2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
6 // weapon load persistence, for weapons that support reloading
9 void W_Nex_SetAmmoCounter()
11 // set clip_load to the weapon we have switched to, if the gun uses reloading
12 if(!autocvar_g_balance_nex_reload_ammo)
13 self.clip_load = 0; // also keeps crosshair ammo from displaying
16 self.clip_load = self.nex_load;
17 self.clip_size = autocvar_g_balance_nex_reload_ammo; // for the crosshair ammo display
21 void W_Nex_ReloadedAndReady()
25 // now do the ammo transfer
26 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
27 while(self.clip_load < autocvar_g_balance_nex_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
32 self.nex_load = self.clip_load;
34 t = ATTACK_FINISHED(self) - autocvar_g_balance_nex_reload_time - 1;
35 ATTACK_FINISHED(self) = t;
41 // return if reloading is disabled for this weapon
42 if(!autocvar_g_balance_nex_reload_ammo)
45 if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)))
50 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
52 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_nex_reload_time + 1;
53 ATTACK_FINISHED(self) = t;
55 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_nex_reload_time, W_Nex_ReloadedAndReady);
57 self.old_clip_load = self.clip_load;
61 void SendCSQCNexBeamParticle(float charge) {
63 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
64 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
65 WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
66 WriteCoord(MSG_BROADCAST, w_shotorg_x);
67 WriteCoord(MSG_BROADCAST, w_shotorg_y);
68 WriteCoord(MSG_BROADCAST, w_shotorg_z);
69 WriteCoord(MSG_BROADCAST, v_x);
70 WriteCoord(MSG_BROADCAST, v_y);
71 WriteCoord(MSG_BROADCAST, v_z);
72 WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
75 void W_Nex_Attack (float issecondary)
77 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
80 mydmg = autocvar_g_balance_nex_secondary_damage;
81 myforce = autocvar_g_balance_nex_secondary_force;
82 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
83 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
84 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
85 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
86 myammo = autocvar_g_balance_nex_secondary_ammo;
90 mydmg = autocvar_g_balance_nex_primary_damage;
91 myforce = autocvar_g_balance_nex_primary_force;
92 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
93 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
94 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
95 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
96 myammo = autocvar_g_balance_nex_primary_ammo;
100 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
102 if(autocvar_g_balance_nex_charge)
104 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
105 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
106 // O RLY? -- divVerent
107 // YA RLY -- FruitieX
114 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
115 if(charge > autocvar_g_balance_nex_charge_limit && autocvar_g_balance_nex_charge_limit) // if the Nex is overcharged, we play an extra sound
117 sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_limit) / (1 - 0.5 * autocvar_g_balance_nex_charge_limit), ATTN_NORM);
121 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
124 AnnounceTo(self, "yoda");
126 //beam and muzzle flash done on client
127 SendCSQCNexBeamParticle(charge);
129 // flash and burn the wall
130 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
131 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
133 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
134 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
136 if(autocvar_g_balance_nex_reload_ammo)
138 self.clip_load -= myammo;
139 self.nex_load = self.clip_load;
142 self.ammo_cells -= myammo;
146 void spawnfunc_weapon_nex (void); // defined in t_items.qc
148 .float nex_chargepool_pauseregen_finished;
149 float w_nex(float req)
155 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
156 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
158 else if (req == WR_THINK)
160 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
161 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
163 if(autocvar_g_balance_nex_secondary_chargepool)
164 if(self.nex_chargepool_ammo < 1)
166 if(self.nex_chargepool_pauseregen_finished < time)
167 self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
168 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
171 if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
175 if (self.BUTTON_ATCK)
177 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
180 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
183 if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
185 if(autocvar_g_balance_nex_secondary_charge)
187 self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
188 dt = frametime / W_TICSPERFRAME;
190 if(self.nex_charge < 1)
192 if(autocvar_g_balance_nex_secondary_chargepool)
194 if(autocvar_g_balance_nex_secondary_ammo)
196 // always deplete if secondary is held
197 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
199 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
200 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
201 dt = min(dt, self.nex_chargepool_ammo);
204 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
208 else if(autocvar_g_balance_nex_secondary_ammo)
210 if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
212 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
213 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
215 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
216 if(autocvar_g_balance_nex_reload_ammo)
218 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
222 self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
224 self.nex_load = self.clip_load;
228 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
232 self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
236 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
242 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
243 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
247 else if(autocvar_g_balance_nex_secondary)
249 if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
252 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
258 if(autocvar_g_balance_nex_charge)
260 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
261 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
262 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_limit);
264 if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
266 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
267 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
268 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
272 else if (req == WR_PRECACHE)
274 precache_model ("models/nexflash.md3");
275 precache_model ("models/weapons/g_nex.md3");
276 precache_model ("models/weapons/v_nex.md3");
277 precache_model ("models/weapons/h_nex.iqm");
278 precache_sound ("weapons/nexfire.wav");
279 precache_sound ("weapons/nexcharge.wav");
280 precache_sound ("weapons/nexwhoosh1.wav");
281 precache_sound ("weapons/nexwhoosh2.wav");
282 precache_sound ("weapons/nexwhoosh3.wav");
283 precache_sound ("weapons/reload.wav");
285 else if (req == WR_SETUP)
287 weapon_setup(WEP_NEX);
288 W_Nex_SetAmmoCounter();
290 else if (req == WR_CHECKAMMO1)
292 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
293 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_primary_ammo);
296 else if (req == WR_CHECKAMMO2)
298 // don't allow charging if we don't have enough ammo
299 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
300 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.nex_load >= autocvar_g_balance_nex_secondary_ammo);
303 else if (req == WR_RESETPLAYER)
305 // all weapons must be fully loaded when we spawn
306 self.nex_load = autocvar_g_balance_nex_reload_ammo;
308 else if (req == WR_RELOAD)
317 float w_nex(float req)
319 if(req == WR_IMPACTEFFECT)
322 org2 = w_org + w_backoff * 6;
323 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
325 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
327 else if(req == WR_PRECACHE)
329 precache_sound("weapons/neximpact.wav");
331 else if (req == WR_SUICIDEMESSAGE)
332 w_deathtypestring = "%s did the impossible";
333 else if (req == WR_KILLMESSAGE)
334 w_deathtypestring = "%s has been vaporized by %s";