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);
20 float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
22 g.x = f * autocvar_g_weapon_charge_colormod_red_half;
23 g.y = f * autocvar_g_weapon_charge_colormod_green_half;
24 g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
25 if (charge > animlimit)
27 f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
28 g.x += f * autocvar_g_weapon_charge_colormod_red_full;
29 g.y += f * autocvar_g_weapon_charge_colormod_green_full;
30 g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
32 // transition color can't be '0 0 0' as it defaults to player model glow color
39 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
42 void SendCSQCVortexBeamParticle(float charge) {
44 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
45 WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
46 WriteVector(MSG_BROADCAST, w_shotorg);
47 WriteVector(MSG_BROADCAST, v);
48 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
51 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
54 vector shotorg = ReadVector();
55 vector endpos = ReadVector();
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))
66 if(autocvar_cl_particles_oldvortexbeam)
67 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
69 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
77 REGISTER_MUTATOR(vortex_charge, true);
79 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
81 entity player = M_ARGV(0, entity);
84 if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
87 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
89 .entity weaponentity = weaponentities[slot];
91 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)))
93 float xyspeed = vlen(vec2(player.velocity));
94 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
95 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
96 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
97 // add the extra charge
98 player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
103 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
105 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
107 mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
108 myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
109 mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
110 mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
111 myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
112 myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
113 myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
115 float dtype = thiswep.m_id;
116 if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
117 dtype |= HITTYPE_ARMORPIERCE;
120 flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
122 if(WEP_CVAR(vortex, charge))
124 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
125 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
126 // O RLY? -- divVerent
127 // YA RLY -- FruitieX
134 W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype);
135 if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
137 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);
142 FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, false, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype);
145 if(charge == 1) // play additional sound if we hit in the air with maximum damage
146 sound(actor, CH_INFO, SND_MIDAIR, VOL_BASE, ATTN_NONE);
148 Give_Medal(actor, YODA);
151 if(impressive_hits && actor.vortex_lasthit)
153 Give_Medal(actor, IMPRESSIVE);
154 impressive_hits = 0; // only every second time
157 actor.vortex_lasthit = impressive_hits;
159 //beam done on client
160 vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
161 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
162 SendCSQCVortexBeamParticle(charge);
164 W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
167 .float vortex_chargepool_pauseregen_finished;
169 void W_Vortex_Charge(entity actor, .entity weaponentity, float dt)
171 if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
172 actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt);
175 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
177 if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
178 PHYS_INPUT_BUTTON_ATCK(actor) = true;
181 if(WEP_CVAR(vortex, charge))
182 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
185 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
187 if(!WEP_CVAR(vortex, charge_always))
188 W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME);
190 if(WEP_CVAR_SEC(vortex, chargepool))
191 if(actor.(weaponentity).vortex_chargepool_ammo < 1)
193 if(actor.vortex_chargepool_pauseregen_finished < time)
194 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
195 actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
198 if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
199 thiswep.wr_reload(thiswep, actor, weaponentity);
204 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
206 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
207 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
210 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
212 if(WEP_CVAR(vortex, charge))
214 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
215 float dt = frametime / W_TICSPERFRAME;
217 if(actor.(weaponentity).vortex_charge < 1)
219 if(WEP_CVAR_SEC(vortex, chargepool))
221 if(WEP_CVAR_SEC(vortex, ammo))
223 // always deplete if secondary is held
224 actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
226 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
227 actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
228 dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
231 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
235 else if(WEP_CVAR_SEC(vortex, ammo))
237 if(fire & 2) // only eat ammo when the button is pressed
239 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
240 if(!(actor.items & IT_UNLIMITED_AMMO))
242 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
243 if(autocvar_g_balance_vortex_reload_ammo)
245 dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
249 actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
251 actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
255 dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
259 SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
263 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
269 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
270 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
274 else if(WEP_CVAR(vortex, secondary))
276 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
278 W_Vortex_Attack(thiswep, actor, weaponentity, 1);
279 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
285 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
287 //actor.vortex_lasthit = 0;
289 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
291 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
292 ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
295 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
297 if(WEP_CVAR(vortex, secondary))
299 // don't allow charging if we don't have enough ammo
300 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
301 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
306 return false; // zoom is not a fire mode
309 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
311 if (WEP_CVAR(vortex, charge)) {
312 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
314 .entity weaponentity = weaponentities[slot];
315 actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
317 if (WEP_CVAR_SEC(vortex, chargepool))
318 actor.(weaponentity).vortex_chargepool_ammo = 1;
321 actor.vortex_lasthit = 0;
323 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
325 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
327 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
329 return WEAPON_THINKING_WITH_PORTALS;
331 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
333 return WEAPON_VORTEX_MURDER;
335 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
337 return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
343 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
346 vector org2 = w_org + w_backoff * 6;
347 pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
349 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
351 METHOD(Vortex, wr_init, void(entity thiswep))
353 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
355 precache_pic("gfx/reticle_nex");
358 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
360 if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
366 // no weapon specific image for this weapon
370 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
372 return button_attack2 && !WEP_CVAR(vortex, secondary);