknex, charge)) {
298 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
300 .entity weaponentity = weaponentities[slot];
301 actor.(weaponentity).oknex_charge = WEP_CVAR(oknex, charge_start);
304 actor.oknex_lasthit = 0;
307 METHOD(OverkillNex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
309 W_Reload(actor, weaponentity, WEP_CVAR_PRI(oknex, ammo), SND_RELOAD);
312 METHOD(OverkillNex, wr_suicidemessage, Notification(entity thiswep))
314 return WEAPON_THINKING_WITH_PORTALS;
317 METHOD(OverkillNex, wr_killmessage, Notification(entity thiswep))
319 return WEAPON_OVERKILL_NEX_MURDER;
322 METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
324 return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(oknex, secondary);
330 METHOD(OverkillNex, wr_impacteffect, void(entity thiswep, entity actor))
333 vector org2 = w_org + w_backoff * 6;
334 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
336 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
339 METHOD(OverkillNex, wr_init, void(entity thiswep))
341 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
343 precache_pic("gfx/reticle_nex");
347 METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
349 if(button_zoom || zoomscript_caught || (!WEP_CVAR(oknex, secondary) && button_attack2))
355 // no weapon specific image for this weapon
360 METHOD(OverkillNex, wr_zoomdir, bool(entity thiswep))
362 return button_attack2 && !WEP_CVAR(oknex, secondary);