//REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
#if defined(GAMEQC)
-float autocvar_g_weapon_charge_colormod_red_full;
-float autocvar_g_weapon_charge_colormod_red_half;
-float autocvar_g_weapon_charge_colormod_green_full;
-float autocvar_g_weapon_charge_colormod_blue_full;
-float autocvar_g_weapon_charge_colormod_blue_half;
-float autocvar_g_weapon_charge_colormod_green_half;
-float autocvar_g_weapon_charge_colormod_hdrmultiplier;
-
-METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
+METHOD(Vortex, wr_glow, vector(Vortex this, int actor_colors, entity wepent))
{
if (!WEP_CVAR(vortex, charge)) return '0 0 0';
- float charge = wepent.vortex_charge;
+ float charge = max(0.25, wepent.vortex_charge);
float animlimit = WEP_CVAR(vortex, charge_animlimit);
- float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
- vector g;
- g.x = f * autocvar_g_weapon_charge_colormod_red_half;
- g.y = f * autocvar_g_weapon_charge_colormod_green_half;
- g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
+ float f = min(1, charge / animlimit);
+ vector mycolors = colormapPaletteColor(actor_colors & 0x0F, true);
+ vector g = f * (mycolors * 0.3);
if (charge > animlimit)
{
- f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
- g.x += f * autocvar_g_weapon_charge_colormod_red_full;
- g.y += f * autocvar_g_weapon_charge_colormod_green_full;
- g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
+ f = (charge - animlimit) / (1 - animlimit);
+ g += f * (mycolors * 0.7);
}
// transition color can't be '0 0 0' as it defaults to player model glow color
if (g == '0 0 0')
MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
{
- entity player = M_ARGV(0, entity);
+ entity player = M_ARGV(0, entity);
// WEAPONTODO
- if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
- return;
-
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
-
- 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)))
- {
- float xyspeed = vlen(vec2(player.velocity));
- // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
- xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
- float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
- // add the extra charge
- player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
- }
- }
+ if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
+ return;
+
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+
+ 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)))
+ {
+ float xyspeed = vlen(vec2(player.velocity));
+ // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
+ xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
+ float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
+ // add the extra charge
+ player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
+ }
+ }
}
void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
void W_Vortex_Charge(entity actor, .entity weaponentity, float dt)
{
- if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
- actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt);
+ if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
+ actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt);
}
METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- if(bot_aim(actor, weaponentity, 1000000, 0, 1, false, true))
- PHYS_INPUT_BUTTON_ATCK(actor) = true;
+ if(bot_aim(actor, weaponentity, 1000000, 0, 1, false, true))
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
}
METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(!WEP_CVAR(vortex, charge_always))
- W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME);
-
- if(WEP_CVAR_SEC(vortex, chargepool))
- if(actor.(weaponentity).vortex_chargepool_ammo < 1)
- {
- if(actor.vortex_chargepool_pauseregen_finished < time)
- actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
- actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
- }
-
- if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- {
- if(fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
- {
- W_Vortex_Attack(thiswep, actor, weaponentity, 0);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
- }
- }
- if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
- {
- if(WEP_CVAR(vortex, charge))
- {
- actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
- float dt = frametime / W_TICSPERFRAME;
-
- if(actor.(weaponentity).vortex_charge < 1)
- {
- if(WEP_CVAR_SEC(vortex, chargepool))
- {
- if(WEP_CVAR_SEC(vortex, ammo))
- {
- // always deplete if secondary is held
- actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
-
- dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
- actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
- dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
- dt = max(0, dt);
-
- actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
- }
- }
-
- else if(WEP_CVAR_SEC(vortex, ammo))
- {
- if(fire & 2) // only eat ammo when the button is pressed
- {
- dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
- if(!(actor.items & IT_UNLIMITED_AMMO))
- {
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if(autocvar_g_balance_vortex_reload_ammo)
- {
- dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
- dt = max(0, dt);
- if(dt > 0)
- {
- actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
- }
- actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
- }
- else
- {
- dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
- dt = max(0, dt);
- if(dt > 0)
- {
- SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
- }
- }
- }
- actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
- }
- }
-
- else
- {
- dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
- actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
- }
- }
- }
- else if(WEP_CVAR(vortex, secondary))
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
- {
- W_Vortex_Attack(thiswep, actor, weaponentity, 1);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
- }
- }
- }
- }
+ if(!WEP_CVAR(vortex, charge_always))
+ W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME);
+
+ if(WEP_CVAR_SEC(vortex, chargepool))
+ if(actor.(weaponentity).vortex_chargepool_ammo < 1)
+ {
+ if(actor.vortex_chargepool_pauseregen_finished < time)
+ actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
+ actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
+ }
+
+ if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
+ {
+ W_Vortex_Attack(thiswep, actor, weaponentity, 0);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
+ }
+ }
+ if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
+ {
+ if(WEP_CVAR(vortex, charge))
+ {
+ actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
+ float dt = frametime / W_TICSPERFRAME;
+
+ if(actor.(weaponentity).vortex_charge < 1)
+ {
+ if(WEP_CVAR_SEC(vortex, chargepool))
+ {
+ if(WEP_CVAR_SEC(vortex, ammo))
+ {
+ // always deplete if secondary is held
+ actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
+
+ dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
+ dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
+ dt = max(0, dt);
+
+ actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ }
+ }
+
+ else if(WEP_CVAR_SEC(vortex, ammo))
+ {
+ if(fire & 2) // only eat ammo when the button is pressed
+ {
+ dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ if(!(actor.items & IT_UNLIMITED_AMMO))
+ {
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if(autocvar_g_balance_vortex_reload_ammo)
+ {
+ dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
+ }
+ actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
+ }
+ else
+ {
+ dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
+ }
+ }
+ }
+ actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ }
+ }
+
+ else
+ {
+ dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
+ actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
+ }
+ }
+ }
+ else if(WEP_CVAR(vortex, secondary))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
+ {
+ W_Vortex_Attack(thiswep, actor, weaponentity, 1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
+ }
+ }
+ }
+ }
}
METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
{
- actor.vortex_lasthit = 0;
+ actor.vortex_lasthit = 0;
}
METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
- ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
- return ammo_amount;
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
+ ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
+ return ammo_amount;
}
METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- if(WEP_CVAR(vortex, secondary))
- {
- // don't allow charging if we don't have enough ammo
- float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
- return ammo_amount;
- }
- else
- {
- return false; // zoom is not a fire mode
- }
+ if(WEP_CVAR(vortex, secondary))
+ {
+ // don't allow charging if we don't have enough ammo
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
+ return ammo_amount;
+ }
+ else
+ {
+ return false; // zoom is not a fire mode
+ }
}
METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
{
- if (WEP_CVAR(vortex, charge)) {
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
-
- if (WEP_CVAR_SEC(vortex, chargepool))
- actor.(weaponentity).vortex_chargepool_ammo = 1;
- }
- }
- actor.vortex_lasthit = 0;
+ if (WEP_CVAR(vortex, charge)) {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
+
+ if (WEP_CVAR_SEC(vortex, chargepool))
+ actor.(weaponentity).vortex_chargepool_ammo = 1;
+ }
+ }
+ actor.vortex_lasthit = 0;
}
METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
+ W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
}
METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
{
- return WEAPON_THINKING_WITH_PORTALS;
+ return WEAPON_THINKING_WITH_PORTALS;
}
METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
{
- return WEAPON_VORTEX_MURDER;
+ return WEAPON_VORTEX_MURDER;
}
METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
{
- return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
+ return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
}
#endif
METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
{
- entity this = actor;
- vector org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
+ entity this = actor;
+ vector org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
}
METHOD(Vortex, wr_init, void(entity thiswep))
{
- if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
- {
- precache_pic("gfx/reticle_nex");
- }
+ if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+ {
+ precache_pic("gfx/reticle_nex");
+ }
}
METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
{
- if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
- {
- return true;
- }
- else
- {
- // no weapon specific image for this weapon
- return false;
- }
+ if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
+ {
+ return true;
+ }
+ else
+ {
+ // no weapon specific image for this weapon
+ return false;
+ }
}
METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
{
- return button_attack2 && !WEP_CVAR(vortex, secondary);
+ return button_attack2 && !WEP_CVAR(vortex, secondary);
}
#endif