set g_balance_okmachinegun_weaponstartoverride -1
set g_balance_okmachinegun_weaponthrowable 1
// }}}
-// {{{ Overkill Vortex
-set g_balance_okvortex_charge 1
-set g_balance_okvortex_charge_animlimit 0.5
-set g_balance_okvortex_charge_limit 1
-set g_balance_okvortex_charge_maxspeed 800
-set g_balance_okvortex_charge_mindmg 40
-set g_balance_okvortex_charge_minspeed 400
-set g_balance_okvortex_charge_rate 0.6
-set g_balance_okvortex_charge_rot_pause 0
-set g_balance_okvortex_charge_rot_rate 0
-set g_balance_okvortex_charge_shot_multiplier 0
-set g_balance_okvortex_charge_start 0.5
-set g_balance_okvortex_charge_velocity_rate 0
-set g_balance_okvortex_primary_ammo 6
-set g_balance_okvortex_primary_animtime 0.4
-set g_balance_okvortex_primary_damage 80
-set g_balance_okvortex_primary_damagefalloff_forcehalflife 0
-set g_balance_okvortex_primary_damagefalloff_halflife 0
-set g_balance_okvortex_primary_damagefalloff_maxdist 0
-set g_balance_okvortex_primary_damagefalloff_mindist 0
-set g_balance_okvortex_primary_force 400
-set g_balance_okvortex_primary_refire 1.5
-set g_balance_okvortex_reload_ammo 0
-set g_balance_okvortex_reload_time 2
-set g_balance_okvortex_secondary 0
-set g_balance_okvortex_secondary_ammo 2
-set g_balance_okvortex_secondary_animtime 0
-set g_balance_okvortex_secondary_chargepool 0
-set g_balance_okvortex_secondary_chargepool_pause_regen 1
-set g_balance_okvortex_secondary_chargepool_regen 0.15
-set g_balance_okvortex_secondary_damage 0
-set g_balance_okvortex_secondary_damagefalloff_forcehalflife 0
-set g_balance_okvortex_secondary_damagefalloff_halflife 0
-set g_balance_okvortex_secondary_damagefalloff_maxdist 0
-set g_balance_okvortex_secondary_damagefalloff_mindist 0
-set g_balance_okvortex_secondary_force 0
-set g_balance_okvortex_secondary_refire 0
-set g_balance_okvortex_secondary_refire_type 0
-set g_balance_okvortex_secondary_delay 0
-set g_balance_okvortex_secondary_edgedamage 10
-set g_balance_okvortex_secondary_lifetime 5
-set g_balance_okvortex_secondary_radius 60
-set g_balance_okvortex_secondary_shotangle 0
-set g_balance_okvortex_secondary_speed 6000
-set g_balance_okvortex_secondary_spread 0
-set g_balance_okvortex_switchdelay_drop 0.2
-set g_balance_okvortex_switchdelay_raise 0.2
-set g_balance_okvortex_weaponreplace ""
-set g_balance_okvortex_weaponstart 0
-set g_balance_okvortex_weaponstartoverride -1
-set g_balance_okvortex_weaponthrowable 1
+// {{{ Overkill Nex
+set g_balance_oknex_charge 1
+set g_balance_oknex_charge_animlimit 0.5
+set g_balance_oknex_charge_limit 1
+set g_balance_oknex_charge_maxspeed 800
+set g_balance_oknex_charge_mindmg 40
+set g_balance_oknex_charge_minspeed 400
+set g_balance_oknex_charge_rate 0.6
+set g_balance_oknex_charge_rot_pause 0
+set g_balance_oknex_charge_rot_rate 0
+set g_balance_oknex_charge_shot_multiplier 0
+set g_balance_oknex_charge_start 0.5
+set g_balance_oknex_charge_velocity_rate 0
+set g_balance_oknex_primary_ammo 6
+set g_balance_oknex_primary_animtime 0.4
+set g_balance_oknex_primary_damage 80
+set g_balance_oknex_primary_damagefalloff_forcehalflife 0
+set g_balance_oknex_primary_damagefalloff_halflife 0
+set g_balance_oknex_primary_damagefalloff_maxdist 0
+set g_balance_oknex_primary_damagefalloff_mindist 0
+set g_balance_oknex_primary_force 400
+set g_balance_oknex_primary_refire 1.5
+set g_balance_oknex_reload_ammo 0
+set g_balance_oknex_reload_time 2
+set g_balance_oknex_secondary 0
+set g_balance_oknex_secondary_ammo 2
+set g_balance_oknex_secondary_animtime 0
+set g_balance_oknex_secondary_chargepool 0
+set g_balance_oknex_secondary_chargepool_pause_regen 1
+set g_balance_oknex_secondary_chargepool_regen 0.15
+set g_balance_oknex_secondary_damage 0
+set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
+set g_balance_oknex_secondary_damagefalloff_halflife 0
+set g_balance_oknex_secondary_damagefalloff_maxdist 0
+set g_balance_oknex_secondary_damagefalloff_mindist 0
+set g_balance_oknex_secondary_force 0
+set g_balance_oknex_secondary_refire 0
+set g_balance_oknex_secondary_refire_type 0
+set g_balance_oknex_secondary_delay 0
+set g_balance_oknex_secondary_edgedamage 10
+set g_balance_oknex_secondary_lifetime 5
+set g_balance_oknex_secondary_radius 60
+set g_balance_oknex_secondary_shotangle 0
+set g_balance_oknex_secondary_speed 6000
+set g_balance_oknex_secondary_spread 0
+set g_balance_oknex_switchdelay_drop 0.2
+set g_balance_oknex_switchdelay_raise 0.2
+set g_balance_oknex_weaponreplace ""
+set g_balance_oknex_weaponstart 0
+set g_balance_oknex_weaponstartoverride -1
+set g_balance_oknex_weaponthrowable 1
// }}}
set g_balance_okmachinegun_weaponstartoverride -1
set g_balance_okmachinegun_weaponthrowable 1
// }}}
-// {{{ Overkill Vortex
-set g_balance_okvortex_charge 0
-set g_balance_okvortex_charge_animlimit 0.5
-set g_balance_okvortex_charge_limit 1
-set g_balance_okvortex_charge_maxspeed 800
-set g_balance_okvortex_charge_mindmg 40
-set g_balance_okvortex_charge_minspeed 400
-set g_balance_okvortex_charge_rate 0.6
-set g_balance_okvortex_charge_rot_pause 0
-set g_balance_okvortex_charge_rot_rate 0
-set g_balance_okvortex_charge_shot_multiplier 0
-set g_balance_okvortex_charge_start 0.5
-set g_balance_okvortex_charge_velocity_rate 0
-set g_balance_okvortex_primary_ammo 10
-set g_balance_okvortex_primary_animtime 0.65
-set g_balance_okvortex_primary_damage 100
-set g_balance_okvortex_primary_damagefalloff_forcehalflife 0
-set g_balance_okvortex_primary_damagefalloff_halflife 0
-set g_balance_okvortex_primary_damagefalloff_maxdist 0
-set g_balance_okvortex_primary_damagefalloff_mindist 0
-set g_balance_okvortex_primary_force 500
-set g_balance_okvortex_primary_refire 1
-set g_balance_okvortex_reload_ammo 50
-set g_balance_okvortex_reload_time 2
-set g_balance_okvortex_secondary 2
-set g_balance_okvortex_secondary_ammo 0
-set g_balance_okvortex_secondary_animtime 0.2
-set g_balance_okvortex_secondary_chargepool 0
-set g_balance_okvortex_secondary_chargepool_pause_regen 1
-set g_balance_okvortex_secondary_chargepool_regen 0.15
-set g_balance_okvortex_secondary_damage 25
-set g_balance_okvortex_secondary_damagefalloff_forcehalflife 0
-set g_balance_okvortex_secondary_damagefalloff_halflife 0
-set g_balance_okvortex_secondary_damagefalloff_maxdist 0
-set g_balance_okvortex_secondary_damagefalloff_mindist 0
-set g_balance_okvortex_secondary_force 300
-set g_balance_okvortex_secondary_refire 0.7
-set g_balance_okvortex_secondary_refire_type 1
-set g_balance_okvortex_secondary_delay 0
-set g_balance_okvortex_secondary_edgedamage 12.5
-set g_balance_okvortex_secondary_lifetime 5
-set g_balance_okvortex_secondary_radius 70
-set g_balance_okvortex_secondary_shotangle 0
-set g_balance_okvortex_secondary_speed 6000
-set g_balance_okvortex_secondary_spread 0
-set g_balance_okvortex_switchdelay_drop 0.2
-set g_balance_okvortex_switchdelay_raise 0.2
-set g_balance_okvortex_weaponreplace ""
-set g_balance_okvortex_weaponstart 0
-set g_balance_okvortex_weaponstartoverride -1
-set g_balance_okvortex_weaponthrowable 1
+// {{{ Overkill Nex
+set g_balance_oknex_charge 0
+set g_balance_oknex_charge_animlimit 0.5
+set g_balance_oknex_charge_limit 1
+set g_balance_oknex_charge_maxspeed 800
+set g_balance_oknex_charge_mindmg 40
+set g_balance_oknex_charge_minspeed 400
+set g_balance_oknex_charge_rate 0.6
+set g_balance_oknex_charge_rot_pause 0
+set g_balance_oknex_charge_rot_rate 0
+set g_balance_oknex_charge_shot_multiplier 0
+set g_balance_oknex_charge_start 0.5
+set g_balance_oknex_charge_velocity_rate 0
+set g_balance_oknex_primary_ammo 10
+set g_balance_oknex_primary_animtime 0.65
+set g_balance_oknex_primary_damage 100
+set g_balance_oknex_primary_damagefalloff_forcehalflife 0
+set g_balance_oknex_primary_damagefalloff_halflife 0
+set g_balance_oknex_primary_damagefalloff_maxdist 0
+set g_balance_oknex_primary_damagefalloff_mindist 0
+set g_balance_oknex_primary_force 500
+set g_balance_oknex_primary_refire 1
+set g_balance_oknex_reload_ammo 50
+set g_balance_oknex_reload_time 2
+set g_balance_oknex_secondary 2
+set g_balance_oknex_secondary_ammo 0
+set g_balance_oknex_secondary_animtime 0.2
+set g_balance_oknex_secondary_chargepool 0
+set g_balance_oknex_secondary_chargepool_pause_regen 1
+set g_balance_oknex_secondary_chargepool_regen 0.15
+set g_balance_oknex_secondary_damage 25
+set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
+set g_balance_oknex_secondary_damagefalloff_halflife 0
+set g_balance_oknex_secondary_damagefalloff_maxdist 0
+set g_balance_oknex_secondary_damagefalloff_mindist 0
+set g_balance_oknex_secondary_force 300
+set g_balance_oknex_secondary_refire 0.7
+set g_balance_oknex_secondary_refire_type 1
+set g_balance_oknex_secondary_delay 0
+set g_balance_oknex_secondary_edgedamage 12.5
+set g_balance_oknex_secondary_lifetime 5
+set g_balance_oknex_secondary_radius 70
+set g_balance_oknex_secondary_shotangle 0
+set g_balance_oknex_secondary_speed 6000
+set g_balance_oknex_secondary_spread 0
+set g_balance_oknex_switchdelay_drop 0.2
+set g_balance_oknex_switchdelay_raise 0.2
+set g_balance_oknex_weaponreplace ""
+set g_balance_oknex_weaponstart 0
+set g_balance_oknex_weaponstartoverride -1
+set g_balance_oknex_weaponthrowable 1
// }}}
set g_balance_okmachinegun_weaponstartoverride -1
set g_balance_okmachinegun_weaponthrowable 1
// }}}
-// {{{ Overkill Vortex
-set g_balance_okvortex_charge 0
-set g_balance_okvortex_charge_animlimit 0.5
-set g_balance_okvortex_charge_limit 1
-set g_balance_okvortex_charge_maxspeed 800
-set g_balance_okvortex_charge_mindmg 40
-set g_balance_okvortex_charge_minspeed 400
-set g_balance_okvortex_charge_rate 0.6
-set g_balance_okvortex_charge_rot_pause 0
-set g_balance_okvortex_charge_rot_rate 0
-set g_balance_okvortex_charge_shot_multiplier 0
-set g_balance_okvortex_charge_start 0.5
-set g_balance_okvortex_charge_velocity_rate 0
-set g_balance_okvortex_primary_ammo 10
-set g_balance_okvortex_primary_animtime 0.65
-set g_balance_okvortex_primary_damage 100
-set g_balance_okvortex_primary_damagefalloff_forcehalflife 0
-set g_balance_okvortex_primary_damagefalloff_halflife 0
-set g_balance_okvortex_primary_damagefalloff_maxdist 0
-set g_balance_okvortex_primary_damagefalloff_mindist 0
-set g_balance_okvortex_primary_force 500
-set g_balance_okvortex_primary_refire 1
-set g_balance_okvortex_reload_ammo 50
-set g_balance_okvortex_reload_time 2
-set g_balance_okvortex_secondary 2
-set g_balance_okvortex_secondary_ammo 0
-set g_balance_okvortex_secondary_animtime 0.2
-set g_balance_okvortex_secondary_chargepool 0
-set g_balance_okvortex_secondary_chargepool_pause_regen 1
-set g_balance_okvortex_secondary_chargepool_regen 0.15
-set g_balance_okvortex_secondary_damage 25
-set g_balance_okvortex_secondary_damagefalloff_forcehalflife 0
-set g_balance_okvortex_secondary_damagefalloff_halflife 0
-set g_balance_okvortex_secondary_damagefalloff_maxdist 0
-set g_balance_okvortex_secondary_damagefalloff_mindist 0
-set g_balance_okvortex_secondary_force 300
-set g_balance_okvortex_secondary_refire 0.7
-set g_balance_okvortex_secondary_refire_type 1
-set g_balance_okvortex_secondary_delay 0
-set g_balance_okvortex_secondary_edgedamage 12.5
-set g_balance_okvortex_secondary_lifetime 5
-set g_balance_okvortex_secondary_radius 70
-set g_balance_okvortex_secondary_shotangle 0
-set g_balance_okvortex_secondary_speed 6000
-set g_balance_okvortex_secondary_spread 0
-set g_balance_okvortex_switchdelay_drop 0.2
-set g_balance_okvortex_switchdelay_raise 0.2
-set g_balance_okvortex_weaponreplace ""
-set g_balance_okvortex_weaponstart 0
-set g_balance_okvortex_weaponstartoverride -1
-set g_balance_okvortex_weaponthrowable 1
+// {{{ Overkill Nex
+set g_balance_oknex_charge 0
+set g_balance_oknex_charge_animlimit 0.5
+set g_balance_oknex_charge_limit 1
+set g_balance_oknex_charge_maxspeed 800
+set g_balance_oknex_charge_mindmg 40
+set g_balance_oknex_charge_minspeed 400
+set g_balance_oknex_charge_rate 0.6
+set g_balance_oknex_charge_rot_pause 0
+set g_balance_oknex_charge_rot_rate 0
+set g_balance_oknex_charge_shot_multiplier 0
+set g_balance_oknex_charge_start 0.5
+set g_balance_oknex_charge_velocity_rate 0
+set g_balance_oknex_primary_ammo 10
+set g_balance_oknex_primary_animtime 0.65
+set g_balance_oknex_primary_damage 100
+set g_balance_oknex_primary_damagefalloff_forcehalflife 0
+set g_balance_oknex_primary_damagefalloff_halflife 0
+set g_balance_oknex_primary_damagefalloff_maxdist 0
+set g_balance_oknex_primary_damagefalloff_mindist 0
+set g_balance_oknex_primary_force 500
+set g_balance_oknex_primary_refire 1
+set g_balance_oknex_reload_ammo 50
+set g_balance_oknex_reload_time 2
+set g_balance_oknex_secondary 2
+set g_balance_oknex_secondary_ammo 0
+set g_balance_oknex_secondary_animtime 0.2
+set g_balance_oknex_secondary_chargepool 0
+set g_balance_oknex_secondary_chargepool_pause_regen 1
+set g_balance_oknex_secondary_chargepool_regen 0.15
+set g_balance_oknex_secondary_damage 25
+set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
+set g_balance_oknex_secondary_damagefalloff_halflife 0
+set g_balance_oknex_secondary_damagefalloff_maxdist 0
+set g_balance_oknex_secondary_damagefalloff_mindist 0
+set g_balance_oknex_secondary_force 300
+set g_balance_oknex_secondary_refire 0.7
+set g_balance_oknex_secondary_refire_type 1
+set g_balance_oknex_secondary_delay 0
+set g_balance_oknex_secondary_edgedamage 12.5
+set g_balance_oknex_secondary_lifetime 5
+set g_balance_oknex_secondary_radius 70
+set g_balance_oknex_secondary_shotangle 0
+set g_balance_oknex_secondary_speed 6000
+set g_balance_oknex_secondary_spread 0
+set g_balance_oknex_switchdelay_drop 0.2
+set g_balance_oknex_switchdelay_raise 0.2
+set g_balance_oknex_weaponreplace ""
+set g_balance_oknex_weaponstart 0
+set g_balance_oknex_weaponstartoverride -1
+set g_balance_oknex_weaponthrowable 1
// }}}
#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
-#include <common/mutators/mutator/overkill/okvortex.qh>
+#include <common/mutators/mutator/overkill/oknex.qh>
#include <common/viewloc.qh>
#include <common/triggers/trigger/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
{
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)) || (wepent.activeweapon == WEP_OVERKILL_VORTEX && !WEP_CVAR(okvortex, secondary))) // do NOT use switchweapon here
+ if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary)) || (wepent.activeweapon == WEP_OVERKILL_NEX && !WEP_CVAR(oknex, secondary))) // do NOT use switchweapon here
zoomdir += button_attack2;
}
}
case WEP_MORTAR: // toss curve
return SHOTTYPE_HITWORLD;
case WEP_VORTEX:
- case WEP_OVERKILL_VORTEX:
+ case WEP_OVERKILL_NEX:
case WEP_VAPORIZER:
mv = MOVE_NORMAL;
break;
vortex_charge = STAT(VORTEX_CHARGE);
vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
- float okvortex_charge, okvortex_chargepool;
- okvortex_charge = STAT(OVERKILL_VORTEX_CHARGE);
- okvortex_chargepool = STAT(OVERKILL_VORTEX_CHARGEPOOL);
+ float oknex_charge, oknex_chargepool;
+ oknex_charge = STAT(OVERKILL_NEX_CHARGE);
+ oknex_chargepool = STAT(OVERKILL_NEX_CHARGEPOOL);
float arc_heat = STAT(ARC_HEAT);
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
- else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_VORTEX) && okvortex_charge && autocvar_crosshair_ring_vortex)
+ else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge && autocvar_crosshair_ring_vortex)
{
- if (okvortex_chargepool || use_vortex_chargepool) {
+ if (oknex_chargepool || use_vortex_chargepool) {
use_vortex_chargepool = 1;
- ring_inner_value = okvortex_chargepool;
+ ring_inner_value = oknex_chargepool;
} else {
- vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * okvortex_charge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (okvortex_charge - vortex_charge_movingavg), 1);
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge - vortex_charge_movingavg), 1);
}
ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
ring_inner_image = "gfx/crosshair_ring_inner.tga";
// draw the outer ring to show the current charge of the weapon
- ring_value = okvortex_charge;
+ ring_value = oknex_charge;
ring_alpha = autocvar_crosshair_ring_vortex_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
// generated file; do not modify
#include <common/mutators/mutator/overkill/hmg.qc>
#include <common/mutators/mutator/overkill/okmachinegun.qc>
+#include <common/mutators/mutator/overkill/oknex.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>
// generated file; do not modify
#include <common/mutators/mutator/overkill/hmg.qh>
#include <common/mutators/mutator/overkill/okmachinegun.qh>
+#include <common/mutators/mutator/overkill/oknex.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>
--- /dev/null
+#include "oknex.qh"
+
+#ifdef SVQC
+
+.float oknex_lasthit;
+#endif
+
+#if defined(GAMEQC)
+
+METHOD(OverkillNex, wr_glow, vector(OverkillNex this, entity actor, entity wepent))
+{
+ if (!WEP_CVAR(oknex, charge)) return '0 0 0';
+ float charge = wepent.oknex_charge;
+ float animlimit = WEP_CVAR(oknex, 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
+REGISTER_MUTATOR(oknex_charge, true);
+
+MUTATOR_HOOKFUNCTION(oknex_charge, GetPressedKeys)
+{
+ entity player = M_ARGV(0, entity);
+
+ // WEAPONTODO
+ if(!WEP_CVAR(oknex, charge) || !WEP_CVAR(oknex, charge_velocity_rate))
+ return;
+
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+
+ if (player.(weaponentity).m_weapon == WEP_OVERKILL_NEX && WEP_CVAR(oknex, charge) && WEP_CVAR(oknex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(oknex, 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(oknex, charge_maxspeed));
+ float f = (xyspeed - WEP_CVAR(oknex, charge_minspeed)) / (WEP_CVAR(oknex, charge_maxspeed) - WEP_CVAR(oknex, charge_minspeed));
+ // add the extra charge
+ player.(weaponentity).oknex_charge = min(1, player.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
+ }
+ }
+}
+
+void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
+{
+ float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
+
+ mydmg = WEP_CVAR_BOTH(oknex, !issecondary, damage);
+ myforce = WEP_CVAR_BOTH(oknex, !issecondary, force);
+ mymindist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_mindist);
+ mymaxdist = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_maxdist);
+ myhalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_halflife);
+ myforcehalflife = WEP_CVAR_BOTH(oknex, !issecondary, damagefalloff_forcehalflife);
+ myammo = WEP_CVAR_BOTH(oknex, !issecondary, ammo);
+
+ float flying;
+ flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
+
+ if (WEP_CVAR(oknex, charge))
+ {
+ charge = WEP_CVAR(oknex, charge_mindmg) / mydmg + (1 - WEP_CVAR(oknex, charge_mindmg) / mydmg) * actor.(weaponentity).oknex_charge;
+ actor.(weaponentity).oknex_charge *= WEP_CVAR(oknex, 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(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound
+ {
+ sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, 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_NEX.m_id);
+
+ if(yoda && flying)
+ Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ if(damage_goodhits && actor.oknex_lasthit)
+ {
+ Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+ damage_goodhits = 0; // only every second time
+ }
+
+ actor.oknex_lasthit = damage_goodhits;
+
+ //beam and muzzle flash done on client
+ SendCSQCVortexBeamParticle(charge);
+
+ W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
+}
+
+.float oknex_chargepool_pauseregen_finished;
+
+METHOD(OverkillNex, 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(oknex, charge))
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ }
+}
+
+METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if (WEP_CVAR(oknex, charge) && actor.(weaponentity).oknex_charge < WEP_CVAR(oknex, charge_limit))
+ {
+ actor.(weaponentity).oknex_charge = min(1, actor.(weaponentity).oknex_charge + WEP_CVAR(oknex, charge_rate) * frametime / W_TICSPERFRAME);
+ }
+
+ if (weaponslot(weaponentity) == 0)
+ {
+ actor.oknex_charge = actor.(weaponentity).oknex_charge;
+ }
+
+ if (WEP_CVAR_SEC(oknex, chargepool))
+ if (actor.(weaponentity).oknex_chargepool_ammo < 1)
+ {
+ if (actor.oknex_chargepool_pauseregen_finished < time)
+ actor.(weaponentity).oknex_chargepool_ammo = min(1, actor.(weaponentity).oknex_chargepool_ammo + WEP_CVAR_SEC(oknex, chargepool_regen) * frametime / W_TICSPERFRAME);
+ actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(oknex, chargepool_pause_regen));
+ }
+
+ if(weaponslot(weaponentity) == 0)
+ actor.oknex_chargepool_ammo = actor.(weaponentity).oknex_chargepool_ammo;
+
+ if ((WEP_CVAR_SEC(oknex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+ {
+ // Secondary uses it's own refire timer if refire_type is 1.
+ actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor);
+ // Ugly hack to reuse the fire mode of the blaster.
+ 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(oknex, shotangle),
+ WEP_CVAR_SEC(oknex, damage),
+ WEP_CVAR_SEC(oknex, edgedamage),
+ WEP_CVAR_SEC(oknex, radius),
+ WEP_CVAR_SEC(oknex, force),
+ WEP_CVAR_SEC(oknex, speed),
+ WEP_CVAR_SEC(oknex, spread),
+ WEP_CVAR_SEC(oknex, delay),
+ WEP_CVAR_SEC(oknex, lifetime)
+ );
+ actor.(weaponentity).m_weapon = oldwep;
+ if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+ (actor.(weaponentity).wframe == WFRAME_FIRE2))
+ {
+ // Set secondary fire animation.
+ vector a = '0 0 0';
+ actor.(weaponentity).wframe = WFRAME_FIRE2;
+ a = actor.(weaponentity).anim_fire2;
+ a.z *= g_weaponratefactor;
+ FOREACH_CLIENT(true, LAMBDA(
+ if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+ {
+ wframe_send(it, actor.(weaponentity), a, true);
+ }
+ ));
+ animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+ }
+ }
+
+ if (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(oknex, ammo))
+ {
+ // Rorced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ return;
+ }
+ if (fire & 1) // Primary attack
+ {
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(oknex, refire)))
+ {
+ return;
+ }
+ W_OverkillNex_Attack(thiswep, actor, weaponentity, 0);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(oknex, animtime), w_ready);
+ return;
+ }
+ if ((fire & 2) && (WEP_CVAR(oknex, secondary) == 2) && (WEP_CVAR_SEC(oknex, refire_type) == 0))
+ {
+ // Secondary attack
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(oknex, 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(oknex, shotangle),
+ WEP_CVAR_SEC(oknex, damage),
+ WEP_CVAR_SEC(oknex, edgedamage),
+ WEP_CVAR_SEC(oknex, radius),
+ WEP_CVAR_SEC(oknex, force),
+ WEP_CVAR_SEC(oknex, speed),
+ WEP_CVAR_SEC(oknex, spread),
+ WEP_CVAR_SEC(oknex, delay),
+ WEP_CVAR_SEC(oknex, lifetime)
+ );
+ actor.(weaponentity).m_weapon = oldwep;
+ 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.oknex_chargepool_ammo = max(0, actor.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.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_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(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);
+ // }
+ // }
+ //}
+}
+
+METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ actor.oknex_lasthit = 0;
+}
+
+METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo);
+ ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_PRI(oknex, ammo));
+ return ammo_amount;
+}
+
+METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+ if (WEP_CVAR(oknex, secondary))
+ {
+ // don't allow charging if we don't have enough ammo
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_SEC(oknex, ammo);
+ return ammo_amount;
+ }
+ else
+ {
+ return false; // zoom is not a fire mode
+ }
+}
+
+METHOD(OverkillNex, wr_resetplayer, void(entity thiswep, entity actor))
+{
+ if (WEP_CVAR(oknex, charge)) {
+ if (WEP_CVAR_SEC(oknex, chargepool)) {
+ actor.oknex_chargepool_ammo = 1;
+ }
+ actor.oknex_charge = WEP_CVAR(oknex, charge_start);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).oknex_charge = WEP_CVAR(oknex, charge_start);
+
+ if (WEP_CVAR_SEC(oknex, chargepool))
+ actor.(weaponentity).oknex_chargepool_ammo = 1;
+ }
+ }
+ actor.oknex_lasthit = 0;
+}
+
+METHOD(OverkillNex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(actor, weaponentity, WEP_CVAR_PRI(oknex, ammo), SND_RELOAD);
+}
+
+METHOD(OverkillNex, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+
+METHOD(OverkillNex, wr_killmessage, Notification(entity thiswep))
+{
+ return WEAPON_VORTEX_MURDER;
+}
+
+METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
+{
+ return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(oknex, secondary);
+}
+
+#endif
+#ifdef CSQC
+
+METHOD(OverkillNex, 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(OverkillNex, wr_init, void(entity thiswep))
+{
+ if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+ {
+ precache_pic("gfx/reticle_nex");
+ }
+}
+
+METHOD(OverkillNex, wr_zoom, bool(entity thiswep, entity actor))
+{
+ if(button_zoom || zoomscript_caught || (!WEP_CVAR(oknex, secondary) && button_attack2))
+ {
+ return true;
+ }
+ else
+ {
+ // no weapon specific image for this weapon
+ return false;
+ }
+}
+
+#endif
--- /dev/null
+#pragma once
+
+CLASS(OverkillNex, Weapon)
+/* spawnfunc */ ATTRIB(OverkillNex, m_canonical_spawnfunc, string, "weapon_oknex");
+/* ammotype */ ATTRIB(OverkillNex, ammo_type, int, RESOURCE_CELLS);
+/* impulse */ ATTRIB(OverkillNex, impulse, int, 7);
+/* flags */ ATTRIB(OverkillNex, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(OverkillNex, bot_pickupbasevalue, float, 8000);
+/* color */ ATTRIB(OverkillNex, wpcolor, vector, '0.5 1 1');
+/* modelname */ ATTRIB(OverkillNex, mdl, string, "ok_sniper");
+#ifdef GAMEQC
+/* model */ ATTRIB(OverkillNex, m_model, Model, MDL_OK_SNIPER_ITEM);
+#endif
+/* crosshair */ ATTRIB(OverkillNex, w_crosshair, string, "gfx/crosshairnex");
+/* crosshair */ ATTRIB(OverkillNex, w_crosshair_size, float, 0.65);
+/* reticle */ ATTRIB(OverkillNex, w_reticle, string, "gfx/reticle_nex");
+/* wepimg */ ATTRIB(OverkillNex, model2, string, "weaponnex");
+/* refname */ ATTRIB(OverkillNex, netname, string, "oknex");
+/* wepname */ ATTRIB(OverkillNex, m_name, string, _("Overkill Nex"));
+
+#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, refire_type, float, SEC) \
+ P(class, prefix, shotangle, float, SEC) \
+ P(class, prefix, speed, float, SEC) \
+ P(class, prefix, spread, float, SEC) \
+ END()
+ W_PROPS(X, OverkillNex, oknex)
+#undef X
+
+ENDCLASS(OverkillNex)
+REGISTER_WEAPON(OVERKILL_NEX, oknex, NEW(OverkillNex));
+
+
+SPAWNFUNC_WEAPON(weapon_oknex, WEP_OVERKILL_NEX)
+++ /dev/null
-#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.okvortex_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
-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).okvortex_charge = min(1, player.(weaponentity).okvortex_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).okvortex_charge;
- actor.(weaponentity).okvortex_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).okvortex_charge < WEP_CVAR(okvortex, charge_limit))
- {
- actor.(weaponentity).okvortex_charge = min(1, actor.(weaponentity).okvortex_charge + WEP_CVAR(okvortex, charge_rate) * frametime / W_TICSPERFRAME);
- }
-
- if (weaponslot(weaponentity) == 0)
- {
- actor.okvortex_charge = actor.(weaponentity).okvortex_charge;
- }
-
- if (WEP_CVAR_SEC(okvortex, chargepool))
- if (actor.(weaponentity).okvortex_chargepool_ammo < 1)
- {
- if (actor.okvortex_chargepool_pauseregen_finished < time)
- actor.(weaponentity).okvortex_chargepool_ammo = min(1, actor.(weaponentity).okvortex_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.okvortex_chargepool_ammo = actor.(weaponentity).okvortex_chargepool_ammo;
-
- if ((WEP_CVAR_SEC(okvortex, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
- {
- // Secondary uses it's own refire timer if refire_type is 1.
- actor.jump_interval = time + WEP_CVAR_SEC(okvortex, refire) * W_WeaponRateFactor(actor);
- // Ugly hack to reuse the fire mode of the blaster.
- 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(okvortex, shotangle),
- WEP_CVAR_SEC(okvortex, damage),
- WEP_CVAR_SEC(okvortex, edgedamage),
- WEP_CVAR_SEC(okvortex, radius),
- WEP_CVAR_SEC(okvortex, force),
- WEP_CVAR_SEC(okvortex, speed),
- WEP_CVAR_SEC(okvortex, spread),
- WEP_CVAR_SEC(okvortex, delay),
- WEP_CVAR_SEC(okvortex, lifetime)
- );
- actor.(weaponentity).m_weapon = oldwep;
- if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
- (actor.(weaponentity).wframe == WFRAME_FIRE2))
- {
- // Set secondary fire animation.
- vector a = '0 0 0';
- actor.(weaponentity).wframe = WFRAME_FIRE2;
- a = actor.(weaponentity).anim_fire2;
- a.z *= g_weaponratefactor;
- FOREACH_CLIENT(true, LAMBDA(
- if (it == actor || (IS_SPEC(it) && it.enemy == actor))
- {
- wframe_send(it, actor.(weaponentity), a, true);
- }
- ));
- animdecide_setaction(actor, ANIMACTION_SHOOT, true);
- }
- }
-
- if (autocvar_g_balance_okvortex_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okvortex, ammo))
- {
- // Rorced reload
- thiswep.wr_reload(thiswep, actor, weaponentity);
- return;
- }
- if (fire & 1) // Primary attack
- {
- if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okvortex, refire)))
- {
- return;
- }
- W_OverkillVortex_Attack(thiswep, actor, weaponentity, 0);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okvortex, animtime), w_ready);
- return;
- }
- if ((fire & 2) && (WEP_CVAR(okvortex, secondary) == 2) && (WEP_CVAR_SEC(okvortex, refire_type) == 0))
- {
- // Secondary attack
- if (!weapon_prepareattack(thiswep, actor, weaponentity, true, 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(okvortex, shotangle),
- WEP_CVAR_SEC(okvortex, damage),
- WEP_CVAR_SEC(okvortex, edgedamage),
- WEP_CVAR_SEC(okvortex, radius),
- WEP_CVAR_SEC(okvortex, force),
- WEP_CVAR_SEC(okvortex, speed),
- WEP_CVAR_SEC(okvortex, spread),
- WEP_CVAR_SEC(okvortex, delay),
- WEP_CVAR_SEC(okvortex, lifetime)
- );
- actor.(weaponentity).m_weapon = oldwep;
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okvortex, animtime), w_ready);
- return;
- }
- //if ((WEP_CVAR(okvortex, charge) && (WEP_CVAR(okvortex, secondary) == 1)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
- //{
- // if(WEP_CVAR(okvortex, charge))
- // {
- // actor.(weaponentity).okvortex_charge_rottime = time + WEP_CVAR(okvortex, charge_rot_pause);
- // float dt = frametime / W_TICSPERFRAME;
- //
- // if(actor.(weaponentity).okvortex_charge < 1)
- // {
- // if(WEP_CVAR_SEC(okvortex, chargepool))
- // {
- // if(WEP_CVAR_SEC(okvortex, ammo))
- // {
- // // always deplete if secondary is held
- // actor.okvortex_chargepool_ammo = max(0, actor.okvortex_chargepool_ammo - WEP_CVAR_SEC(okvortex, ammo) * dt);
-
- // dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
- // actor.okvortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(okvortex, chargepool_pause_regen);
- // dt = min(dt, actor.okvortex_chargepool_ammo);
- // dt = max(0, dt);
-
- // actor.(weaponentity).okvortex_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).okvortex_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).okvortex_charge += dt * WEP_CVAR(okvortex, charge_rate);
- // }
- // }
-
- // else
- // {
- // dt = min(dt, (1 - actor.(weaponentity).okvortex_charge) / WEP_CVAR(okvortex, charge_rate));
- // actor.(weaponentity).okvortex_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 = GetResourceAmount(actor, thiswep.ammo_type) >= 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 = GetResourceAmount(actor, thiswep.ammo_type) >= 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.okvortex_chargepool_ammo = 1;
- }
- actor.okvortex_charge = WEP_CVAR(okvortex, charge_start);
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- actor.(weaponentity).okvortex_charge = WEP_CVAR(okvortex, charge_start);
-
- if (WEP_CVAR_SEC(okvortex, chargepool))
- actor.(weaponentity).okvortex_chargepool_ammo = 1;
- }
- }
- actor.okvortex_lasthit = 0;
-}
-
-METHOD(OverkillVortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-{
- W_Reload(actor, weaponentity, WEP_CVAR_PRI(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
+++ /dev/null
-#pragma once
-
-CLASS(OverkillVortex, Weapon)
-/* spawnfunc */ ATTRIB(OverkillVortex, m_canonical_spawnfunc, string, "weapon_okvortex");
-/* ammotype */ ATTRIB(OverkillVortex, ammo_type, int, RESOURCE_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_OK_SNIPER_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, refire_type, 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));
-
-
-SPAWNFUNC_WEAPON(weapon_okvortex, WEP_OVERKILL_VORTEX)
MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
{
- WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_VORTEX) | WEPSET(OVERKILL_SHOTGUN));
+ WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_NEX) | WEPSET(OVERKILL_SHOTGUN));
if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
REGISTER_STAT(WEAPON_CLIPSIZE, int)
REGISTER_STAT(VORTEX_CHARGE, float)
-REGISTER_STAT(OVERKILL_VORTEX_CHARGE, float)
+REGISTER_STAT(OVERKILL_NEX_CHARGE, float)
REGISTER_STAT(LAST_PICKUP, float)
REGISTER_STAT(HUD, int)
REGISTER_STAT(VORTEX_CHARGEPOOL, float)
-REGISTER_STAT(OVERKILL_VORTEX_CHARGEPOOL, float)
+REGISTER_STAT(OVERKILL_NEX_CHARGEPOOL, float)
REGISTER_STAT(HIT_TIME, float)
REGISTER_STAT(DAMAGE_DEALT_TOTAL, int)
REGISTER_STAT(TYPEHIT_TIME, float)
{ WriteByte(chan, this.vortex_charge * 16); }, \
{ (viewmodels[this.m_wepent_slot]).vortex_charge = ReadByte() / 16; }) \
\
- PROP(false, okvortex_charge, WEPENT_SET_NORMAL, \
- { WriteByte(chan, this.okvortex_charge * 16); }, \
- { (viewmodels[this.m_wepent_slot]).okvortex_charge = ReadByte() / 16; }) \
+ PROP(false, oknex_charge, WEPENT_SET_NORMAL, \
+ { WriteByte(chan, this.oknex_charge * 16); }, \
+ { (viewmodels[this.m_wepent_slot]).oknex_charge = ReadByte() / 16; }) \
\
PROP(false, m_gunalign, WEPENT_SET_NORMAL, \
{ WriteByte(chan, this.m_gunalign); }, \
REGISTER_NET_TEMP(CLIENT_WEPENT)
.float vortex_charge;
-.float okvortex_charge;
+.float oknex_charge;
.int tuba_instrument;
#ifdef SVQC
#include "../lib/warpzone/server.qh"
-#include <common/mutators/mutator/overkill/okvortex.qh>
+#include <common/mutators/mutator/overkill/oknex.qh>
STATIC_METHOD(Client, Add, void(Client this, int _team))
{
this.weapons = spectatee.weapons;
this.vortex_charge = spectatee.vortex_charge;
this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
- this.okvortex_charge = spectatee.okvortex_charge;
- this.okvortex_chargepool_ammo = spectatee.okvortex_chargepool_ammo;
+ this.oknex_charge = spectatee.oknex_charge;
+ this.oknex_chargepool_ammo = spectatee.oknex_chargepool_ammo;
this.hagar_load = spectatee.hagar_load;
this.arc_heat_percent = spectatee.arc_heat_percent;
this.minelayer_mines = spectatee.minelayer_mines;
.float vortex_charge = _STAT(VORTEX_CHARGE);
.float vortex_charge_rottime;
.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
-.float okvortex_charge = _STAT(OVERKILL_VORTEX_CHARGE);
-.float okvortex_charge_rottime;
-.float okvortex_chargepool_ammo = _STAT(OVERKILL_VORTEX_CHARGEPOOL);
+.float oknex_charge = _STAT(OVERKILL_NEX_CHARGE);
+.float oknex_charge_rottime;
+.float oknex_chargepool_ammo = _STAT(OVERKILL_NEX_CHARGEPOOL);
.float hagar_load = _STAT(HAGAR_LOAD);
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab