Xonotic
vortex.qc
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1 #include "vortex.qh"
2 
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))
5 
6 #if defined(GAMEQC)
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;
14 
15 METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
16 {
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);
21  vector g;
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)
26  {
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;
31  }
32  // transition color can't be '0 0 0' as it defaults to player model glow color
33  if (g == '0 0 0')
34  g = '0 0 0.000001';
35  return g;
36 }
37 #endif
38 
39 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
40 
41 #if defined(SVQC)
42 void SendCSQCVortexBeamParticle(float charge) {
43  vector v;
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));
49 }
50 #elif defined(CSQC)
51 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
52 {
53  float charge;
54  vector shotorg = ReadVector();
55  vector endpos = ReadVector();
56  charge = ReadByte() / 255.0;
57 
58  //pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
59 
60  //draw either the old v2.3 beam or the new beam
61  charge = sqrt(charge); // divide evenly among trail spacing and alpha
63 
64  if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
65  {
66  if(autocvar_cl_particles_oldvortexbeam)
67  WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
68  else
69  WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
70  }
71  return true;
72 }
73 #endif
74 
75 #ifdef SVQC
76 
78 
80 {
81  entity player = M_ARGV(0, entity);
82 
83  // WEAPONTODO
84  if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
85  return;
86 
87  for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
88  {
89  .entity weaponentity = weaponentities[slot];
90 
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)))
92  {
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);
99  }
100  }
101 }
102 
103 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
104 {
105  float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
106 
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);
114 
115  float dtype = thiswep.m_id;
116  if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
117  dtype |= HITTYPE_ARMORPIERCE;
118 
119  float flying;
120  flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
121 
122  if(WEP_CVAR(vortex, charge))
123  {
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
128  }
129  else
130  charge = 1;
131  mydmg *= charge;
132  myforce *= charge;
133 
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
136  {
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);
138  }
139 
140  yoda = 0;
141  impressive_hits = 0;
142  FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, false, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype);
143 
144  if(yoda && flying)
145  Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
146  if(impressive_hits && actor.vortex_lasthit)
147  {
148  Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
149  impressive_hits = 0; // only every second time
150  }
151 
152  actor.vortex_lasthit = impressive_hits;
153 
154  //beam done on client
156  W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
157  SendCSQCVortexBeamParticle(charge);
158 
159  W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
160 }
161 
162 .float vortex_chargepool_pauseregen_finished;
163 
164 void W_Vortex_Charge(entity actor, .entity weaponentity, float dt)
165 {
166  if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
167  actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt);
168 }
169 
170 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
171 {
172  if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
173  PHYS_INPUT_BUTTON_ATCK(actor) = true;
174  else
175  {
176  if(WEP_CVAR(vortex, charge))
177  PHYS_INPUT_BUTTON_ATCK2(actor) = true;
178  }
179 }
180 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
181 {
182  if(!WEP_CVAR(vortex, charge_always))
183  W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME);
184 
185  if(WEP_CVAR_SEC(vortex, chargepool))
186  if(actor.(weaponentity).vortex_chargepool_ammo < 1)
187  {
188  if(actor.vortex_chargepool_pauseregen_finished < time)
189  actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
190  actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
191  }
192 
193  if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
194  thiswep.wr_reload(thiswep, actor, weaponentity);
195  } else
196  {
197  if(fire & 1)
198  {
199  if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
200  {
201  W_Vortex_Attack(thiswep, actor, weaponentity, 0);
202  weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
203  }
204  }
205  if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
206  {
207  if(WEP_CVAR(vortex, charge))
208  {
209  actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
210  float dt = frametime / W_TICSPERFRAME;
211 
212  if(actor.(weaponentity).vortex_charge < 1)
213  {
214  if(WEP_CVAR_SEC(vortex, chargepool))
215  {
216  if(WEP_CVAR_SEC(vortex, ammo))
217  {
218  // always deplete if secondary is held
219  actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
220 
221  dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
222  actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
223  dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
224  dt = max(0, dt);
225 
226  actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
227  }
228  }
229 
230  else if(WEP_CVAR_SEC(vortex, ammo))
231  {
232  if(fire & 2) // only eat ammo when the button is pressed
233  {
234  dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
235  if(!(actor.items & IT_UNLIMITED_AMMO))
236  {
237  // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
238  if(autocvar_g_balance_vortex_reload_ammo)
239  {
240  dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
241  dt = max(0, dt);
242  if(dt > 0)
243  {
244  actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
245  }
246  actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
247  }
248  else
249  {
250  dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
251  dt = max(0, dt);
252  if(dt > 0)
253  {
254  SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
255  }
256  }
257  }
258  actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
259  }
260  }
261 
262  else
263  {
264  dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
265  actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
266  }
267  }
268  }
269  else if(WEP_CVAR(vortex, secondary))
270  {
271  if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
272  {
273  W_Vortex_Attack(thiswep, actor, weaponentity, 1);
274  weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
275  }
276  }
277  }
278  }
279 }
280 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
281 {
282  actor.vortex_lasthit = 0;
283 }
284 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
285 {
286  float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
287  ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
288  return ammo_amount;
289 }
290 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
291 {
292  if(WEP_CVAR(vortex, secondary))
293  {
294  // don't allow charging if we don't have enough ammo
295  float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
296  ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
297  return ammo_amount;
298  }
299  else
300  {
301  return false; // zoom is not a fire mode
302  }
303 }
304 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
305 {
306  if (WEP_CVAR(vortex, charge)) {
307  for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
308  {
309  .entity weaponentity = weaponentities[slot];
310  actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
311 
312  if (WEP_CVAR_SEC(vortex, chargepool))
313  actor.(weaponentity).vortex_chargepool_ammo = 1;
314  }
315  }
316  actor.vortex_lasthit = 0;
317 }
318 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
319 {
320  W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
321 }
322 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
323 {
324  return WEAPON_THINKING_WITH_PORTALS;
325 }
326 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
327 {
328  return WEAPON_VORTEX_MURDER;
329 }
330 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
331 {
332  return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
333 }
334 
335 #endif
336 #ifdef CSQC
337 
338 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
339 {
340  entity this = actor;
341  vector org2 = w_org + w_backoff * 6;
342  pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
343  if(!w_issilent)
344  sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
345 }
346 METHOD(Vortex, wr_init, void(entity thiswep))
347 {
349  {
350  precache_pic("gfx/reticle_nex");
351  }
352 }
353 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
354 {
355  if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
356  {
357  return true;
358  }
359  else
360  {
361  // no weapon specific image for this weapon
362  return false;
363  }
364 }
365 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
366 {
367  return button_attack2 && !WEP_CVAR(vortex, secondary);
368 }
369 
370 #endif
#define WEP_CVAR_PRI(wepname, name)
Definition: all.qh:300
vector shotorg
Definition: aim.qh:12
#define PHYS_INPUT_BUTTON_ATCK2(s)
Definition: player.qh:148
bool bot_aim(entity this,.entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
#define WEP_CVAR_SEC(wepname, name)
Definition: all.qh:301
float weapon_load[REGISTRY_MAX(Weapons)]
Definition: weaponsystem.qh:29
vector w_shotorg
Definition: tracing.qh:18
#define REGISTER_MUTATOR(id, dependence)
Definition: base.qh:263
float zoomscript_caught
Definition: view.qh:117
entity() spawn
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
#define PHYS_INPUT_BUTTON_ZOOM(s)
Definition: player.qh:149
#define NET_HANDLE(id, param)
Definition: net.qh:12
#define WEP_CVAR(wepname, name)
Definition: all.qh:299
vector w_shotdir
Definition: tracing.qh:19
#define METHOD(cname, name, prototype)
Definition: oo.qh:257
float particles_fade
int impressive_hits
Definition: damage.qh:52
int clip_load
Definition: wepent.qh:14
bool autocvar_cl_reticle
Definition: crosshair.qh:3
vector WarpZone_UnTransformOrigin(entity wz, vector v)
Definition: common.qc:535
float PARTICLES_USEALPHA
const float ATTN_NORM
Definition: csprogsdefs.qc:226
float ammo
Definition: sv_turrets.qh:44
const int HITTYPE_ARMORPIERCE
Definition: all.qh:29
float PARTICLES_USEFADE
float particles_alphamin
const int CH_WEAPON_A
Definition: sound.qh:7
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
Definition: cl_resources.qc:26
bool button_attack2
Definition: main.qh:99
const int MAX_WEAPONSLOTS
Definition: weapon.qh:13
void GetPressedKeys(entity this)
Definition: client.qc:1681
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
#define WEP_CVAR_BOTH(wepname, isprimary, name)
Definition: all.qh:302
#define pointparticles
Definition: csprogsdefs.qh:13
#define NULL
Definition: post.qh:17
float frametime
Definition: csprogsdefs.qc:17
#define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)
Definition: player.qh:157
const float VOL_BASE
Definition: sound.qh:36
vector trace_endpos
Definition: csprogsdefs.qc:37
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition: player.qh:146
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition: tracing.qh:33
#define M_ARGV(x, type)
Definition: events.qh:17
bool autocvar_cl_reticle_weapon
Definition: crosshair.qh:5
bool button_zoom
Definition: main.qh:97
const int CH_SHOTS
Definition: sound.qh:14
bool IsFlying(entity this)
Definition: player.qc:804
vector(float skel, float bonenum) _skel_get_boneabs_hidden
entity WarpZone_trace_transform
Definition: common.qh:37
vector v
Definition: ent_cs.qc:116
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
Definition: cl_resources.qc:10
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition: vector.qh:8
entity Notification
always last
Definition: all.qh:82
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
#define MUTATOR_CALLHOOK(id,...)
Definition: base.qh:140
#define vec2(...)
Definition: vector.qh:90
entity weaponentities[MAX_WEAPONSLOTS]
Definition: weapon.qh:14
#define REGISTER_NET_TEMP(id)
Definition: net.qh:33
float vortex_charge
Definition: wepent.qh:6
#define MUTATOR_HOOKFUNCTION(...)
Definition: base.qh:310
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use,.entity weaponentity)
#define sound(e, c, s, v, a)
Definition: sound.qh:52
void FireRailgunBullet(entity this,.entity weaponentity, vector start, vector end, float bdamage, bool headshot_notify, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
Definition: tracing.qc:231
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition: weapon.qh:41
float particles_alphamax
float time
Definition: csprogsdefs.qc:16
const int CH_WEAPON_B
Definition: sound.qh:8
int m_id
Definition: weapon.qh:42
float yoda
Definition: damage.qh:51
Definition: vortex.qh:3
const int W_TICSPERFRAME
Definition: weaponsystem.qh:14
float vortex_chargepool_ammo
Definition: wepent.qh:7
void W_Reload(entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)
#define particleeffectnum(e)
Definition: effect.qh:3