]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Added weapon code
authorLyberta <lyberta@lyberta.net>
Thu, 9 Mar 2017 22:06:05 +0000 (01:06 +0300)
committerLyberta <lyberta@lyberta.net>
Thu, 9 Mar 2017 22:06:05 +0000 (01:06 +0300)
qcsrc/client/view.qc
qcsrc/common/mutators/mutator/overkill/_mod.inc
qcsrc/common/mutators/mutator/overkill/_mod.qh
qcsrc/common/mutators/mutator/overkill/okmachinegun.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okmachinegun.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okshotgun.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okshotgun.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okvortex.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/overkill/okvortex.qh [new file with mode: 0644]

index 104405b3973616eb2ce156a97fe06a90ac34e536..77e00b6c3b4f0fb4ba71180c74b0c2f152da4fd1 100644 (file)
@@ -26,6 +26,7 @@
 
 #include <common/vehicles/all.qh>
 #include <common/weapons/_all.qh>
+#include <common/mutators/mutator/overkill/okvortex.qh>
 #include <common/viewloc.qh>
 #include <common/minigames/cl_minigames.qh>
 #include <common/minigames/cl_minigames_hud.qh>
@@ -466,7 +467,7 @@ vector GetCurrentFov(float fov)
                {
                        entity wepent = viewmodels[slot];
                        if(wepent.switchweapon == wepent.activeweapon)
-                       if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
+                       if(((wepent.activeweapon == WEP_VORTEX || wepent.activeweapon == WEP_OVERKILL_VORTEX) && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
                                zoomdir += button_attack2;
                }
        }
@@ -658,6 +659,7 @@ float TrueAimCheck(entity wepent)
                case WEP_MORTAR: // toss curve
                        return SHOTTYPE_HITWORLD;
                case WEP_VORTEX:
+               case WEP_OVERKILL_VORTEX:
                case WEP_VAPORIZER:
                        mv = MOVE_NORMAL;
                        break;
@@ -1180,7 +1182,7 @@ void HUD_Crosshair(entity this)
                                entity wepent = viewmodels[0]; // TODO: unhardcode
 
                                // handle the values
-                               if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+                               if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_VORTEX || wepent.activeweapon == WEP_OVERKILL_VORTEX) && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
                                {
                                        if (vortex_chargepool || use_vortex_chargepool) {
                                                use_vortex_chargepool = 1;
index 0552173c1a0874c8c8ca6765ac0a922ff60ff01b..55d4fd858cfe1b2c2b4a2b4a9aff8e65608d6f05 100644 (file)
@@ -1,5 +1,8 @@
 // generated file; do not modify
 #include <common/mutators/mutator/overkill/hmg.qc>
+#include <common/mutators/mutator/overkill/okmachinegun.qc>
+#include <common/mutators/mutator/overkill/okshotgun.qc>
+#include <common/mutators/mutator/overkill/okvortex.qc>
 #include <common/mutators/mutator/overkill/overkill.qc>
 #ifdef CSQC
     #include <common/mutators/mutator/overkill/cl_overkill.qc>
index 13e42431b32ebb3a28c11504a38fb822e69d7640..d25951615d8d28b1963011f4e048590965cc55e1 100644 (file)
@@ -1,5 +1,8 @@
 // generated file; do not modify
 #include <common/mutators/mutator/overkill/hmg.qh>
+#include <common/mutators/mutator/overkill/okmachinegun.qh>
+#include <common/mutators/mutator/overkill/okshotgun.qh>
+#include <common/mutators/mutator/overkill/okvortex.qh>
 #include <common/mutators/mutator/overkill/overkill.qh>
 #ifdef CSQC
     #include <common/mutators/mutator/overkill/cl_overkill.qh>
diff --git a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
new file mode 100644 (file)
index 0000000..76ec56f
--- /dev/null
@@ -0,0 +1,391 @@
+#include "okmachinegun.qh"
+
+#ifdef SVQC
+
+spawnfunc(weapon_okmachinegun)
+{
+       if(autocvar_sv_q3acompat_machineshotgunswap)
+       if(this.classname != "droppedweapon")
+       {
+               weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
+               return;
+       }
+       weapon_defaultspawnfunc(this, WEP_OVERKILL_MACHINEGUN);
+}
+
+void W_OverkillMachineGun_MuzzleFlash_Think(entity this)
+{
+       this.frame += 2;
+       this.scale *= 0.5;
+       this.alpha -= 0.25;
+       this.nextthink = time + 0.05;
+
+       if(this.alpha <= 0)
+       {
+               setthink(this, SUB_Remove);
+               this.nextthink = time;
+               this.realowner.muzzle_flash = NULL;
+               return;
+       }
+
+}
+
+void W_OverkillMachineGun_MuzzleFlash(entity actor, .entity weaponentity)
+{
+       entity wepent = actor.(weaponentity);
+
+       if(wepent.muzzle_flash == NULL)
+               wepent.muzzle_flash = spawn();
+
+       // muzzle flash for 1st person view
+       setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
+
+       wepent.muzzle_flash.scale = 0.75;
+       setthink(wepent.muzzle_flash, W_OverkillMachineGun_MuzzleFlash_Think);
+       wepent.muzzle_flash.nextthink = time + 0.02;
+       wepent.muzzle_flash.frame = 2;
+       wepent.muzzle_flash.alpha = 0.75;
+       wepent.muzzle_flash.angles_z = random() * 180;
+       wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+       wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent;
+}
+
+void W_OverkillMachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
+{
+       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(okmachinegun, first_damage) : WEP_CVAR(okmachinegun, sustained_damage)));
+       if(!autocvar_g_norecoil)
+       {
+               actor.punchangle_x = random() - 0.5;
+               actor.punchangle_y = random() - 0.5;
+       }
+       int slot = weaponslot(weaponentity);
+       // this attack_finished just enforces a cooldown at the end of a burst
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(okmachinegun, first_refire) * W_WeaponRateFactor(actor);
+
+       if(actor.(weaponentity).misc_bulletcounter == 1)
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(okmachinegun, first_spread), WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, first_damage), WEP_CVAR(okmachinegun, first_force), deathtype, 0);
+       else
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(okmachinegun, sustained_spread), WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, sustained_damage), WEP_CVAR(okmachinegun, sustained_force), deathtype, 0);
+
+       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+       W_OverkillMachineGun_MuzzleFlash(actor, weaponentity);
+       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+
+       // casing code
+       if(autocvar_g_casings >= 2)
+       {
+               makevectors(actor.v_angle); // for some reason, this is lost
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity);
+       }
+
+       if(actor.(weaponentity).misc_bulletcounter == 1)
+               W_DecreaseAmmo(thiswep, actor, WEP_CVAR(okmachinegun, first_ammo), weaponentity);
+       else
+               W_DecreaseAmmo(thiswep, actor, WEP_CVAR(okmachinegun, sustained_ammo), weaponentity);
+}
+
+// weapon frames
+void W_OverkillMachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
+       {
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
+       if(PHYS_INPUT_BUTTON_ATCK(actor))
+       {
+               if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
+               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+               {
+                       W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+                       w_ready(thiswep, actor, weaponentity, fire);
+                       return;
+               }
+               actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
+               W_OverkillMachineGun_Attack(WEP_OVERKILL_MACHINEGUN, WEP_OVERKILL_MACHINEGUN.m_id, actor, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Frame);
+       }
+       else
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), w_ready);
+}
+
+void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       float okmachinegun_spread;
+
+       if(!(fire & 1))
+       {
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
+
+       if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
+       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+               w_ready(thiswep, actor, weaponentity, fire);
+               return;
+       }
+
+       W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR(okmachinegun, sustained_ammo), weaponentity);
+
+       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(okmachinegun, sustained_damage));
+       if(!autocvar_g_norecoil)
+       {
+               actor.punchangle_x = random() - 0.5;
+               actor.punchangle_y = random() - 0.5;
+       }
+
+       okmachinegun_spread = bound(WEP_CVAR(okmachinegun, spread_min), WEP_CVAR(okmachinegun, spread_min) + (WEP_CVAR(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(okmachinegun, spread_max));
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, sustained_damage), WEP_CVAR(okmachinegun, sustained_force), WEP_OVERKILL_MACHINEGUN.m_id, 0);
+
+       actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
+
+       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+       W_OverkillMachineGun_MuzzleFlash(actor, weaponentity);
+       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+
+       if(autocvar_g_casings >= 2) // casing code
+       {
+               makevectors(actor.v_angle); // for some reason, this is lost
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity);
+       }
+
+       int slot = weaponslot(weaponentity);
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(okmachinegun, first_refire) * W_WeaponRateFactor(actor);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Auto);
+}
+
+void W_OverkillMachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(okmachinegun, sustained_damage));
+       if(!autocvar_g_norecoil)
+       {
+               actor.punchangle_x = random() - 0.5;
+               actor.punchangle_y = random() - 0.5;
+       }
+
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(okmachinegun, burst_speed), WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, sustained_damage), WEP_CVAR(okmachinegun, sustained_force), WEP_OVERKILL_MACHINEGUN.m_id, 0);
+
+       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+       W_OverkillMachineGun_MuzzleFlash(actor, weaponentity);
+       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+
+       if(autocvar_g_casings >= 2) // casing code
+       {
+               makevectors(actor.v_angle); // for some reason, this is lost
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity);
+       }
+
+       actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
+       if(actor.(weaponentity).misc_bulletcounter == 0)
+       {
+               int slot = weaponslot(weaponentity);
+               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(okmachinegun, burst_refire2) * W_WeaponRateFactor(actor);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(okmachinegun, burst_animtime), w_ready);
+       }
+       else
+       {
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(okmachinegun, burst_refire), W_OverkillMachineGun_Attack_Burst);
+       }
+
+}
+
+METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+               PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+       else
+               PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+}
+
+METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+       if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(okmachinegun, sustained_ammo), WEP_CVAR(okmachinegun, first_ammo)), WEP_CVAR(okmachinegun, burst_ammo)))
+       { // forced reload
+               thiswep.wr_reload(thiswep, actor, weaponentity);
+       }
+       else if (WEP_CVAR(okmachinegun, mode) == 1)
+       {
+               if(fire & 1)
+               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+               {
+                       actor.(weaponentity).misc_bulletcounter = 0;
+                       W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+               }
+
+               if (fire & 2)
+               {
+                       if (WEP_CVAR_SEC(okmachinegun, type) == 1)
+                       {
+                               if (weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
+                               {
+                                       if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
+                                       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+                                       {
+                                               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+                                               w_ready(thiswep, actor, weaponentity, fire);
+                                               return;
+                                       }
+
+                                       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(okmachinegun, burst_ammo), weaponentity);
+
+                                       actor.(weaponentity).misc_bulletcounter = WEP_CVAR(okmachinegun, burst) * -1;
+                                       W_OverkillMachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
+                               }
+                       }
+                       else
+                       {
+                               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okmachinegun, refire)))
+                               {
+                                       return;
+                               }
+                               // ugly instagib hack to reuse the fire mode of the laser
+                               makevectors(actor.v_angle);
+                               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+                               actor.(weaponentity).m_weapon = WEP_BLASTER;
+                               W_Blaster_Attack(
+                                       actor,
+                                       weaponentity,
+                                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                                       WEP_CVAR_SEC(okmachinegun, shotangle),
+                                       WEP_CVAR_SEC(okmachinegun, damage),
+                                       WEP_CVAR_SEC(okmachinegun, edgedamage),
+                                       WEP_CVAR_SEC(okmachinegun, radius),
+                                       WEP_CVAR_SEC(okmachinegun, force),
+                                       WEP_CVAR_SEC(okmachinegun, speed),
+                                       WEP_CVAR_SEC(okmachinegun, spread),
+                                       WEP_CVAR_SEC(okmachinegun, delay),
+                                       WEP_CVAR_SEC(okmachinegun, lifetime)
+                               );
+                               actor.(weaponentity).m_weapon = oldwep;
+                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
+                       }
+               }
+       }
+       else
+       {
+               if(fire & 1)
+               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+               {
+                       actor.(weaponentity).misc_bulletcounter = 1;
+                       W_OverkillMachineGun_Attack(WEP_OVERKILL_MACHINEGUN, WEP_OVERKILL_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
+                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Frame);
+               }
+
+               if (fire & 2)
+               {
+                       if (WEP_CVAR_SEC(okmachinegun, type) == 1)
+                       {
+                               if (WEP_CVAR(okmachinegun, first))
+                               {
+                                       if (weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
+                                       {
+                                               actor.(weaponentity).misc_bulletcounter = 1;
+                                               W_OverkillMachineGun_Attack(WEP_OVERKILL_MACHINEGUN, WEP_OVERKILL_MACHINEGUN.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(okmachinegun, first_refire), w_ready);
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okmachinegun, refire)))
+                               {
+                                       return;
+                               }
+                               // ugly instagib hack to reuse the fire mode of the laser
+                               makevectors(actor.v_angle);
+                               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+                               actor.(weaponentity).m_weapon = WEP_BLASTER;
+                               W_Blaster_Attack(
+                                       actor,
+                                       weaponentity,
+                                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                                       WEP_CVAR_SEC(okmachinegun, shotangle),
+                                       WEP_CVAR_SEC(okmachinegun, damage),
+                                       WEP_CVAR_SEC(okmachinegun, edgedamage),
+                                       WEP_CVAR_SEC(okmachinegun, radius),
+                                       WEP_CVAR_SEC(okmachinegun, force),
+                                       WEP_CVAR_SEC(okmachinegun, speed),
+                                       WEP_CVAR_SEC(okmachinegun, spread),
+                                       WEP_CVAR_SEC(okmachinegun, delay),
+                                       WEP_CVAR_SEC(okmachinegun, lifetime)
+                               );
+                               actor.(weaponentity).m_weapon = oldwep;
+                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
+                       }
+               }
+       }
+}
+
+METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount;
+       if(WEP_CVAR(okmachinegun, mode) == 1)
+               ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(okmachinegun, sustained_ammo);
+       else
+               ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(okmachinegun, first_ammo);
+
+       if(WEP_CVAR(okmachinegun, reload_ammo))
+       {
+               if(WEP_CVAR(okmachinegun, mode) == 1)
+                       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, sustained_ammo);
+               else
+                       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, first_ammo);
+       }
+       return ammo_amount;
+}
+
+METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount;
+       if(WEP_CVAR(okmachinegun, mode) == 1)
+               ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(okmachinegun, burst_ammo);
+       else
+               ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(okmachinegun, first_ammo);
+
+       if(WEP_CVAR(okmachinegun, reload_ammo))
+       {
+               if(WEP_CVAR(okmachinegun, mode) == 1)
+                       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, burst_ammo);
+               else
+                       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, first_ammo);
+       }
+       return ammo_amount;
+}
+
+METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       W_Reload(actor, weaponentity, min(max(WEP_CVAR(okmachinegun, sustained_ammo), WEP_CVAR(okmachinegun, first_ammo)), WEP_CVAR(okmachinegun, burst_ammo)), SND_RELOAD);
+}
+
+METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
+{
+       return WEAPON_THINKING_WITH_PORTALS;
+}
+
+METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep))
+{
+       if(w_deathtype & HITTYPE_SECONDARY)
+               return WEAPON_MACHINEGUN_MURDER_SNIPE;
+       else
+               return WEAPON_MACHINEGUN_MURDER_SPRAY;
+}
+
+#endif
+#ifdef CSQC
+
+METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
+{
+       vector org2;
+       org2 = w_org + w_backoff * 2;
+       pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+       if(!w_issilent)
+               sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+}
+
+#endif
+
diff --git a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qh b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qh
new file mode 100644 (file)
index 0000000..b2fabde
--- /dev/null
@@ -0,0 +1,70 @@
+#pragma once
+
+CLASS(OverkillMachineGun, Weapon)
+/* ammotype  */ ATTRIB(OverkillMachineGun, ammo_field, .int, ammo_nails);
+/* impulse   */ ATTRIB(OverkillMachineGun, impulse, int, 3);
+/* flags        */ ATTRIB(OverkillMachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating      */ ATTRIB(OverkillMachineGun, bot_pickupbasevalue, float, 7000);
+/* color        */ ATTRIB(OverkillMachineGun, wpcolor, vector, '1 1 0');
+/* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
+#ifdef GAMEQC
+/* model        */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
+/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair_size, float, 0.6);
+/* wepimg      */ ATTRIB(OverkillMachineGun, model2, string, "weaponuzi");
+/* refname   */ ATTRIB(OverkillMachineGun, netname, string, "okmachinegun");
+/* wepname   */ ATTRIB(OverkillMachineGun, m_name, string, _("Overkill MachineGun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, burst, float, NONE) \
+               P(class, prefix, burst_ammo, float, NONE) \
+               P(class, prefix, burst_animtime, float, NONE) \
+               P(class, prefix, burst_refire2, float, NONE) \
+               P(class, prefix, burst_refire, float, NONE) \
+               P(class, prefix, burst_speed, float, NONE) \
+               P(class, prefix, first, float, NONE) \
+               P(class, prefix, first_ammo, float, NONE) \
+               P(class, prefix, first_damage, float, NONE) \
+               P(class, prefix, first_force, float, NONE) \
+               P(class, prefix, first_refire, float, NONE) \
+               P(class, prefix, first_spread, float, NONE) \
+               P(class, prefix, mode, float, NONE) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, solidpenetration, float, NONE) \
+               P(class, prefix, spread_add, float, NONE) \
+               P(class, prefix, spread_max, float, NONE) \
+               P(class, prefix, spread_min, float, NONE) \
+               P(class, prefix, sustained_ammo, float, NONE) \
+               P(class, prefix, sustained_damage, float, NONE) \
+               P(class, prefix, sustained_force, float, NONE) \
+               P(class, prefix, sustained_refire, float, NONE) \
+               P(class, prefix, sustained_spread, float, NONE) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, weaponreplace, string,NONE) \
+               P(class, prefix, weaponstartoverride, float, NONE) \
+               P(class, prefix, weaponstart, float, NONE) \
+               P(class, prefix, weaponthrowable, float, NONE) \
+               P(class, prefix, ammo, float, SEC) \
+               P(class, prefix, animtime, float, SEC) \
+               P(class, prefix, damage, float, SEC) \
+               P(class, prefix, delay, float, SEC) \
+               P(class, prefix, edgedamage, float, SEC) \
+               P(class, prefix, force, float, SEC) \
+               P(class, prefix, lifetime, float, SEC) \
+               P(class, prefix, radius, float, SEC) \
+               P(class, prefix, refire, float, SEC) \
+               P(class, prefix, shotangle, float, SEC) \
+               P(class, prefix, speed, float, SEC) \
+               P(class, prefix, spread, float, SEC) \
+               P(class, prefix, type, float, SEC) \
+       END()
+       W_PROPS(X, OverkillMachineGun, okmachinegun)
+#undef X
+
+ENDCLASS(OverkillMachineGun)
+REGISTER_WEAPON(OVERKILL_MACHINEGUN, okmachinegun, NEW(OverkillMachineGun));
+
diff --git a/qcsrc/common/mutators/mutator/overkill/okshotgun.qc b/qcsrc/common/mutators/mutator/overkill/okshotgun.qc
new file mode 100644 (file)
index 0000000..b232c56
--- /dev/null
@@ -0,0 +1,147 @@
+#include "okshotgun.qh"
+
+#ifdef SVQC
+spawnfunc(weapon_okshotgun) { weapon_defaultspawnfunc(this, WEP_OVERKILL_SHOTGUN); }
+
+void W_OverkillShotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
+{
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okshotgun, ammo), weaponentity);
+
+       W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(okshotgun, damage) * WEP_CVAR_PRI(okshotgun, bullets));
+       for(int sc = 0;sc < WEP_CVAR_PRI(okshotgun, bullets);sc = sc + 1)
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(okshotgun, spread), WEP_CVAR_PRI(okshotgun, solidpenetration), WEP_CVAR_PRI(okshotgun, damage), WEP_CVAR_PRI(okshotgun, force), WEP_OVERKILL_SHOTGUN.m_id, 0);
+
+       Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(okshotgun, ammo));
+
+       // casing code
+       if(autocvar_g_casings >= 1)
+       {
+               makevectors(actor.v_angle); // for some reason, this is lost
+               //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
+                       SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, actor, weaponentity);
+       }
+
+       // muzzle flash for 1st person view
+       entity flash = spawn();
+       setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
+       setthink(flash, SUB_Remove);
+       flash.nextthink = time + 0.06;
+       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+       W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
+}
+
+.float okshotgun_primarytime;
+
+METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range)))
+       {
+               PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+       }
+       else
+       {
+               PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+       }
+}
+
+METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+       if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo)) // forced reload
+       {
+               thiswep.wr_reload(thiswep, actor, weaponentity);
+               return;
+       }
+       if (fire & 1) // Primary attack
+       {
+               if (time >= actor.(weaponentity).okshotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+               {
+                       if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
+                       {
+                               W_OverkillShotgun_Attack(thiswep, actor, weaponentity, true);
+                               actor.(weaponentity).okshotgun_primarytime = time + WEP_CVAR_PRI(okshotgun, refire) * W_WeaponRateFactor(actor);
+                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
+                       }
+               }
+       }
+       else if (fire & 2) // Secondary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
+               {
+                       return;
+               }
+               // ugly instagib hack to reuse the fire mode of the laser
+               makevectors(actor.v_angle);
+               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+               actor.(weaponentity).m_weapon = WEP_BLASTER;
+               W_Blaster_Attack(
+                       actor,
+                       weaponentity,
+                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                       WEP_CVAR_SEC(okshotgun, shotangle),
+                       WEP_CVAR_SEC(okshotgun, damage),
+                       WEP_CVAR_SEC(okshotgun, edgedamage),
+                       WEP_CVAR_SEC(okshotgun, radius),
+                       WEP_CVAR_SEC(okshotgun, force),
+                       WEP_CVAR_SEC(okshotgun, speed),
+                       WEP_CVAR_SEC(okshotgun, spread),
+                       WEP_CVAR_SEC(okshotgun, delay),
+                       WEP_CVAR_SEC(okshotgun, lifetime)
+               );
+               actor.(weaponentity).m_weapon = oldwep;
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
+       }
+}
+
+METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(okshotgun, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo);
+       return ammo_amount;
+}
+
+METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       if (WEP_CVAR_SEC(okshotgun, ammo) == 0)
+       {
+               return true;
+       }
+       float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(okshotgun, ammo);
+       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_SEC(okshotgun, ammo);
+       return ammo_amount;
+}
+
+METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       W_Reload(actor, weaponentity, WEP_CVAR_PRI(okshotgun, ammo), SND_RELOAD); // WEAPONTODO
+}
+
+METHOD(OverkillShotgun, wr_suicidemessage, Notification(entity thiswep))
+{
+       return WEAPON_THINKING_WITH_PORTALS;
+}
+
+METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep))
+{
+       if(w_deathtype & HITTYPE_SECONDARY)
+               return WEAPON_BLASTER_MURDER;
+       else
+               return WEAPON_SHOTGUN_MURDER;
+}
+
+#endif
+#ifdef CSQC
+.float prevric;
+
+METHOD(OverkillShotgun, wr_impacteffect, void(entity thiswep, entity actor))
+{
+       vector org2 = w_org + w_backoff * 2;
+       pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
+       if(!w_issilent && time - actor.prevric > 0.25)
+       {
+               if(w_random < 0.05)
+                       sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+               actor.prevric = time;
+       }
+}
+
+#endif
diff --git a/qcsrc/common/mutators/mutator/overkill/okshotgun.qh b/qcsrc/common/mutators/mutator/overkill/okshotgun.qh
new file mode 100644 (file)
index 0000000..65d8699
--- /dev/null
@@ -0,0 +1,55 @@
+#pragma once
+
+CLASS(OverkillShotgun, Weapon)
+/* ammotype  */ ATTRIB(OverkillShotgun, ammo_field, .int, ammo_shells);
+/* impulse   */ ATTRIB(OverkillShotgun, impulse, int, 2);
+/* flags     */ ATTRIB(OverkillShotgun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating    */ ATTRIB(OverkillShotgun, bot_pickupbasevalue, float, 6000);
+/* color     */ ATTRIB(OverkillShotgun, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun");
+#ifdef GAMEQC
+/* model     */ ATTRIB(OverkillShotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65);
+/* wepimg    */ ATTRIB(OverkillShotgun, model2, string, "weaponshotgun");
+/* refname   */ ATTRIB(OverkillShotgun, netname, string, "okshotgun");
+/* wepname   */ ATTRIB(OverkillShotgun, m_name, string, _("Overkill Shotgun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, animtime, float, PRI) \
+               P(class, prefix, bot_range, float, PRI) \
+               P(class, prefix, bullets, float, PRI) \
+               P(class, prefix, damage, float, PRI) \
+               P(class, prefix, force, float, PRI) \
+               P(class, prefix, refire, float, PRI) \
+               P(class, prefix, solidpenetration, float, PRI) \
+               P(class, prefix, spread, float, PRI) \
+               P(class, prefix, ammo, float, SEC) \
+               P(class, prefix, animtime, float, SEC) \
+               P(class, prefix, damage, float, SEC) \
+               P(class, prefix, delay, float, SEC) \
+               P(class, prefix, edgedamage, float, SEC) \
+               P(class, prefix, force, float, SEC) \
+               P(class, prefix, lifetime, float, SEC) \
+               P(class, prefix, radius, float, SEC) \
+               P(class, prefix, refire, float, SEC) \
+               P(class, prefix, shotangle, float, SEC) \
+               P(class, prefix, speed, float, SEC) \
+               P(class, prefix, spread, float, SEC) \
+               P(class, prefix, reload_ammo, float, NONE) \
+               P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, switchdelay_drop, float, NONE) \
+               P(class, prefix, switchdelay_raise, float, NONE) \
+               P(class, prefix, weaponreplace, string,NONE) \
+               P(class, prefix, weaponstartoverride, float, NONE) \
+               P(class, prefix, weaponstart, float, NONE) \
+               P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+       W_PROPS(X, OverkillShotgun, okshotgun)
+#undef X
+
+ENDCLASS(OverkillShotgun)
+REGISTER_WEAPON(OVERKILL_SHOTGUN, okshotgun, NEW(OverkillShotgun));
diff --git a/qcsrc/common/mutators/mutator/overkill/okvortex.qc b/qcsrc/common/mutators/mutator/overkill/okvortex.qc
new file mode 100644 (file)
index 0000000..1053a46
--- /dev/null
@@ -0,0 +1,348 @@
+#include "okvortex.qh"
+
+#ifdef SVQC
+
+.float okvortex_lasthit;
+#endif
+
+#if defined(GAMEQC)
+
+METHOD(OverkillVortex, wr_glow, vector(OverkillVortex this, entity actor, entity wepent))
+{
+       if (!WEP_CVAR(okvortex, charge)) return '0 0 0';
+       float charge = wepent.vortex_charge;
+       float animlimit = WEP_CVAR(okvortex, charge_animlimit);
+       vector g;
+       g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
+       g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
+       g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
+       if (charge > animlimit)
+       {
+               g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
+               g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
+               g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
+       }
+       return g;
+}
+#endif
+
+#ifdef SVQC
+spawnfunc(weapon_okvortex) { weapon_defaultspawnfunc(this, WEP_OVERKILL_VORTEX); }
+
+REGISTER_MUTATOR(okvortex_charge, true);
+
+MUTATOR_HOOKFUNCTION(okvortex_charge, GetPressedKeys)
+{
+       entity player = M_ARGV(0, entity);
+
+       // WEAPONTODO
+       if(!WEP_CVAR(okvortex, charge) || !WEP_CVAR(okvortex, charge_velocity_rate))
+               return;
+
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+
+               if (player.(weaponentity).m_weapon == WEP_OVERKILL_VORTEX && WEP_CVAR(okvortex, charge) && WEP_CVAR(okvortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(okvortex, 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(okvortex, charge_maxspeed));
+                       float f = (xyspeed - WEP_CVAR(okvortex, charge_minspeed)) / (WEP_CVAR(okvortex, charge_maxspeed) - WEP_CVAR(okvortex, charge_minspeed));
+                       // add the extra charge
+                       player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(okvortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
+               }
+       }
+}
+
+void W_OverkillVortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
+{
+       float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
+
+       mydmg = WEP_CVAR_BOTH(okvortex, !issecondary, damage);
+       myforce = WEP_CVAR_BOTH(okvortex, !issecondary, force);
+       mymindist = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_mindist);
+       mymaxdist = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_maxdist);
+       myhalflife = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_halflife);
+       myforcehalflife = WEP_CVAR_BOTH(okvortex, !issecondary, damagefalloff_forcehalflife);
+       myammo = WEP_CVAR_BOTH(okvortex, !issecondary, ammo);
+
+       float flying;
+       flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
+
+       if(WEP_CVAR(okvortex, charge))
+       {
+               charge = WEP_CVAR(okvortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(okvortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
+               actor.(weaponentity).vortex_charge *= WEP_CVAR(okvortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
+               // O RLY? -- divVerent
+               // YA RLY -- FruitieX
+       }
+       else
+               charge = 1;
+       mydmg *= charge;
+       myforce *= charge;
+
+       W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
+       if(charge > WEP_CVAR(okvortex, charge_animlimit) && WEP_CVAR(okvortex, charge_animlimit)) // if the OverkillVortex is overcharged, we play an extra sound
+       {
+               sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(okvortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(okvortex, charge_animlimit)), ATTN_NORM);
+       }
+
+       yoda = 0;
+       damage_goodhits = 0;
+       FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_OVERKILL_VORTEX.m_id);
+
+       if(yoda && flying)
+               Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+       if(damage_goodhits && actor.okvortex_lasthit)
+       {
+               Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+               damage_goodhits = 0; // only every second time
+       }
+
+       actor.okvortex_lasthit = damage_goodhits;
+
+       //beam and muzzle flash done on client
+       SendCSQCVortexBeamParticle(charge);
+
+       W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
+}
+
+.float okvortex_chargepool_pauseregen_finished;
+
+METHOD(OverkillVortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
+               PHYS_INPUT_BUTTON_ATCK(actor) = true;
+       else
+       {
+               if(WEP_CVAR(okvortex, charge))
+                       PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+       }
+}
+
+METHOD(OverkillVortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+       if(WEP_CVAR(okvortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(okvortex, charge_limit))
+               actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(okvortex, charge_rate) * frametime / W_TICSPERFRAME);
+
+       if(weaponslot(weaponentity) == 0)
+               actor.vortex_charge = actor.(weaponentity).vortex_charge;
+
+       if(WEP_CVAR_SEC(okvortex, chargepool))
+               if(actor.(weaponentity).vortex_chargepool_ammo < 1)
+               {
+                       if(actor.okvortex_chargepool_pauseregen_finished < time)
+                               actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(okvortex, chargepool_regen) * frametime / W_TICSPERFRAME);
+                       actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen));
+               }
+
+       if(weaponslot(weaponentity) == 0)
+               actor.vortex_chargepool_ammo = actor.(weaponentity).vortex_chargepool_ammo;
+
+       if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(okvortex, ammo), WEP_CVAR_SEC(okvortex, ammo))) { // forced reload
+               thiswep.wr_reload(thiswep, actor, weaponentity);
+       } else
+       {
+               if (fire & 1)
+               {
+                       if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okvortex, refire)))
+                       {
+                               W_OverkillVortex_Attack(thiswep, actor, weaponentity, 0);
+                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okvortex, animtime), w_ready);
+                       }
+               }
+               else if ((fire & 2) && (WEP_CVAR(okvortex, secondary) == 2))
+               {
+                       if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
+                       {
+                               return;
+                       }
+                       // ugly instagib hack to reuse the fire mode of the laser
+                       makevectors(actor.v_angle);
+                       Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+                       actor.(weaponentity).m_weapon = WEP_BLASTER;
+                       W_Blaster_Attack(
+                               actor,
+                               weaponentity,
+                               WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                               WEP_CVAR_SEC(okshotgun, shotangle),
+                               WEP_CVAR_SEC(okshotgun, damage),
+                               WEP_CVAR_SEC(okshotgun, edgedamage),
+                               WEP_CVAR_SEC(okshotgun, radius),
+                               WEP_CVAR_SEC(okshotgun, force),
+                               WEP_CVAR_SEC(okshotgun, speed),
+                               WEP_CVAR_SEC(okshotgun, spread),
+                               WEP_CVAR_SEC(okshotgun, delay),
+                               WEP_CVAR_SEC(okshotgun, lifetime)
+                       );
+                       actor.(weaponentity).m_weapon = oldwep;
+                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
+                       return;
+               }
+               if((WEP_CVAR(okvortex, charge) && !WEP_CVAR(okvortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
+               {
+                       if(WEP_CVAR(okvortex, charge))
+                       {
+                               actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(okvortex, charge_rot_pause);
+                               float dt = frametime / W_TICSPERFRAME;
+
+                               if(actor.(weaponentity).vortex_charge < 1)
+                               {
+                                       if(WEP_CVAR_SEC(okvortex, chargepool))
+                                       {
+                                               if(WEP_CVAR_SEC(okvortex, ammo))
+                                               {
+                                                       // always deplete if secondary is held
+                                                       actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(okvortex, ammo) * dt);
+
+                                                       dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(okvortex, charge_rate));
+                                                       actor.okvortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen);
+                                                       dt = min(dt, actor.vortex_chargepool_ammo);
+                                                       dt = max(0, dt);
+
+                                                       actor.(weaponentity).vortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
+                                               }
+                                       }
+
+                                       else if(WEP_CVAR_SEC(okvortex, ammo))
+                                       {
+                                               if(fire & 2) // only eat ammo when the button is pressed
+                                               {
+                                                       dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(okvortex, charge_rate));
+                                                       if(!(actor.items & IT_UNLIMITED_WEAPON_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(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
+                                                                       dt = max(0, dt);
+                                                                       if(dt > 0)
+                                                                       {
+                                                                               actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(okvortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(okvortex, ammo) * dt);
+                                                                       }
+                                                                       actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) = actor.(weaponentity).clip_load;
+                                                               }
+                                                               else
+                                                               {
+                                                                       dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(okvortex, ammo)) / WEP_CVAR_SEC(okvortex, ammo));
+                                                                       dt = max(0, dt);
+                                                                       if(dt > 0)
+                                                                       {
+                                                                               actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(okvortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(okvortex, ammo) * dt);
+                                                                       }
+                                                               }
+                                                       }
+                                                       actor.(weaponentity).vortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
+                                               }
+                                       }
+
+                                       else
+                                       {
+                                               dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(okvortex, charge_rate));
+                                               actor.(weaponentity).vortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
+                                       }
+                               }
+                       }
+                       else if(WEP_CVAR(okvortex, secondary))
+                       {
+                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okvortex, refire)))
+                               {
+                                       W_OverkillVortex_Attack(thiswep, actor, weaponentity, 1);
+                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(okvortex, animtime), w_ready);
+                               }
+                       }
+               }
+       }
+}
+METHOD(OverkillVortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       actor.okvortex_lasthit = 0;
+}
+METHOD(OverkillVortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(okvortex, ammo);
+       ammo_amount += (autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_PRI(okvortex, ammo));
+       return ammo_amount;
+}
+METHOD(OverkillVortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+       if(WEP_CVAR(okvortex, secondary))
+       {
+               // don't allow charging if we don't have enough ammo
+               float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(okvortex, ammo);
+               ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_VORTEX.m_id]) >= WEP_CVAR_SEC(okvortex, ammo);
+               return ammo_amount;
+       }
+       else
+       {
+               return false; // zoom is not a fire mode
+       }
+}
+METHOD(OverkillVortex, wr_resetplayer, void(entity thiswep, entity actor))
+{
+       if (WEP_CVAR(okvortex, charge)) {
+               if (WEP_CVAR_SEC(okvortex, chargepool)) {
+                       actor.vortex_chargepool_ammo = 1;
+               }
+               actor.vortex_charge = WEP_CVAR(okvortex, charge_start);
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       actor.(weaponentity).vortex_charge = WEP_CVAR(okvortex, charge_start);
+
+                       if (WEP_CVAR_SEC(okvortex, chargepool))
+                               actor.(weaponentity).vortex_chargepool_ammo = 1;
+               }
+       }
+       actor.okvortex_lasthit = 0;
+}
+METHOD(OverkillVortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+       W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(okvortex, ammo), WEP_CVAR_SEC(okvortex, ammo)), SND_RELOAD);
+}
+METHOD(OverkillVortex, wr_suicidemessage, Notification(entity thiswep))
+{
+       return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(OverkillVortex, wr_killmessage, Notification(entity thiswep))
+{
+       return WEAPON_VORTEX_MURDER;
+}
+METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
+{
+       return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(okvortex, secondary);
+}
+
+#endif
+#ifdef CSQC
+
+METHOD(OverkillVortex, 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);
+}
+METHOD(OverkillVortex, wr_init, void(entity thiswep))
+{
+       if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+       {
+               precache_pic("gfx/reticle_nex");
+       }
+}
+METHOD(OverkillVortex, wr_zoom, bool(entity thiswep, entity actor))
+{
+       if(button_zoom || zoomscript_caught || (!WEP_CVAR(okvortex, secondary) && button_attack2))
+       {
+               return true;
+       }
+       else
+       {
+               // no weapon specific image for this weapon
+               return false;
+       }
+}
+
+#endif
diff --git a/qcsrc/common/mutators/mutator/overkill/okvortex.qh b/qcsrc/common/mutators/mutator/overkill/okvortex.qh
new file mode 100644 (file)
index 0000000..478c759
--- /dev/null
@@ -0,0 +1,73 @@
+#pragma once
+
+CLASS(OverkillVortex, Weapon)
+/* ammotype  */ ATTRIB(OverkillVortex, ammo_field, .int, ammo_cells);
+/* impulse   */ ATTRIB(OverkillVortex, impulse, int, 7);
+/* flags     */ ATTRIB(OverkillVortex, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating    */ ATTRIB(OverkillVortex, bot_pickupbasevalue, float, 8000);
+/* color     */ ATTRIB(OverkillVortex, wpcolor, vector, '0.5 1 1');
+/* modelname */ ATTRIB(OverkillVortex, mdl, string, "ok_sniper");
+#ifdef GAMEQC
+/* model     */ ATTRIB(OverkillVortex, m_model, Model, MDL_VORTEX_ITEM);
+#endif
+/* crosshair */ ATTRIB(OverkillVortex, w_crosshair, string, "gfx/crosshairnex");
+/* crosshair */ ATTRIB(OverkillVortex, w_crosshair_size, float, 0.65);
+/* reticle   */ ATTRIB(OverkillVortex, w_reticle, string, "gfx/reticle_nex");
+/* wepimg    */ ATTRIB(OverkillVortex, model2, string, "weaponnex");
+/* refname   */ ATTRIB(OverkillVortex, netname, string, "okvortex");
+/* wepname   */ ATTRIB(OverkillVortex, m_name, string, _("Overkill Vortex"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, animtime, float, PRI) \
+               P(class, prefix, chargepool, float, SEC) \
+               P(class, prefix, chargepool_pause_regen, float, SEC) \
+               P(class, prefix, chargepool_regen, float, SEC) \
+               P(class, prefix, charge, float, NONE) \
+               P(class, prefix, charge_animlimit, float, NONE) \
+               P(class, prefix, charge_limit, float, NONE) \
+               P(class, prefix, charge_maxspeed, float, NONE) \
+               P(class, prefix, charge_mindmg, float, NONE) \
+               P(class, prefix, charge_minspeed, float, NONE) \
+               P(class, prefix, charge_rate, float, NONE) \
+               P(class, prefix, charge_rot_pause, float, NONE) \
+               P(class, prefix, charge_rot_rate, float, NONE) \
+               P(class, prefix, charge_shot_multiplier, float, NONE) \
+               P(class, prefix, charge_start, float, NONE) \
+               P(class, prefix, charge_velocity_rate, float, NONE) \
+               P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
+               P(class, prefix, damagefalloff_halflife, float, BOTH) \
+               P(class, prefix, damagefalloff_maxdist, float, BOTH) \
+               P(class, prefix, damagefalloff_mindist, float, BOTH) \
+               P(class, prefix, damage, float, PRI) \
+               P(class, prefix, force, float, PRI) \
+               P(class, prefix, refire, float, PRI) \
+               P(class, prefix, secondary, float, NONE) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+               P(class, prefix, ammo, float, SEC) \
+               P(class, prefix, animtime, float, SEC) \
+               P(class, prefix, damage, float, SEC) \
+               P(class, prefix, delay, float, SEC) \
+               P(class, prefix, edgedamage, float, SEC) \
+               P(class, prefix, force, float, SEC) \
+               P(class, prefix, lifetime, float, SEC) \
+               P(class, prefix, radius, float, SEC) \
+               P(class, prefix, refire, float, SEC) \
+               P(class, prefix, shotangle, float, SEC) \
+               P(class, prefix, speed, float, SEC) \
+               P(class, prefix, spread, float, SEC) \
+       END()
+    W_PROPS(X, OverkillVortex, okvortex)
+#undef X
+
+ENDCLASS(OverkillVortex)
+REGISTER_WEAPON(OVERKILL_VORTEX, okvortex, NEW(OverkillVortex));
+