From: Lyberta Date: Mon, 5 Feb 2018 17:38:25 +0000 (+0300) Subject: Renamed Overkill Vortex to Overkill Nex. X-Git-Tag: xonotic-v0.8.5~2119^2~41 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=96da95e33a8988acfacf2d01cd23c6ceb751191d;p=xonotic%2Fxonotic-data.pk3dir.git Renamed Overkill Vortex to Overkill Nex. --- diff --git a/bal-wep-overkill-nerfed.cfg b/bal-wep-overkill-nerfed.cfg index da0689e18..e4fb02236 100644 --- a/bal-wep-overkill-nerfed.cfg +++ b/bal-wep-overkill-nerfed.cfg @@ -62,55 +62,55 @@ set g_balance_okmachinegun_weaponstart 0 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 // }}} diff --git a/bal-wep-overkill.cfg b/bal-wep-overkill.cfg index fcee3d5e8..ddf0408f8 100644 --- a/bal-wep-overkill.cfg +++ b/bal-wep-overkill.cfg @@ -879,55 +879,55 @@ set g_balance_okmachinegun_weaponstart 0 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 // }}} diff --git a/bal-wep-xonotic.cfg b/bal-wep-xonotic.cfg index 0e9f45baf..7d15db819 100644 --- a/bal-wep-xonotic.cfg +++ b/bal-wep-xonotic.cfg @@ -905,55 +905,55 @@ set g_balance_okmachinegun_weaponstart 0 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 // }}} diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index 117cbc66a..52ee25b58 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -30,7 +30,7 @@ #include #include -#include +#include #include #include #include @@ -473,7 +473,7 @@ 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)) || (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; } } @@ -665,7 +665,7 @@ float TrueAimCheck(entity wepent) 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; @@ -1194,9 +1194,9 @@ void HUD_Crosshair(entity this) 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); @@ -1226,14 +1226,14 @@ void HUD_Crosshair(entity this) 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; @@ -1241,7 +1241,7 @@ void HUD_Crosshair(entity this) 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"; diff --git a/qcsrc/common/mutators/mutator/overkill/_mod.inc b/qcsrc/common/mutators/mutator/overkill/_mod.inc index 55d4fd858..4ded17939 100644 --- a/qcsrc/common/mutators/mutator/overkill/_mod.inc +++ b/qcsrc/common/mutators/mutator/overkill/_mod.inc @@ -1,8 +1,8 @@ // generated file; do not modify #include #include +#include #include -#include #include #ifdef CSQC #include diff --git a/qcsrc/common/mutators/mutator/overkill/_mod.qh b/qcsrc/common/mutators/mutator/overkill/_mod.qh index d25951615..db437c8b2 100644 --- a/qcsrc/common/mutators/mutator/overkill/_mod.qh +++ b/qcsrc/common/mutators/mutator/overkill/_mod.qh @@ -1,8 +1,8 @@ // generated file; do not modify #include #include +#include #include -#include #include #ifdef CSQC #include diff --git a/qcsrc/common/mutators/mutator/overkill/oknex.qc b/qcsrc/common/mutators/mutator/overkill/oknex.qc new file mode 100644 index 000000000..a27634320 --- /dev/null +++ b/qcsrc/common/mutators/mutator/overkill/oknex.qc @@ -0,0 +1,407 @@ +#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 diff --git a/qcsrc/common/mutators/mutator/overkill/oknex.qh b/qcsrc/common/mutators/mutator/overkill/oknex.qh new file mode 100644 index 000000000..599a7af04 --- /dev/null +++ b/qcsrc/common/mutators/mutator/overkill/oknex.qh @@ -0,0 +1,77 @@ +#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) diff --git a/qcsrc/common/mutators/mutator/overkill/okvortex.qc b/qcsrc/common/mutators/mutator/overkill/okvortex.qc deleted file mode 100644 index cef11b95c..000000000 --- a/qcsrc/common/mutators/mutator/overkill/okvortex.qc +++ /dev/null @@ -1,407 +0,0 @@ -#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 diff --git a/qcsrc/common/mutators/mutator/overkill/okvortex.qh b/qcsrc/common/mutators/mutator/overkill/okvortex.qh deleted file mode 100644 index c46a38fdd..000000000 --- a/qcsrc/common/mutators/mutator/overkill/okvortex.qh +++ /dev/null @@ -1,77 +0,0 @@ -#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) diff --git a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc index cb2a84049..def98fc63 100644 --- a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc +++ b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc @@ -250,7 +250,7 @@ MUTATOR_HOOKFUNCTION(ok, FilterItem) 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); } diff --git a/qcsrc/common/stats.qh b/qcsrc/common/stats.qh index 4fbadb254..3b7311f6e 100644 --- a/qcsrc/common/stats.qh +++ b/qcsrc/common/stats.qh @@ -86,11 +86,11 @@ REGISTER_STAT(WEAPON_CLIPLOAD, int) 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) diff --git a/qcsrc/common/wepent.qc b/qcsrc/common/wepent.qc index 43ca6e77e..1ccc2c9db 100644 --- a/qcsrc/common/wepent.qc +++ b/qcsrc/common/wepent.qc @@ -26,9 +26,9 @@ MACRO_END { 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); }, \ diff --git a/qcsrc/common/wepent.qh b/qcsrc/common/wepent.qh index 25f3993cd..dcd08d45f 100644 --- a/qcsrc/common/wepent.qh +++ b/qcsrc/common/wepent.qh @@ -4,7 +4,7 @@ REGISTER_NET_LINKED(ENT_CLIENT_WEPENT) REGISTER_NET_TEMP(CLIENT_WEPENT) .float vortex_charge; -.float okvortex_charge; +.float oknex_charge; .int tuba_instrument; #ifdef SVQC diff --git a/qcsrc/server/client.qc b/qcsrc/server/client.qc index 769bbd873..f42ce310b 100644 --- a/qcsrc/server/client.qc +++ b/qcsrc/server/client.qc @@ -61,7 +61,7 @@ #include "../lib/warpzone/server.qh" -#include +#include STATIC_METHOD(Client, Add, void(Client this, int _team)) { @@ -1763,8 +1763,8 @@ void SpectateCopy(entity this, entity spectatee) 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; diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 7ae23dc2d..2c74018d7 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -328,9 +328,9 @@ float client_cefc_accumulatortime; .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