void HUD_DarkBlinking()
{
vector bottomright = vec2(vid_conwidth, vid_conheight);
- drawfill('0 0 0', bottomright, NADE_TYPE_DARNESS.m_color, 0.986, DRAWFLAG_NORMAL);
+ drawfill('0 0 0', bottomright, NADE_TYPE_DARKNESS.m_color, 0.986, DRAWFLAG_NORMAL);
}
REGISTER_MUTATOR(cl_nades, true);
{
if (STAT(NADE_DARKNESS_TIME) > time)
{
- M_ARGV(0, vector) = NADE_TYPE_DARNESS.m_color;
+ M_ARGV(0, vector) = NADE_TYPE_DARKNESS.m_color;
HUD_DarkBlinking();
return true;
}
case nade_type: \
nade_blast = blast; \
expef = exp_effect; \
- break;
+ break
switch ( REGISTRY_GET(Nades, STAT(NADE_BONUS_TYPE, this)) )
{
SET_NADE_EFFECT(NADE_TYPE_ENTRAP, false, EFFECT_SPAWN_YELLOW);
SET_NADE_EFFECT(NADE_TYPE_VEIL, false, EFFECT_SPAWN_NEUTRAL);
SET_NADE_EFFECT(NADE_TYPE_AMMO, false, EFFECT_SPAWN_BROWN);
- SET_NADE_EFFECT(NADE_TYPE_DARNESS, false, EFFECT_EXPLOSION_MEDIUM);
+ SET_NADE_EFFECT(NADE_TYPE_DARKNESS, false, EFFECT_EXPLOSION_MEDIUM);
SET_NADE_EFFECT(NADE_TYPE_NORMAL, true, EFFECT_NADE_EXPLODE(this.realowner.team));
default: expef = EFFECT_NADE_EXPLODE(this.realowner.team); break;
}
case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break;
case NADE_TYPE_VEIL: nade_veil_boom(this); break;
case NADE_TYPE_AMMO: nade_ammo_boom(this); break;
- case NADE_TYPE_DARNESS: nade_darkness_boom(this); break;
+ case NADE_TYPE_DARKNESS: nade_darkness_boom(this); break;
}
IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
CL_NADE_TYPE_CHECK(NADE_TYPE_ENTRAP, autocvar_g_nades_entrap);
CL_NADE_TYPE_CHECK(NADE_TYPE_VEIL, autocvar_g_nades_veil);
CL_NADE_TYPE_CHECK(NADE_TYPE_AMMO, autocvar_g_nades_ammo);
- CL_NADE_TYPE_CHECK(NADE_TYPE_DARNESS, autocvar_g_nades_darkness);
+ CL_NADE_TYPE_CHECK(NADE_TYPE_DARKNESS, autocvar_g_nades_darkness);
}
return cl_ntype;
#undef CL_NADE_TYPE_CHECK
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready);
return;
}
- //if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
- //{
- // if(WEP_CVAR(oknex, charge))
- // {
- // actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause);
- // float dt = frametime / W_TICSPERFRAME;
- //
- // if(actor.(weaponentity).oknex_charge < 1)
- // {
- // if(WEP_CVAR_SEC(oknex, chargepool))
- // {
- // if(WEP_CVAR_SEC(oknex, ammo))
- // {
- // // always deplete if secondary is held
- // actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(oknex, ammo) * dt);
-
- // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
- // actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(oknex, chargepool_pause_regen);
- // dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo);
- // dt = max(0, dt);
-
- // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
- // }
- // }
-
- // else if(WEP_CVAR_SEC(oknex, ammo))
- // {
- // if(fire & 2) // only eat ammo when the button is pressed
- // {
- // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, 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(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
- // dt = max(0, dt);
- // if(dt > 0)
- // {
- // actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt);
- // }
- // actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load;
- // }
- // else
- // {
- // dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
- // dt = max(0, dt);
- // if(dt > 0)
- // {
- // actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt);
- // }
- // }
- // }
- // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
- // }
- // }
-
- // else
- // {
- // dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
- // actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
- // }
- // }
- // }
- // else if(WEP_CVAR(oknex, secondary))
- // {
- // if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire)))
- // {
- // W_OverkillNex_Attack(thiswep, actor, weaponentity, 1);
- // weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready);
- // }
- // }
- //}
+
+#if 0
+ if ((WEP_CVAR(oknex, charge) && (WEP_CVAR(oknex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
+ {
+ if(WEP_CVAR(oknex, charge))
+ {
+ actor.(weaponentity).oknex_charge_rottime = time + WEP_CVAR(oknex, charge_rot_pause);
+ float dt = frametime / W_TICSPERFRAME;
+
+ if(actor.(weaponentity).oknex_charge < 1)
+ {
+ if(WEP_CVAR_SEC(oknex, chargepool))
+ {
+ if(WEP_CVAR_SEC(oknex, ammo))
+ {
+ // always deplete if secondary is held
+ actor.(weaponentity).oknex_chargepool_ammo = max(0, actor.(weaponentity).oknex_chargepool_ammo - WEP_CVAR_SEC(oknex, ammo) * dt);
+
+ dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
+ actor.oknex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(oknex, chargepool_pause_regen);
+ dt = min(dt, actor.(weaponentity).oknex_chargepool_ammo);
+ dt = max(0, dt);
+
+ actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
+ }
+ }
+
+ else if(WEP_CVAR_SEC(oknex, ammo))
+ {
+ if(fire & 2) // only eat ammo when the button is pressed
+ {
+ dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, 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(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(oknex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(oknex, ammo) * dt);
+ }
+ actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) = actor.(weaponentity).clip_load;
+ }
+ else
+ {
+ dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(oknex, ammo)) / WEP_CVAR_SEC(oknex, ammo));
+ dt = max(0, dt);
+ if(dt > 0)
+ {
+ actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(oknex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(oknex, ammo) * dt);
+ }
+ }
+ }
+ actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
+ }
+ }
+
+ else
+ {
+ dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
+ actor.(weaponentity).oknex_charge += dt * WEP_CVAR(oknex, charge_rate);
+ }
+ }
+ }
+ else if(WEP_CVAR(oknex, secondary))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(oknex, refire)))
+ {
+ W_OverkillNex_Attack(thiswep, actor, weaponentity, 1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(oknex, animtime), w_ready);
+ }
+ }
+ }
+#endif
}
METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))