]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/mutators/mutator/overkill/oknex.qc
Merge branch 'master' into z411/bai-server
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / oknex.qc
1 #include "oknex.qh"
2
3 #ifdef SVQC
4
5 .float oknex_lasthit;
6 #endif
7
8 #if defined(GAMEQC)
9
10 METHOD(OverkillNex, wr_glow, vector(OverkillNex this, entity actor, entity wepent))
11 {
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);
16         vector g;
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)
21         {
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;
26         }
27         // transition color can't be '0 0 0' as it defaults to player model glow color
28         if (g == '0 0 0')
29                 g = '0 0 0.000001';
30         return g;
31 }
32 #endif
33
34 #ifdef SVQC
35 REGISTER_MUTATOR(oknex_charge, true);
36
37 MUTATOR_HOOKFUNCTION(oknex_charge, GetPressedKeys)
38 {
39         entity player = M_ARGV(0, entity);
40
41         // WEAPONTODO
42         if(!WEP_CVAR(oknex, charge) || !WEP_CVAR(oknex, charge_velocity_rate))
43                 return;
44
45         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
46         {
47                 .entity weaponentity = weaponentities[slot];
48
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)))
50                 {
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);
57                 }
58         }
59 }
60
61 void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
62 {
63         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
64
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);
72
73         float flying;
74         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
75
76         if (WEP_CVAR(oknex, charge))
77         {
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
81                 // YA RLY -- FruitieX
82         }
83         else
84         {
85                 charge = 1;
86         }
87         mydmg *= charge;
88         myforce *= charge;
89
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
92         {
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);
94         }
95
96         yoda = 0;
97         impressive_hits = 0;
98         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, true, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
99
100         if(yoda && flying) {
101                 Give_Medal(actor, YODA);
102         }
103                 
104         if(impressive_hits && actor.oknex_lasthit)
105         {
106                 Give_Medal(actor, IMPRESSIVE);
107                 impressive_hits = 0; // only every second time
108         }
109
110         actor.oknex_lasthit = impressive_hits;
111
112         //beam and muzzle flash done on client
113         SendCSQCVortexBeamParticle(charge);
114
115         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
116 }
117
118 .float oknex_chargepool_pauseregen_finished;
119
120 METHOD(OverkillNex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
121 {
122         if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
123                 PHYS_INPUT_BUTTON_ATCK(actor) = true;
124         else
125         {
126                 if(WEP_CVAR(oknex, charge))
127                         PHYS_INPUT_BUTTON_ATCK2(actor) = true;
128         }
129 }
130
131 METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
132 {
133         if (WEP_CVAR(oknex, charge) && actor.(weaponentity).oknex_charge < WEP_CVAR(oknex, charge_limit))
134         {
135                 actor.(weaponentity).oknex_charge = min(1, actor.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_rate) * frametime / W_TICSPERFRAME);
136         }
137
138         if (WEP_CVAR_SEC(oknex, chargepool))
139                 if (actor.(weaponentity).oknex_chargepool_ammo < 1)
140                 {
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));
144                 }
145
146         if ((WEP_CVAR_SEC(oknex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
147         {
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))
153                 {
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))
158                                 {
159                                         wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
160                                 }
161                         ));
162                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
163                 }
164         }
165
166         if (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(oknex, ammo))
167         {
168                 // Rorced reload
169                 thiswep.wr_reload(thiswep, actor, weaponentity);
170                 return;
171         }
172         if (fire & 1) // Primary attack
173         {
174                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(oknex, refire)))
175                 {
176                         return;
177                 }
178                 W_OverkillNex_Attack(thiswep, actor, weaponentity, 0);
179                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(oknex, animtime), w_ready);
180                 return;
181         }
182         if ((fire & 2) && (WEP_CVAR(oknex, secondary) == 2) && (WEP_CVAR_SEC(oknex, refire_type) == 0))
183         {
184                 // Secondary attack
185                 if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(oknex, refire)))
186                 {
187                         return;
188                 }
189                 BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity);
190                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready);
191                 return;
192         }
193         //if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
194         //{
195         //      if(WEP_CVAR(oknex, charge))
196         //      {
197         //              actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause);
198         //              float dt = frametime / W_TICSPERFRAME;
199         //
200         //              if(actor.(weaponentity).oknex_charge < 1)
201         //              {
202         //                      if(WEP_CVAR_SEC(oknex, chargepool))
203         //                      {
204         //                              if(WEP_CVAR_SEC(oknex, ammo))
205         //                              {
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);
208
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);
212         //                                      dt = max(0, dt);
213
214         //                                      actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
215         //                              }
216         //                      }
217
218         //                      else if(WEP_CVAR_SEC(oknex, ammo))
219         //                      {
220         //                              if(fire & 2) // only eat ammo when the button is pressed
221         //                              {
222         //                                      dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
223         //                                      if(!(actor.items & IT_UNLIMITED_AMMO))
224         //                                      {
225         //                                              // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
226         //                                              if(autocvar_g_balance_vortex_reload_ammo)
227         //                                              {
228         //                                                      dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
229         //                                                      dt = max(0, dt);
230         //                                                      if(dt > 0)
231         //                                                      {
232         //                                                              actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt);
233         //                                                      }
234         //                                                      actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load;
235         //                                              }
236         //                                              else
237         //                                              {
238         //                                                      dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
239         //                                                      dt = max(0, dt);
240         //                                                      if(dt > 0)
241         //                                                      {
242         //                                                              actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt);
243         //                                                      }
244         //                                              }
245         //                                      }
246         //                                      actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
247         //                              }
248         //                      }
249
250         //                      else
251         //                      {
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);
254         //                      }
255         //              }
256         //      }
257         //      else if(WEP_CVAR(oknex, secondary))
258         //      {
259         //              if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire)))
260         //              {
261         //                      W_OverkillNex_Attack(thiswep, actor, weaponentity, 1);
262         //                      weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready);
263         //              }
264         //      }
265         //}
266 }
267
268 METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
269 {
270         //actor.oknex_lasthit = 0;
271 }
272
273 METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
274 {
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));
277         return ammo_amount;
278 }
279
280 METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
281 {
282         if (WEP_CVAR(oknex, secondary))
283         {
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);
287                 return ammo_amount;
288         }
289         else
290         {
291                 return false; // zoom is not a fire mode
292         }
293 }
294
295 METHOD(OverkillNex, wr_resetplayer, void(entity thiswep, entity actor))
296 {
297         if (WEP_CVAR(oknex, charge)) {
298                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
299                 {
300                         .entity weaponentity = weaponentities[slot];
301                         actor.(weaponentity).oknex_charge = WEP_CVAR(oknex, charge_start);
302                 }
303         }
304         actor.oknex_lasthit = 0;
305 }
306
307 METHOD(OverkillNex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
308 {
309         W_Reload(actor, weaponentity, WEP_CVAR_PRI(oknex, ammo), SND_RELOAD);
310 }
311
312 METHOD(OverkillNex, wr_suicidemessage, Notification(entity thiswep))
313 {
314         return WEAPON_THINKING_WITH_PORTALS;
315 }
316
317 METHOD(OverkillNex, wr_killmessage, Notification(entity thiswep))
318 {
319         return WEAPON_OVERKILL_NEX_MURDER;
320 }
321
322 METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
323 {
324         return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(oknex, secondary);
325 }
326
327 #endif
328 #ifdef CSQC
329
330 METHOD(OverkillNex, wr_impacteffect, void(entity thiswep, entity actor))
331 {
332         entity this = actor;
333         vector org2 = w_org + w_backoff * 6;
334         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
335         if(!w_issilent)
336                 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
337 }
338
339 METHOD(OverkillNex, wr_init, void(entity thiswep))
340 {
341         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
342         {
343                 precache_pic("gfx/reticle_nex");
344         }
345 }
346
347 METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
348 {
349         if(button_zoom || zoomscript_caught || (!WEP_CVAR(oknex, secondary) && button_attack2))
350         {
351                 return true;
352         }
353         else
354         {
355                 // no weapon specific image for this weapon
356                 return false;
357         }
358 }
359
360 METHOD(OverkillNex, wr_zoomdir, bool(entity thiswep))
361 {
362     return button_attack2 && !WEP_CVAR(oknex, secondary);
363 }
364
365 #endif