3 //REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
4 //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
7 float autocvar_g_weapon_charge_colormod_red_full;
8 float autocvar_g_weapon_charge_colormod_red_half;
9 float autocvar_g_weapon_charge_colormod_green_full;
10 float autocvar_g_weapon_charge_colormod_blue_full;
11 float autocvar_g_weapon_charge_colormod_blue_half;
12 float autocvar_g_weapon_charge_colormod_green_half;
13 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
15 METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
17 if (!WEP_CVAR(vortex, charge)) return '0 0 0';
18 float charge = wepent.vortex_charge;
19 float animlimit = WEP_CVAR(vortex, charge_animlimit);
21 g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
22 g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
23 g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
24 if (charge > animlimit)
26 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
27 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
28 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
34 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
37 void SendCSQCVortexBeamParticle(float charge) {
39 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
40 WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
41 WriteCoord(MSG_BROADCAST, w_shotorg.x);
42 WriteCoord(MSG_BROADCAST, w_shotorg.y);
43 WriteCoord(MSG_BROADCAST, w_shotorg.z);
44 WriteCoord(MSG_BROADCAST, v.x);
45 WriteCoord(MSG_BROADCAST, v.y);
46 WriteCoord(MSG_BROADCAST, v.z);
47 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
50 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
52 vector shotorg, endpos;
54 shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord();
55 endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord();
56 charge = ReadByte() / 255.0;
58 pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
60 //draw either the old v2.3 beam or the new beam
61 charge = sqrt(charge); // divide evenly among trail spacing and alpha
62 particles_alphamin = particles_alphamax = particles_fade = charge;
64 if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
65 if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
66 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
68 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
75 REGISTER_MUTATOR(vortex_charge, true);
77 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
79 entity player = M_ARGV(0, entity);
82 if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
85 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
87 .entity weaponentity = weaponentities[slot];
89 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)))
91 float xyspeed = vlen(vec2(player.velocity));
92 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
93 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
94 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
95 // add the extra charge
96 player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
101 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
103 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
105 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
106 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
107 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
108 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
109 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
110 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
111 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
114 flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
116 if(WEP_CVAR(vortex, charge))
118 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
119 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
120 // O RLY? -- divVerent
121 // YA RLY -- FruitieX
128 W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, WEP_VORTEX.m_id);
129 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
131 sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
136 FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
139 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
140 if(damage_goodhits && actor.vortex_lasthit)
142 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
143 damage_goodhits = 0; // only every second time
146 actor.vortex_lasthit = damage_goodhits;
148 //beam and muzzle flash done on client
149 SendCSQCVortexBeamParticle(charge);
151 W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
154 .float vortex_chargepool_pauseregen_finished;
156 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
158 if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
159 PHYS_INPUT_BUTTON_ATCK(actor) = true;
162 if(WEP_CVAR(vortex, charge))
163 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
166 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
168 if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
169 actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
171 if(WEP_CVAR_SEC(vortex, chargepool))
172 if(actor.(weaponentity).vortex_chargepool_ammo < 1)
174 if(actor.vortex_chargepool_pauseregen_finished < time)
175 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
176 actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
179 if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
180 thiswep.wr_reload(thiswep, actor, weaponentity);
185 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
187 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
188 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
191 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
193 if(WEP_CVAR(vortex, charge))
195 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
196 float dt = frametime / W_TICSPERFRAME;
198 if(actor.(weaponentity).vortex_charge < 1)
200 if(WEP_CVAR_SEC(vortex, chargepool))
202 if(WEP_CVAR_SEC(vortex, ammo))
204 // always deplete if secondary is held
205 actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
207 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
208 actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
209 dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
212 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
216 else if(WEP_CVAR_SEC(vortex, ammo))
218 if(fire & 2) // only eat ammo when the button is pressed
220 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
221 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
223 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
224 if(autocvar_g_balance_vortex_reload_ammo)
226 dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
230 actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
232 actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) = actor.(weaponentity).clip_load;
236 dt = min(dt, (GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
240 SetResourceAmount(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResourceAmount(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
244 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
250 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
251 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
255 else if(WEP_CVAR(vortex, secondary))
257 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
259 W_Vortex_Attack(thiswep, actor, weaponentity, 1);
260 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
266 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
268 actor.vortex_lasthit = 0;
270 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
272 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
273 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
276 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
278 if(WEP_CVAR(vortex, secondary))
280 // don't allow charging if we don't have enough ammo
281 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
282 ammo_amount += actor.(weaponentity).(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
287 return false; // zoom is not a fire mode
290 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
292 if (WEP_CVAR(vortex, charge)) {
293 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
295 .entity weaponentity = weaponentities[slot];
296 actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
298 if (WEP_CVAR_SEC(vortex, chargepool))
299 actor.(weaponentity).vortex_chargepool_ammo = 1;
302 actor.vortex_lasthit = 0;
304 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
306 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
308 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
310 return WEAPON_THINKING_WITH_PORTALS;
312 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
314 return WEAPON_VORTEX_MURDER;
316 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
318 return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
324 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
327 vector org2 = w_org + w_backoff * 6;
328 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
330 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
332 METHOD(Vortex, wr_init, void(entity thiswep))
334 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
336 precache_pic("gfx/reticle_nex");
339 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
341 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
347 // no weapon specific image for this weapon
351 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
353 return button_attack2 && !WEP_CVAR(vortex, secondary);