3 /* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Vortex, impulse, int, 7)
5 /* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
8 /* modelname */ ATTRIB(Vortex, mdl, string, "nex");
10 /* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
12 /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
13 /* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
14 /* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
15 /* refname */ ATTRIB(Vortex, netname, string, "vortex");
16 /* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, BOTH) \
21 P(class, prefix, animtime, float, BOTH) \
22 P(class, prefix, chargepool, float, SEC) \
23 P(class, prefix, chargepool_pause_regen, float, SEC) \
24 P(class, prefix, chargepool_regen, float, SEC) \
25 P(class, prefix, charge, float, NONE) \
26 P(class, prefix, charge_animlimit, float, NONE) \
27 P(class, prefix, charge_limit, float, NONE) \
28 P(class, prefix, charge_maxspeed, float, NONE) \
29 P(class, prefix, charge_mindmg, float, NONE) \
30 P(class, prefix, charge_minspeed, float, NONE) \
31 P(class, prefix, charge_rate, float, NONE) \
32 P(class, prefix, charge_rot_pause, float, NONE) \
33 P(class, prefix, charge_rot_rate, float, NONE) \
34 P(class, prefix, charge_shot_multiplier, float, NONE) \
35 P(class, prefix, charge_start, float, NONE) \
36 P(class, prefix, charge_velocity_rate, float, NONE) \
37 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
38 P(class, prefix, damagefalloff_halflife, float, BOTH) \
39 P(class, prefix, damagefalloff_maxdist, float, BOTH) \
40 P(class, prefix, damagefalloff_mindist, float, BOTH) \
41 P(class, prefix, damage, float, BOTH) \
42 P(class, prefix, force, float, BOTH) \
43 P(class, prefix, refire, float, BOTH) \
44 P(class, prefix, secondary, float, NONE) \
45 P(class, prefix, reload_ammo, float, NONE) \
46 P(class, prefix, reload_time, float, NONE) \
47 P(class, prefix, switchdelay_raise, float, NONE) \
48 P(class, prefix, switchdelay_drop, float, NONE) \
49 P(class, prefix, weaponreplace, string, NONE) \
50 P(class, prefix, weaponstart, float, NONE) \
51 P(class, prefix, weaponstartoverride, float, NONE) \
52 P(class, prefix, weaponthrowable, float, NONE) \
54 W_PROPS(X, Vortex, vortex)
58 REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
63 .float vortex_lasthit;
68 REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
69 REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
72 float autocvar_g_weapon_charge_colormod_red_full;
73 float autocvar_g_weapon_charge_colormod_red_half;
74 float autocvar_g_weapon_charge_colormod_green_full;
75 float autocvar_g_weapon_charge_colormod_blue_full;
76 float autocvar_g_weapon_charge_colormod_blue_half;
77 float autocvar_g_weapon_charge_colormod_green_half;
78 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
80 METHOD(Vortex, wr_glow, vector(Vortex this))
82 if (!STAT(WEP_CVAR_vortex_charge)) return '0 0 0';
83 float charge = STAT(VORTEX_CHARGE);
84 float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit);
86 g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
87 g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
88 g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
89 if (charge > animlimit)
91 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
92 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
93 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
99 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
102 void SendCSQCVortexBeamParticle(float charge) {
104 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
105 WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
106 WriteCoord(MSG_BROADCAST, w_shotorg.x);
107 WriteCoord(MSG_BROADCAST, w_shotorg.y);
108 WriteCoord(MSG_BROADCAST, w_shotorg.z);
109 WriteCoord(MSG_BROADCAST, v.x);
110 WriteCoord(MSG_BROADCAST, v.y);
111 WriteCoord(MSG_BROADCAST, v.z);
112 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
115 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
117 vector shotorg, endpos;
119 shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord();
120 endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord();
121 charge = ReadByte() / 255.0;
123 pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
125 //draw either the old v2.3 beam or the new beam
126 charge = sqrt(charge); // divide evenly among trail spacing and alpha
127 particles_alphamin = particles_alphamax = particles_fade = charge;
129 if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
130 if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
131 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
133 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
139 spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
140 spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
142 REGISTER_MUTATOR(vortex_charge, true);
144 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
146 entity player = M_ARGV(0, entity);
149 float xyspeed = vlen(vec2(player.velocity));
150 if (PS(player).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
152 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
153 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
154 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
155 // add the extra charge
156 player.vortex_charge = min(1, player.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
160 void W_Vortex_Attack(Weapon thiswep, entity actor, float issecondary)
162 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
164 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
165 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
166 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
167 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
168 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
169 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
170 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
173 flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
175 if(WEP_CVAR(vortex, charge))
177 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.vortex_charge;
178 actor.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
179 // O RLY? -- divVerent
180 // YA RLY -- FruitieX
187 W_SetupShot(actor, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
188 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
190 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);
195 FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
198 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
199 if(damage_goodhits && actor.vortex_lasthit)
201 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
202 damage_goodhits = 0; // only every second time
205 actor.vortex_lasthit = damage_goodhits;
207 //beam and muzzle flash done on client
208 SendCSQCVortexBeamParticle(charge);
210 W_DecreaseAmmo(thiswep, actor, myammo);
213 .float vortex_chargepool_pauseregen_finished;
215 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
217 if(bot_aim(actor, 1000000, 0, 1, false))
218 PHYS_INPUT_BUTTON_ATCK(actor) = true;
221 if(WEP_CVAR(vortex, charge))
222 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
225 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
227 if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
228 actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
230 if(WEP_CVAR_SEC(vortex, chargepool))
231 if(actor.vortex_chargepool_ammo < 1)
233 if(actor.vortex_chargepool_pauseregen_finished < time)
234 actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
235 actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
238 if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
239 thiswep.wr_reload(thiswep, actor, weaponentity);
244 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
246 W_Vortex_Attack(thiswep, actor, 0);
247 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
250 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
252 if(WEP_CVAR(vortex, charge))
254 actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
255 float dt = frametime / W_TICSPERFRAME;
257 if(actor.vortex_charge < 1)
259 if(WEP_CVAR_SEC(vortex, chargepool))
261 if(WEP_CVAR_SEC(vortex, ammo))
263 // always deplete if secondary is held
264 actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
266 dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
267 actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
268 dt = min(dt, actor.vortex_chargepool_ammo);
271 actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
275 else if(WEP_CVAR_SEC(vortex, ammo))
277 if(fire & 2) // only eat ammo when the button is pressed
279 dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
280 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
282 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
283 if(autocvar_g_balance_vortex_reload_ammo)
285 dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
289 actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
291 actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
295 dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
299 actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
303 actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
309 dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
310 actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
314 else if(WEP_CVAR(vortex, secondary))
316 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
318 W_Vortex_Attack(thiswep, actor, 1);
319 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
325 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor))
327 actor.vortex_lasthit = 0;
329 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor))
331 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
332 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
335 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor))
337 if(WEP_CVAR(vortex, secondary))
339 // don't allow charging if we don't have enough ammo
340 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
341 ammo_amount += actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
346 return false; // zoom is not a fire mode
349 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
351 if (WEP_CVAR(vortex, charge)) {
352 if (WEP_CVAR_SEC(vortex, chargepool)) {
353 actor.vortex_chargepool_ammo = 1;
355 actor.vortex_charge = WEP_CVAR(vortex, charge_start);
357 actor.vortex_lasthit = 0;
359 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
361 W_Reload(actor, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
363 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
365 return WEAPON_THINKING_WITH_PORTALS;
367 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
369 return WEAPON_VORTEX_MURDER;
375 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
378 vector org2 = w_org + w_backoff * 6;
379 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
381 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
383 METHOD(Vortex, wr_init, void(entity thiswep))
385 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
387 precache_pic("gfx/reticle_nex");
390 METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
392 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
394 reticle_image = "gfx/reticle_nex";
399 // no weapon specific image for this weapon