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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", _("Nex"))
3 #else
4 #ifdef SVQC
5
6 void SendCSQCNexBeamParticle(float charge) {
7         vector v;
8         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
9         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
10         WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
11         WriteCoord(MSG_BROADCAST, w_shotorg_x);
12         WriteCoord(MSG_BROADCAST, w_shotorg_y);
13         WriteCoord(MSG_BROADCAST, w_shotorg_z);
14         WriteCoord(MSG_BROADCAST, v_x);
15         WriteCoord(MSG_BROADCAST, v_y);
16         WriteCoord(MSG_BROADCAST, v_z);
17         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
18 }
19
20 void W_Nex_Attack (float issecondary)
21 {
22         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
23         if(issecondary)
24         {
25                 mydmg = autocvar_g_balance_nex_secondary_damage;
26                 myforce = autocvar_g_balance_nex_secondary_force;
27                 mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
28                 mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
29                 myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
30                 myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
31                 myammo = autocvar_g_balance_nex_secondary_ammo;
32         }
33         else
34         {
35                 mydmg = autocvar_g_balance_nex_primary_damage;
36                 myforce = autocvar_g_balance_nex_primary_force;
37                 mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
38                 mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
39                 myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
40                 myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
41                 myammo = autocvar_g_balance_nex_primary_ammo;
42         }
43
44         float flying;
45         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
46
47         if(autocvar_g_balance_nex_charge)
48         {
49                 charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
50                 self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
51                 // O RLY? -- divVerent
52                 // YA RLY -- FruitieX
53         }
54         else
55                 charge = 1;
56         mydmg *= charge;
57         myforce *= charge;
58
59         W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CHAN_WEAPON, mydmg);
60         if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
61         {
62                 sound (self, CHAN_WEAPON2, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
63         }
64
65         yoda = 0;
66         FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
67
68         if(yoda && flying)
69                 AnnounceTo(self, "yoda");
70
71         //beam and muzzle flash done on client
72         SendCSQCNexBeamParticle(charge);
73
74         // flash and burn the wall
75         if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
76                 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
77
78         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
79         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
80         {
81                 if(autocvar_g_balance_nex_reload_ammo)
82                 {
83                         self.clip_load -= myammo;
84                         self.weapon_load[WEP_NEX] = self.clip_load;
85                 }
86                 else
87                         self.ammo_cells -= myammo;
88         }
89 }
90
91 void spawnfunc_weapon_nex (void); // defined in t_items.qc
92
93 .float nex_chargepool_pauseregen_finished;
94 float w_nex(float req)
95 {
96         float dt;
97         float ammo_amount;
98         if (req == WR_AIM)
99         {
100                 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
101                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
102         }
103         else if (req == WR_THINK)
104         {
105                 if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
106                         self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
107
108                 if(autocvar_g_balance_nex_secondary_chargepool)
109                         if(self.nex_chargepool_ammo < 1)
110                         {
111                                 if(self.nex_chargepool_pauseregen_finished < time)
112                                         self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
113                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
114                         }
115
116                 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
117                         weapon_action(self.weapon, WR_RELOAD);
118                 else
119                 {
120                         if (self.BUTTON_ATCK)
121                         {
122                                 if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
123                                 {
124                                         W_Nex_Attack(0);
125                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
126                                 }
127                         }
128                         if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? self.BUTTON_ZOOM : self.BUTTON_ATCK2)
129                         {
130                                 if(autocvar_g_balance_nex_secondary_charge)
131                                 {
132                                         self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
133                                         dt = frametime / W_TICSPERFRAME;
134
135                                         if(self.nex_charge < 1)
136                                         {
137                                                 if(autocvar_g_balance_nex_secondary_chargepool)
138                                                 {
139                                                         if(autocvar_g_balance_nex_secondary_ammo)
140                                                         {
141                                                                 // always deplete if secondary is held
142                                                                 self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
143
144                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
145                                                                 self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
146                                                                 dt = min(dt, self.nex_chargepool_ammo);
147                                                                 dt = max(0, dt);
148
149                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
150                                                         }
151                                                 }
152
153                                                 else if(autocvar_g_balance_nex_secondary_ammo)
154                                                 {
155                                                         if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
156                                                         {
157                                                                 dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
158                                                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
159                                                                 {
160                                                                         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
161                                                                         if(autocvar_g_balance_nex_reload_ammo)
162                                                                         {
163                                                                                 dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
164                                                                                 dt = max(0, dt);
165                                                                                 if(dt > 0)
166                                                                                 {
167                                                                                         self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
168                                                                                 }
169                                                                                 self.weapon_load[WEP_NEX] = self.clip_load;
170                                                                         }
171                                                                         else
172                                                                         {
173                                                                                 dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
174                                                                                 dt = max(0, dt);
175                                                                                 if(dt > 0)
176                                                                                 {
177                                                                                         self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
178                                                                                 }
179                                                                         }
180                                                                 }
181                                                                 self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
182                                                         }
183                                                 }
184
185                                                 else
186                                                 {
187                                                         dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
188                                                         self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
189                                                 }
190                                         }
191                                 }
192                                 else if(autocvar_g_balance_nex_secondary)
193                                 {
194                                         if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
195                                         {
196                                                 W_Nex_Attack(1);
197                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
198                                         }
199                                 }
200                         }
201                 }
202
203                 if(autocvar_g_balance_nex_charge)
204                 {
205                         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_animlimit);
206                         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_animlimit);
207                         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_animlimit);
208
209                         if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
210                         {
211                                 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_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
212                                 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_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
213                                 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_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
214                         }
215                 }
216         }
217         else if (req == WR_PRECACHE)
218         {
219                 precache_model ("models/nexflash.md3");
220                 precache_model ("models/weapons/g_nex.md3");
221                 precache_model ("models/weapons/v_nex.md3");
222                 precache_model ("models/weapons/h_nex.iqm");
223                 precache_sound ("weapons/nexfire.wav");
224                 precache_sound ("weapons/nexcharge.wav");
225                 precache_sound ("weapons/nexwhoosh1.wav");
226                 precache_sound ("weapons/nexwhoosh2.wav");
227                 precache_sound ("weapons/nexwhoosh3.wav");
228                 precache_sound ("weapons/reload.wav");
229         }
230         else if (req == WR_SETUP)
231         {
232                 weapon_setup(WEP_NEX);
233         }
234         else if (req == WR_CHECKAMMO1)
235         {
236                 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
237                 ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_primary_ammo);
238                 return ammo_amount;
239         }
240         else if (req == WR_CHECKAMMO2)
241         {
242                 // don't allow charging if we don't have enough ammo
243                 ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
244                 ammo_amount += self.weapon_load[WEP_NEX] >= autocvar_g_balance_nex_secondary_ammo;
245                 return ammo_amount;
246         }
247         else if (req == WR_RELOAD)
248         {
249                 W_Reload(ammo_cells, min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
250         }
251
252         return TRUE;
253 };
254 #endif
255 #ifdef CSQC
256 float w_nex(float req)
257 {
258         if(req == WR_IMPACTEFFECT)
259         {
260                 vector org2;
261                 org2 = w_org + w_backoff * 6;
262                 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
263                 if(!w_issilent)
264                         sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
265         }
266         else if(req == WR_PRECACHE)
267         {
268                 precache_sound("weapons/neximpact.wav");
269         }
270         else if (req == WR_SUICIDEMESSAGE)
271                 w_deathtypestring = _("%s did the impossible");
272         else if (req == WR_KILLMESSAGE)
273                 w_deathtypestring = _("%s has been vaporized by %s");
274         return TRUE;
275 }
276 #endif
277 #endif