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|
untyped
global function Vortex_Init
global function CreateVortexSphere
global function DestroyVortexSphereFromVortexWeapon
global function EnableVortexSphere
global function RegisterNewVortexIgnoreClassname
global function RegisterNewVortexIgnoreClassnames
#if SERVER
global function ValidateVortexImpact
global function TryVortexAbsorb
global function SetVortexSphereBulletHitRules
global function SetVortexSphereProjectileHitRules
#endif
global function VortexDrainedByImpact
global function VortexPrimaryAttack
global function GetVortexSphereCurrentColor
global function GetShieldTriLerpColor
global function IsVortexing
#if SERVER
global function Vortex_HandleElectricDamage
global function VortexSphereDrainHealthForDamage
global function Vortex_CreateImpactEventData
global function Vortex_SpawnHeatShieldPingFX
#endif
global function Vortex_SetTagName
global function Vortex_SetBulletCollectionOffset
global function CodeCallback_OnVortexHitBullet
global function CodeCallback_OnVortexHitProjectile
const AMPED_WALL_IMPACT_FX = $"P_impact_xo_shield_cp"
global const PROTO_AMPED_WALL = "proto_amped_wall"
global const GUN_SHIELD_WALL = "gun_shield_wall"
const PROX_MINE_MODEL = $"models/weapons/caber_shot/caber_shot_thrown.mdl"
const VORTEX_SPHERE_COLOR_CHARGE_FULL = <115, 247, 255> // blue
const VORTEX_SPHERE_COLOR_CHARGE_MED = <200, 128, 80> // orange
const VORTEX_SPHERE_COLOR_CHARGE_EMPTY = <200, 80, 80> // red
const VORTEX_SPHERE_COLOR_PAS_ION_VORTEX = <115, 174, 255> // blue
const AMPED_DAMAGE_SCALAR = 1.5
const VORTEX_SPHERE_COLOR_CROSSOVERFRAC_FULL2MED = 0.75 // from zero to this fraction, fade between full and medium charge colors
const VORTEX_SPHERE_COLOR_CROSSOVERFRAC_MED2EMPTY = 0.95 // from "full2med" to this fraction, fade between medium and empty charge colors
const VORTEX_BULLET_ABSORB_COUNT_MAX = 32
const VORTEX_PROJECTILE_ABSORB_COUNT_MAX = 32
const VORTEX_TIMED_EXPLOSIVE_FUSETIME = 2.75 // fuse time for absorbed projectiles
const VORTEX_TIMED_EXPLOSIVE_FUSETIME_WARNINGFRAC = 0.75 // wait this fraction of the fuse time before warning the player it's about to explode
const VORTEX_EXP_ROUNDS_RETURN_SPREAD_XY = 0.15
const VORTEX_EXP_ROUNDS_RETURN_SPREAD_Z = 0.075
const VORTEX_ELECTRIC_DAMAGE_CHARGE_DRAIN_MIN = 0.1 // fraction of charge time
const VORTEX_ELECTRIC_DAMAGE_CHARGE_DRAIN_MAX = 0.3
//The shotgun spams a lot of pellets that deal too much damage if they return full damage.
const VORTEX_SHOTGUN_DAMAGE_RATIO = 0.25
const SHIELD_WALL_BULLET_FX = $"P_impact_xo_shield_cp"
const SHIELD_WALL_EXPMED_FX = $"P_impact_exp_med_xo_shield_CP"
const SIGNAL_ID_BULLET_HIT_THINK = "signal_id_bullet_hit_think"
const VORTEX_EXPLOSIVE_WARNING_SFX_LOOP = "Weapon_Vortex_Gun.ExplosiveWarningBeep"
const VORTEX_PILOT_WEAPON_WEAKNESS_DAMAGESCALE = 6.0
// These match the strings in the WeaponEd dropdown box for vortex_refire_behavior
global const VORTEX_REFIRE_NONE = ""
global const VORTEX_REFIRE_ABSORB = "absorb"
global const VORTEX_REFIRE_BULLET = "bullet"
global const VORTEX_REFIRE_EXPLOSIVE_ROUND = "explosive_round"
global const VORTEX_REFIRE_ROCKET = "rocket"
global const VORTEX_REFIRE_GRENADE = "grenade"
global const VORTEX_REFIRE_GRENADE_LONG_FUSE = "grenade_long_fuse"
table<string, bool> VortexIgnoreClassnames = {
["mp_titancore_flame_wave"] = true,
["mp_ability_grapple"] = true,
["mp_ability_shifter"] = true,
}
void function RegisterNewVortexIgnoreClassnames(table<string, bool> classTable)
{
foreach(string classname, bool shouldignore in classTable)
{
RegisterNewVortexIgnoreClassname(classname, shouldignore)
}
}
void function RegisterNewVortexIgnoreClassname(string classname, bool shouldignore)
{
VortexIgnoreClassnames[classname] <- shouldignore
}
table vortexImpactWeaponInfo
const DEG_COS_60 = cos( 60 * DEG_TO_RAD )
function Vortex_Init()
{
PrecacheParticleSystem( SHIELD_WALL_BULLET_FX )
GetParticleSystemIndex( SHIELD_WALL_BULLET_FX )
PrecacheParticleSystem( SHIELD_WALL_EXPMED_FX )
GetParticleSystemIndex( SHIELD_WALL_EXPMED_FX )
PrecacheParticleSystem( AMPED_WALL_IMPACT_FX )
GetParticleSystemIndex( AMPED_WALL_IMPACT_FX )
RegisterSignal( SIGNAL_ID_BULLET_HIT_THINK )
RegisterSignal( "VortexStopping" )
RegisterSignal( "VortexAbsorbed" )
RegisterSignal( "VortexFired" )
RegisterSignal( "Script_OnDamaged" )
}
#if SERVER
var function VortexBulletHitRules_Default( entity vortexSphere, var damageInfo )
{
return damageInfo
}
bool function VortexProjectileHitRules_Default( entity vortexSphere, entity attacker, bool takesDamageByDefault )
{
return takesDamageByDefault
}
void function SetVortexSphereBulletHitRules( entity vortexSphere, var functionref( entity, var ) customRules )
{
vortexSphere.e.BulletHitRules = customRules
}
void function SetVortexSphereProjectileHitRules( entity vortexSphere, bool functionref( entity, entity, bool ) customRules )
{
vortexSphere.e.ProjectileHitRules = customRules
}
#endif
function CreateVortexSphere( entity vortexWeapon, bool useCylinderCheck, bool blockOwnerWeapon, int sphereRadius = 40, int bulletFOV = 180 )
{
entity owner = vortexWeapon.GetWeaponOwner()
Assert( owner )
#if SERVER
//printt( "util ent:", vortexWeapon.GetWeaponUtilityEntity() )
Assert ( !vortexWeapon.GetWeaponUtilityEntity(), "Tried to create more than one vortex sphere on a vortex weapon!" )
entity vortexSphere = CreateEntity( "vortex_sphere" )
Assert( vortexSphere )
int spawnFlags = SF_ABSORB_BULLETS | SF_BLOCK_NPC_WEAPON_LOF
if ( useCylinderCheck )
{
spawnFlags = spawnFlags | SF_ABSORB_CYLINDER
vortexSphere.kv.height = sphereRadius * 2
}
if ( blockOwnerWeapon )
spawnFlags = spawnFlags | SF_BLOCK_OWNER_WEAPON
vortexSphere.kv.spawnflags = spawnFlags
vortexSphere.kv.enabled = 0
vortexSphere.kv.radius = sphereRadius
vortexSphere.kv.bullet_fov = bulletFOV
vortexSphere.kv.physics_pull_strength = 25
vortexSphere.kv.physics_side_dampening = 6
vortexSphere.kv.physics_fov = 360
vortexSphere.kv.physics_max_mass = 2
vortexSphere.kv.physics_max_size = 6
Assert( owner.IsNPC() || owner.IsPlayer(), "Vortex script expects the weapon owner to be a player or NPC." )
SetVortexSphereBulletHitRules( vortexSphere, VortexBulletHitRules_Default )
SetVortexSphereProjectileHitRules( vortexSphere, VortexProjectileHitRules_Default )
DispatchSpawn( vortexSphere )
vortexSphere.SetOwner( owner )
if ( owner.IsNPC() )
{
vortexSphere.SetParent( owner, "PROPGUN" )
vortexSphere.SetLocalOrigin( Vector( 0, 35, 0 ) )
}
else
{
vortexSphere.SetParent( owner )
vortexSphere.SetLocalOrigin( Vector( 0, 10, -30 ) )
}
vortexSphere.SetAbsAngles( Vector( 0, 0, 0 ) ) //Setting local angles on a parented object is not supported
vortexSphere.SetOwnerWeapon( vortexWeapon )
vortexWeapon.SetWeaponUtilityEntity( vortexSphere )
#endif
SetVortexAmmo( vortexWeapon, 0 )
}
function EnableVortexSphere( entity vortexWeapon )
{
string tagname = GetVortexTagName( vortexWeapon )
entity weaponOwner = vortexWeapon.GetWeaponOwner()
local hasBurnMod = vortexWeapon.GetWeaponSettingBool( eWeaponVar.is_burn_mod )
#if SERVER
entity vortexSphere = vortexWeapon.GetWeaponUtilityEntity()
Assert( vortexSphere )
vortexSphere.FireNow( "Enable" )
thread SetPlayerUsingVortex( weaponOwner, vortexWeapon )
Vortex_CreateAbsorbFX_ControlPoints( vortexWeapon )
// world (3P) version of the vortex sphere FX
vortexSphere.s.worldFX <- CreateEntity( "info_particle_system" )
if ( hasBurnMod )
{
if ( "fxChargingControlPointBurn" in vortexWeapon.s )
vortexSphere.s.worldFX.SetValueForEffectNameKey( expect asset( vortexWeapon.s.fxChargingControlPointBurn ) )
}
else
{
if ( "fxChargingControlPoint" in vortexWeapon.s )
vortexSphere.s.worldFX.SetValueForEffectNameKey( expect asset( vortexWeapon.s.fxChargingControlPoint ) )
}
vortexSphere.s.worldFX.kv.start_active = 1
vortexSphere.s.worldFX.SetOwner( weaponOwner )
vortexSphere.s.worldFX.SetParent( vortexWeapon, tagname )
vortexSphere.s.worldFX.kv.VisibilityFlags = (ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY) // not owner only
vortexSphere.s.worldFX.kv.cpoint1 = vortexWeapon.s.vortexSphereColorCP.GetTargetName()
vortexSphere.s.worldFX.SetStopType( "destroyImmediately" )
DispatchSpawn( vortexSphere.s.worldFX )
#endif
SetVortexAmmo( vortexWeapon, 0 )
#if CLIENT
if ( IsLocalViewPlayer( weaponOwner ) )
{
local fxAlias = null
if ( hasBurnMod )
{
if ( "fxChargingFPControlPointBurn" in vortexWeapon.s )
fxAlias = vortexWeapon.s.fxChargingFPControlPointBurn
}
else
{
if ( "fxChargingFPControlPoint" in vortexWeapon.s )
fxAlias = vortexWeapon.s.fxChargingFPControlPoint
}
if ( fxAlias )
{
int sphereClientFXHandle = vortexWeapon.PlayWeaponEffectReturnViewEffectHandle( fxAlias, $"", tagname )
thread VortexSphereColorUpdate( vortexWeapon, sphereClientFXHandle )
}
}
#elseif SERVER
asset fxAlias = $""
if ( hasBurnMod )
{
if ( "fxChargingFPControlPointReplayBurn" in vortexWeapon.s )
fxAlias = expect asset( vortexWeapon.s.fxChargingFPControlPointReplayBurn )
}
else
{
if ( "fxChargingFPControlPointReplay" in vortexWeapon.s )
fxAlias = expect asset( vortexWeapon.s.fxChargingFPControlPointReplay )
}
if ( fxAlias != $"" )
vortexWeapon.PlayWeaponEffect( fxAlias, $"", tagname )
thread VortexSphereColorUpdate( vortexWeapon )
#endif
}
function DestroyVortexSphereFromVortexWeapon( entity vortexWeapon )
{
DisableVortexSphereFromVortexWeapon( vortexWeapon )
#if SERVER
DestroyVortexSphere( vortexWeapon.GetWeaponUtilityEntity() )
vortexWeapon.SetWeaponUtilityEntity( null )
#endif
}
void function DestroyVortexSphere( entity vortexSphere )
{
if ( IsValid( vortexSphere ) )
{
vortexSphere.s.worldFX.Destroy()
vortexSphere.Destroy()
}
}
function DisableVortexSphereFromVortexWeapon( entity vortexWeapon )
{
vortexWeapon.Signal( "VortexStopping" )
// server cleanup
#if SERVER
DisableVortexSphere( vortexWeapon.GetWeaponUtilityEntity() )
Vortex_CleanupAllEffects( vortexWeapon )
Vortex_ClearImpactEventData( vortexWeapon )
#endif
// client & server cleanup
if ( vortexWeapon.GetWeaponSettingBool( eWeaponVar.is_burn_mod ) )
{
if ( "fxChargingFPControlPointBurn" in vortexWeapon.s )
vortexWeapon.StopWeaponEffect( expect asset( vortexWeapon.s.fxChargingFPControlPointBurn ), $"" )
if ( "fxChargingFPControlPointReplayBurn" in vortexWeapon.s )
vortexWeapon.StopWeaponEffect( expect asset( vortexWeapon.s.fxChargingFPControlPointReplayBurn ), $"" )
}
else
{
if ( "fxChargingFPControlPoint" in vortexWeapon.s )
vortexWeapon.StopWeaponEffect( expect asset( vortexWeapon.s.fxChargingFPControlPoint ), $"" )
if ( "fxChargingFPControlPointReplay" in vortexWeapon.s )
vortexWeapon.StopWeaponEffect( expect asset( vortexWeapon.s.fxChargingFPControlPointReplay ), $"" )
}
}
void function DisableVortexSphere( entity vortexSphere )
{
if ( IsValid( vortexSphere ) )
{
vortexSphere.FireNow( "Disable" )
vortexSphere.Signal( SIGNAL_ID_BULLET_HIT_THINK )
}
}
#if SERVER
function Vortex_CreateAbsorbFX_ControlPoints( entity vortexWeapon )
{
entity player = vortexWeapon.GetWeaponOwner()
Assert( player )
// vortex swirling incoming rounds FX location control point
if ( !( "vortexBulletEffectCP" in vortexWeapon.s ) )
vortexWeapon.s.vortexBulletEffectCP <- null
vortexWeapon.s.vortexBulletEffectCP = CreateEntity( "info_placement_helper" )
SetTargetName( expect entity( vortexWeapon.s.vortexBulletEffectCP ), UniqueString( "vortexBulletEffectCP" ) )
vortexWeapon.s.vortexBulletEffectCP.kv.start_active = 1
DispatchSpawn( vortexWeapon.s.vortexBulletEffectCP )
vector offset = GetBulletCollectionOffset( vortexWeapon )
vector origin = player.OffsetPositionFromView( player.EyePosition(), offset )
vortexWeapon.s.vortexBulletEffectCP.SetOrigin( origin )
vortexWeapon.s.vortexBulletEffectCP.SetParent( player )
// vortex sphere color control point
if ( !( "vortexSphereColorCP" in vortexWeapon.s ) )
vortexWeapon.s.vortexSphereColorCP <- null
vortexWeapon.s.vortexSphereColorCP = CreateEntity( "info_placement_helper" )
SetTargetName( expect entity( vortexWeapon.s.vortexSphereColorCP ), UniqueString( "vortexSphereColorCP" ) )
vortexWeapon.s.vortexSphereColorCP.kv.start_active = 1
DispatchSpawn( vortexWeapon.s.vortexSphereColorCP )
}
function Vortex_CleanupAllEffects( entity vortexWeapon )
{
Assert( IsServer() )
Vortex_CleanupImpactAbsorbFX( vortexWeapon )
if ( ( "vortexBulletEffectCP" in vortexWeapon.s ) && IsValid_ThisFrame( expect entity( vortexWeapon.s.vortexBulletEffectCP ) ) )
vortexWeapon.s.vortexBulletEffectCP.Destroy()
if ( ( "vortexSphereColorCP" in vortexWeapon.s ) && IsValid_ThisFrame( expect entity( vortexWeapon.s.vortexSphereColorCP ) ) )
vortexWeapon.s.vortexSphereColorCP.Destroy()
}
#endif // SERVER
function SetPlayerUsingVortex( entity weaponOwner, entity vortexWeapon )
{
weaponOwner.EndSignal( "OnDeath" )
weaponOwner.s.isVortexing <- true
vortexWeapon.WaitSignal( "VortexStopping" )
OnThreadEnd
(
function() : ( weaponOwner )
{
if ( IsValid_ThisFrame( weaponOwner ) && "isVortexing" in weaponOwner.s )
{
delete weaponOwner.s.isVortexing
}
}
)
}
function IsVortexing( entity ent )
{
Assert( IsServer() )
if ( "isVortexing" in ent.s )
return true
}
#if SERVER
function Vortex_HandleElectricDamage( entity ent, entity attacker, damage, entity weapon )
{
if ( !IsValid( ent ) )
return damage
if ( !ent.IsTitan() )
return damage
if ( !ent.IsPlayer() && !ent.IsNPC() )
return damage
if ( !IsVortexing( ent ) )
return damage
entity vortexWeapon = ent.GetActiveWeapon()
if ( !IsValid( vortexWeapon ) )
return damage
entity vortexSphere = vortexWeapon.GetWeaponUtilityEntity()
if ( !IsValid( vortexSphere ) )
return damage
if ( !IsValid( vortexWeapon ) || !IsValid( vortexSphere ) )
return damage
// vortex FOV check
//printt( "sphere FOV:", vortexSphere.kv.bullet_fov )
local sphereFOV = vortexSphere.kv.bullet_fov.tointeger()
entity attackerWeapon = attacker.GetActiveWeapon()
int attachIdx = attackerWeapon.LookupAttachment( "muzzle_flash" )
vector beamOrg = attackerWeapon.GetAttachmentOrigin( attachIdx )
vector firingDir = beamOrg - vortexSphere.GetOrigin()
firingDir = Normalize( firingDir )
vector vortexDir = AnglesToForward( vortexSphere.GetAngles() )
float dot = DotProduct( vortexDir, firingDir )
float degCos = DEG_COS_60
if ( sphereFOV != 120 )
deg_cos( sphereFOV * 0.5 )
// not in the vortex cone
if ( dot < degCos )
return damage
if ( "fxElectricalExplosion" in vortexWeapon.s )
{
entity fxRef = CreateEntity( "info_particle_system" )
fxRef.SetValueForEffectNameKey( expect asset( vortexWeapon.s.fxElectricalExplosion ) )
fxRef.kv.start_active = 1
fxRef.SetStopType( "destroyImmediately" )
//fxRef.kv.VisibilityFlags = ENTITY_VISIBLE_TO_OWNER // HACK this turns on owner only visibility. Uncomment when we hook up dedicated 3P effects
fxRef.SetOwner( ent )
fxRef.SetOrigin( vortexSphere.GetOrigin() )
fxRef.SetParent( ent )
DispatchSpawn( fxRef )
fxRef.Kill_Deprecated_UseDestroyInstead( 1 )
}
return 0
}
// this function handles all incoming vortex impact events
bool function TryVortexAbsorb( entity vortexSphere, entity attacker, vector origin, int damageSourceID, entity weapon, string weaponName, string impactType, entity projectile = null, damageType = null, reflect = false )
{
if ( weaponName in VortexIgnoreClassnames && VortexIgnoreClassnames[weaponName] )
return false
entity vortexWeapon = vortexSphere.GetOwnerWeapon()
entity owner = vortexWeapon.GetWeaponOwner()
// keep cycling the oldest hitscan bullets out
if( !reflect )
{
if ( impactType == "hitscan" )
Vortex_ClampAbsorbedBulletCount( vortexWeapon )
else
Vortex_ClampAbsorbedProjectileCount( vortexWeapon )
}
// vortex spheres tag refired projectiles with info about the original projectile for accurate duplication when re-absorbed
if ( projectile )
{
// specifically for tether, since it gets moved to the vortex area and can get absorbed in the process, then destroyed
if ( !IsValid( projectile ) )
return false
entity projOwner = projectile.GetOwner()
if ( IsValid( projOwner ) && projOwner.GetTeam() == owner.GetTeam() )
return false
if ( projectile.proj.hasBouncedOffVortex )
return false
if ( projectile.ProjectileGetWeaponInfoFileKeyField( "projectile_ignores_vortex" ) == "fall_vortex" )
{
vector velocity = projectile.GetVelocity()
vector multiplier = < -0.25, -0.25, -0.25 >
velocity = < velocity.x * multiplier.x, velocity.y * multiplier.y, velocity.z * multiplier.z >
projectile.SetVelocity( velocity )
projectile.proj.hasBouncedOffVortex = true
return false
}
// if ( projectile.GetParent() == owner )
// return false
if ( "originalDamageSource" in projectile.s )
{
damageSourceID = expect int( projectile.s.originalDamageSource )
// Vortex Volley Achievement
if ( IsValid( owner ) && owner.IsPlayer() )
{
//if ( PlayerProgressionAllowed( owner ) )
// SetAchievement( owner, "ach_vortexVolley", true )
}
}
// Max projectile stat tracking
int projectilesInVortex = 1
projectilesInVortex += vortexWeapon.w.vortexImpactData.len()
if ( IsValid( owner ) && owner.IsPlayer() )
{
if ( PlayerProgressionAllowed( owner ) )
{
int record = owner.GetPersistentVarAsInt( "mostProjectilesCollectedInVortex" )
if ( projectilesInVortex > record )
owner.SetPersistentVar( "mostProjectilesCollectedInVortex", projectilesInVortex )
}
var impact_sound_1p = projectile.ProjectileGetWeaponInfoFileKeyField( "vortex_impact_sound_1p" )
if ( impact_sound_1p != null )
EmitSoundOnEntityOnlyToPlayer( vortexSphere, owner, impact_sound_1p )
}
var impact_sound_3p = projectile.ProjectileGetWeaponInfoFileKeyField( "vortex_impact_sound_3p" )
if ( impact_sound_3p != null )
EmitSoundAtPosition( TEAM_UNASSIGNED, origin, impact_sound_3p )
}
else
{
if ( IsValid( owner ) && owner.IsPlayer() )
{
var impact_sound_1p = GetWeaponInfoFileKeyField_Global( weaponName, "vortex_impact_sound_1p" )
if ( impact_sound_1p != null )
EmitSoundOnEntityOnlyToPlayer( vortexSphere, owner, impact_sound_1p )
}
var impact_sound_3p = GetWeaponInfoFileKeyField_Global( weaponName, "vortex_impact_sound_3p" )
if ( impact_sound_3p != null )
EmitSoundAtPosition( TEAM_UNASSIGNED, origin, impact_sound_3p )
}
local impactData = Vortex_CreateImpactEventData( vortexWeapon, attacker, origin, damageSourceID, weaponName, impactType )
VortexDrainedByImpact( vortexWeapon, weapon, projectile, damageType )
Vortex_NotifyAttackerDidDamage( expect entity( impactData.attacker ), owner, impactData.origin )
if ( impactData.refireBehavior == VORTEX_REFIRE_ABSORB )
return true
if ( vortexWeapon.GetWeaponClassName() == "mp_titanweapon_heat_shield" )
return true
if ( !Vortex_ScriptCanHandleImpactEvent( impactData ) )
return false
Vortex_StoreImpactEvent( vortexWeapon, impactData )
VortexImpact_PlayAbsorbedFX( vortexWeapon, impactData )
if ( impactType == "hitscan" )
vortexSphere.AddBulletToSphere();
else
vortexSphere.AddProjectileToSphere();
local maxShotgunPelletsToIgnore = VORTEX_BULLET_ABSORB_COUNT_MAX * ( 1 - VORTEX_SHOTGUN_DAMAGE_RATIO )
if ( IsPilotShotgunWeapon( weaponName ) && ( vortexWeapon.s.shotgunPelletsToIgnore + 1 ) < maxShotgunPelletsToIgnore )
vortexWeapon.s.shotgunPelletsToIgnore += ( 1 - VORTEX_SHOTGUN_DAMAGE_RATIO )
if ( reflect )
{
local attackParams = {}
attackParams.pos <- owner.EyePosition()
attackParams.dir <- owner.GetPlayerOrNPCViewVector()
int bulletsFired = VortexReflectAttack( vortexWeapon, attackParams, expect vector( impactData.origin ) )
Vortex_CleanupImpactAbsorbFX( vortexWeapon )
Vortex_ClearImpactEventData( vortexWeapon )
while ( vortexSphere.GetBulletAbsorbedCount() > 0 )
vortexSphere.RemoveBulletFromSphere();
while ( vortexSphere.GetProjectileAbsorbedCount() > 0 )
vortexSphere.RemoveProjectileFromSphere();
}
return true
}
#endif // SERVER
function VortexDrainedByImpact( entity vortexWeapon, entity weapon, entity projectile, damageType )
{
if ( vortexWeapon.HasMod( "unlimited_charge_time" ) )
return
if ( vortexWeapon.HasMod( "vortex_extended_effect_and_no_use_penalty" ) )
return
float amount
if ( projectile )
amount = projectile.GetProjectileWeaponSettingFloat( eWeaponVar.vortex_drain )
else
amount = weapon.GetWeaponSettingFloat( eWeaponVar.vortex_drain )
if ( amount <= 0.0 )
return
if ( vortexWeapon.GetWeaponClassName() == "mp_titanweapon_vortex_shield_ion" )
{
entity owner = vortexWeapon.GetWeaponOwner()
int totalEnergy = owner.GetSharedEnergyTotal()
owner.TakeSharedEnergy( int( float( totalEnergy ) * amount ) )
}
else
{
float frac = min ( vortexWeapon.GetWeaponChargeFraction() + amount, 1.0 )
vortexWeapon.SetWeaponChargeFraction( frac )
}
}
function VortexSlowOwnerFromAttacker( entity player, entity attacker, vector velocity, float multiplier )
{
vector damageForward = player.GetOrigin() - attacker.GetOrigin()
damageForward.z = 0
damageForward.Norm()
vector velForward = player.GetVelocity()
velForward.z = 0
velForward.Norm()
float dot = DotProduct( velForward, damageForward )
if ( dot >= -0.5 )
return
dot += 0.5
dot *= -2.0
vector negateVelocity = velocity * -multiplier
negateVelocity *= dot
velocity += negateVelocity
player.SetVelocity( velocity )
}
#if SERVER
function Vortex_ClampAbsorbedBulletCount( entity vortexWeapon )
{
if ( GetBulletsAbsorbedCount( vortexWeapon ) >= ( VORTEX_BULLET_ABSORB_COUNT_MAX - 1 ) )
Vortex_RemoveOldestAbsorbedBullet( vortexWeapon )
}
function Vortex_ClampAbsorbedProjectileCount( entity vortexWeapon )
{
if ( GetProjectilesAbsorbedCount( vortexWeapon ) >= ( VORTEX_PROJECTILE_ABSORB_COUNT_MAX - 1 ) )
Vortex_RemoveOldestAbsorbedProjectile( vortexWeapon )
}
function Vortex_RemoveOldestAbsorbedBullet( entity vortexWeapon )
{
entity vortexSphere = vortexWeapon.GetWeaponUtilityEntity()
local bulletImpacts = Vortex_GetHitscanBulletImpacts( vortexWeapon )
local impactDataToRemove = bulletImpacts[ 0 ] // since it's an array, the first one will be the oldest
Vortex_RemoveImpactEvent( vortexWeapon, impactDataToRemove )
vortexSphere.RemoveBulletFromSphere()
}
function Vortex_RemoveOldestAbsorbedProjectile( entity vortexWeapon )
{
entity vortexSphere = vortexWeapon.GetWeaponUtilityEntity()
local projImpacts = Vortex_GetProjectileImpacts( vortexWeapon )
local impactDataToRemove = projImpacts[ 0 ] // since it's an array, the first one will be the oldest
Vortex_RemoveImpactEvent( vortexWeapon, impactDataToRemove )
vortexSphere.RemoveProjectileFromSphere()
}
function Vortex_CreateImpactEventData( entity vortexWeapon, entity attacker, vector origin, int damageSourceID, string weaponName, string impactType )
{
entity player = vortexWeapon.GetWeaponOwner()
local impactData = {}
impactData.attacker <- attacker
impactData.origin <- origin
impactData.damageSourceID <- damageSourceID
impactData.weaponName <- weaponName
impactData.impactType <- impactType
impactData.refireBehavior <- VORTEX_REFIRE_NONE
impactData.absorbSFX <- "Vortex_Shield_AbsorbBulletSmall"
impactData.absorbSFX_1p_vs_3p <- null
impactData.team <- null
// sets a team even if the attacker disconnected
if ( IsValid_ThisFrame( attacker ) )
{
impactData.team = attacker.GetTeam()
}
else
{
// default to opposite team
if ( player.GetTeam() == TEAM_IMC )
impactData.team = TEAM_MILITIA
else
impactData.team = TEAM_IMC
}
impactData.absorbFX <- null
impactData.absorbFX_3p <- null
impactData.fxEnt_absorb <- null
impactData.explosionradius <- null
impactData.explosion_damage <- null
impactData.impact_effect_table <- -1
// -- everything from here down relies on being able to read a megaweapon file
if ( !( impactData.weaponName in vortexImpactWeaponInfo ) )
{
vortexImpactWeaponInfo[ impactData.weaponName ] <- {}
vortexImpactWeaponInfo[ impactData.weaponName ].absorbFX <- GetWeaponInfoFileKeyFieldAsset_Global( impactData.weaponName, "vortex_absorb_effect" )
vortexImpactWeaponInfo[ impactData.weaponName ].absorbFX_3p <- GetWeaponInfoFileKeyFieldAsset_Global( impactData.weaponName, "vortex_absorb_effect_third_person" )
vortexImpactWeaponInfo[ impactData.weaponName ].refireBehavior <- GetWeaponInfoFileKeyField_Global( impactData.weaponName, "vortex_refire_behavior" )
vortexImpactWeaponInfo[ impactData.weaponName ].absorbSound <- GetWeaponInfoFileKeyField_Global( impactData.weaponName, "vortex_absorb_sound" )
vortexImpactWeaponInfo[ impactData.weaponName ].absorbSound_1p_vs_3p <- GetWeaponInfoFileKeyField_Global( impactData.weaponName, "vortex_absorb_sound_1p_vs_3p" )
vortexImpactWeaponInfo[ impactData.weaponName ].explosionradius <- GetWeaponInfoFileKeyField_Global( impactData.weaponName, "explosionradius" )
vortexImpactWeaponInfo[ impactData.weaponName ].explosion_damage_heavy_armor <- GetWeaponInfoFileKeyField_Global( impactData.weaponName, "explosion_damage_heavy_armor" )
vortexImpactWeaponInfo[ impactData.weaponName ].explosion_damage <- GetWeaponInfoFileKeyField_Global( impactData.weaponName, "explosion_damage" )
vortexImpactWeaponInfo[ impactData.weaponName ].impact_effect_table <- GetWeaponInfoFileKeyField_Global( impactData.weaponName, "impact_effect_table" )
vortexImpactWeaponInfo[ impactData.weaponName ].grenade_ignition_time <- GetWeaponInfoFileKeyField_Global( impactData.weaponName, "grenade_ignition_time" )
vortexImpactWeaponInfo[ impactData.weaponName ].grenade_fuse_time <- GetWeaponInfoFileKeyField_Global( impactData.weaponName, "grenade_fuse_time" )
}
impactData.absorbFX = vortexImpactWeaponInfo[ impactData.weaponName ].absorbFX
impactData.absorbFX_3p = vortexImpactWeaponInfo[ impactData.weaponName ].absorbFX_3p
if ( impactData.absorbFX )
Assert( impactData.absorbFX_3p, "Missing 3rd person absorb effect for " + impactData.weaponName )
impactData.refireBehavior = vortexImpactWeaponInfo[ impactData.weaponName ].refireBehavior
local absorbSound = vortexImpactWeaponInfo[ impactData.weaponName ].absorbSound
if ( absorbSound )
impactData.absorbSFX = absorbSound
local absorbSound_1p_vs_3p = vortexImpactWeaponInfo[ impactData.weaponName ].absorbSound_1p_vs_3p
if ( absorbSound_1p_vs_3p )
impactData.absorbSFX_1p_vs_3p = absorbSound_1p_vs_3p
// info we need for refiring (some types of) impacts
impactData.explosionradius = vortexImpactWeaponInfo[ impactData.weaponName ].explosionradius
impactData.explosion_damage = vortexImpactWeaponInfo[ impactData.weaponName ].explosion_damage_heavy_armor
if ( impactData.explosion_damage == null )
impactData.explosion_damage = vortexImpactWeaponInfo[ impactData.weaponName ].explosion_damage
impactData.impact_effect_table = vortexImpactWeaponInfo[ impactData.weaponName ].impact_effect_table
return impactData
}
function Vortex_ScriptCanHandleImpactEvent( impactData )
{
if ( impactData.refireBehavior == VORTEX_REFIRE_NONE )
return false
if ( !impactData.absorbFX )
return false
if ( impactData.impactType == "projectile" && !impactData.impact_effect_table )
return false
return true
}
function Vortex_StoreImpactEvent( entity vortexWeapon, impactData )
{
vortexWeapon.w.vortexImpactData.append( impactData )
}
// safely removes data for a single impact event
function Vortex_RemoveImpactEvent( entity vortexWeapon, impactData )
{
Vortex_ImpactData_KillAbsorbFX( impactData )
vortexWeapon.w.vortexImpactData.fastremovebyvalue( impactData )
}
function Vortex_GetAllImpactEvents( entity vortexWeapon )
{
return vortexWeapon.w.vortexImpactData
}
function Vortex_ClearImpactEventData( entity vortexWeapon )
{
vortexWeapon.w.vortexImpactData = []
}
function VortexImpact_PlayAbsorbedFX( entity vortexWeapon, impactData )
{
// generic shield ping FX
Vortex_SpawnShieldPingFX( vortexWeapon, impactData )
// specific absorb FX
impactData.fxEnt_absorb = Vortex_SpawnImpactAbsorbFX( vortexWeapon, impactData )
}
// FX played when something first enters the vortex sphere
function Vortex_SpawnShieldPingFX( entity vortexWeapon, impactData )
{
entity player = vortexWeapon.GetWeaponOwner()
Assert( player )
local absorbSFX = impactData.absorbSFX
//printt( "SFX absorb sound:", absorbSFX )
if ( vortexWeapon.GetWeaponSettingBool( eWeaponVar.is_burn_mod ) )
EmitSoundOnEntity( vortexWeapon, "Vortex_Shield_Deflect_Amped" )
else
{
EmitSoundOnEntity( vortexWeapon, absorbSFX )
if ( impactData.absorbSFX_1p_vs_3p != null )
{
if ( IsValid( impactData.attacker ) && impactData.attacker.IsPlayer() )
{
EmitSoundOnEntityOnlyToPlayer( vortexWeapon, impactData.attacker, impactData.absorbSFX_1p_vs_3p )
}
}
}
entity pingFX = CreateEntity( "info_particle_system" )
if ( vortexWeapon.GetWeaponSettingBool( eWeaponVar.is_burn_mod ) )
{
if ( "fxBulletHitBurn" in vortexWeapon.s )
pingFX.SetValueForEffectNameKey( expect asset( vortexWeapon.s.fxBulletHitBurn ) )
}
else
{
if ( "fxBulletHit" in vortexWeapon.s )
pingFX.SetValueForEffectNameKey( expect asset( vortexWeapon.s.fxBulletHit ) )
}
pingFX.kv.start_active = 1
DispatchSpawn( pingFX )
pingFX.SetOrigin( impactData.origin )
pingFX.SetParent( player )
pingFX.Kill_Deprecated_UseDestroyInstead( 0.25 )
}
function Vortex_SpawnHeatShieldPingFX( entity vortexWeapon, impactData, bool impactTypeIsBullet )
{
entity player = vortexWeapon.GetWeaponOwner()
Assert( player )
if ( impactTypeIsBullet )
EmitSoundOnEntity( vortexWeapon, "heat_shield_stop_bullet" )
else
EmitSoundOnEntity( vortexWeapon, "heat_shield_stop_projectile" )
entity pingFX = CreateEntity( "info_particle_system" )
if ( "fxBulletHit" in vortexWeapon.s )
pingFX.SetValueForEffectNameKey( expect asset( vortexWeapon.s.fxBulletHit ) )
pingFX.kv.start_active = 1
DispatchSpawn( pingFX )
pingFX.SetOrigin( impactData.origin )
pingFX.SetParent( player )
pingFX.Kill_Deprecated_UseDestroyInstead( 0.25 )
}
function Vortex_SpawnImpactAbsorbFX( entity vortexWeapon, impactData )
{
// in case we're in the middle of cleaning the weapon up
if ( !IsValid( vortexWeapon.s.vortexBulletEffectCP ) )
return
entity owner = vortexWeapon.GetWeaponOwner()
Assert( owner )
local fxRefs = []
// owner
{
entity fxRef = CreateEntity( "info_particle_system" )
fxRef.SetValueForEffectNameKey( expect asset( impactData.absorbFX ) )
fxRef.kv.start_active = 1
fxRef.SetStopType( "destroyImmediately" )
fxRef.kv.VisibilityFlags = ENTITY_VISIBLE_TO_OWNER
fxRef.kv.cpoint1 = vortexWeapon.s.vortexBulletEffectCP.GetTargetName()
DispatchSpawn( fxRef )
fxRef.SetOwner( owner )
fxRef.SetOrigin( impactData.origin )
fxRef.SetParent( owner )
fxRefs.append( fxRef )
}
// everyone else
{
entity fxRef = CreateEntity( "info_particle_system" )
fxRef.SetValueForEffectNameKey( expect asset( impactData.absorbFX_3p ) )
fxRef.kv.start_active = 1
fxRef.SetStopType( "destroyImmediately" )
fxRef.kv.VisibilityFlags = (ENTITY_VISIBLE_TO_FRIENDLY | ENTITY_VISIBLE_TO_ENEMY) // other only visibility
fxRef.kv.cpoint1 = vortexWeapon.s.vortexBulletEffectCP.GetTargetName()
DispatchSpawn( fxRef )
fxRef.SetOwner( owner )
fxRef.SetOrigin( impactData.origin )
fxRef.SetParent( owner )
fxRefs.append( fxRef )
}
return fxRefs
}
function Vortex_CleanupImpactAbsorbFX( entity vortexWeapon )
{
foreach ( impactData in Vortex_GetAllImpactEvents( vortexWeapon ) )
{
Vortex_ImpactData_KillAbsorbFX( impactData )
}
}
function Vortex_ImpactData_KillAbsorbFX( impactData )
{
foreach ( fxRef in impactData.fxEnt_absorb )
{
if ( !IsValid( fxRef ) )
continue
fxRef.Fire( "DestroyImmediately" )
fxRef.Kill_Deprecated_UseDestroyInstead()
}
}
bool function PlayerDiedOrDisconnected( entity player )
{
if ( !IsValid( player ) )
return true
if ( !IsAlive( player ) )
return true
if ( IsDisconnected( player ) )
return true
return false
}
#endif // SERVER
int function VortexPrimaryAttack( entity vortexWeapon, WeaponPrimaryAttackParams attackParams )
{
entity vortexSphere = vortexWeapon.GetWeaponUtilityEntity()
if ( !vortexSphere )
return 0
#if SERVER
Assert( vortexSphere )
#endif
int totalfired = 0
int totalAttempts = 0
bool forceReleased = false
// in this case, it's also considered "force released" if the charge time runs out
if ( vortexWeapon.IsForceRelease() || vortexWeapon.GetWeaponChargeFraction() == 1 )
forceReleased = true
// PREDICTED REFIRES
// bullet impact events don't individually fire back per event because we aggregate and then shotgun blast them
int bulletsFired = Vortex_FireBackBullets( vortexWeapon, attackParams )
totalfired += bulletsFired
// UNPREDICTED REFIRES
#if SERVER
//printt( "server: force released?", forceReleased )
local unpredictedRefires = Vortex_GetProjectileImpacts( vortexWeapon )
// HACK we don't actually want to refire them with a spiral but
// this is to temporarily ensure compatibility with the Titan rocket launcher
if ( !( "spiralMissileIdx" in vortexWeapon.s ) )
vortexWeapon.s.spiralMissileIdx <- null
vortexWeapon.s.spiralMissileIdx = 0
foreach ( impactData in unpredictedRefires )
{
table fakeAttackParams = {pos = attackParams.pos, dir = attackParams.dir, firstTimePredicted = attackParams.firstTimePredicted, burstIndex = attackParams.burstIndex}
bool didFire = DoVortexAttackForImpactData( vortexWeapon, fakeAttackParams, impactData, totalAttempts )
if ( didFire )
totalfired++
totalAttempts++
}
//printt( "totalfired", totalfired )
#else
totalfired += GetProjectilesAbsorbedCount( vortexWeapon )
#endif
SetVortexAmmo( vortexWeapon, 0 )
vortexWeapon.Signal( "VortexFired" )
if ( forceReleased )
DestroyVortexSphereFromVortexWeapon( vortexWeapon )
else
DisableVortexSphereFromVortexWeapon( vortexWeapon )
return totalfired
}
int function Vortex_FireBackBullets( entity vortexWeapon, WeaponPrimaryAttackParams attackParams )
{
int bulletCount = GetBulletsAbsorbedCount( vortexWeapon )
//Defensive Check - Couldn't repro error.
if ( "shotgunPelletsToIgnore" in vortexWeapon.s )
bulletCount = int( ceil( bulletCount - vortexWeapon.s.shotgunPelletsToIgnore ) )
if ( bulletCount )
{
bulletCount = minint( bulletCount, MAX_BULLET_PER_SHOT )
//if ( IsClient() && GetLocalViewPlayer() == vortexWeapon.GetWeaponOwner() )
// printt( "vortex firing", bulletCount, "bullets" )
float radius = LOUD_WEAPON_AI_SOUND_RADIUS_MP;
vortexWeapon.EmitWeaponNpcSound( radius, 0.2 )
int damageType = damageTypes.shotgun | DF_VORTEX_REFIRE
if ( bulletCount == 1 )
vortexWeapon.FireWeaponBullet( attackParams.pos, attackParams.dir, bulletCount, damageType )
else
ShotgunBlast( vortexWeapon, attackParams.pos, attackParams.dir, bulletCount, damageType )
}
return bulletCount
}
#if SERVER
bool function Vortex_FireBackExplosiveRound( vortexWeapon, attackParams, impactData, sequenceID )
{
expect entity( vortexWeapon )
// common projectile data
float projSpeed = 8000.0
int damageType = damageTypes.explosive | DF_VORTEX_REFIRE
vortexWeapon.EmitWeaponSound( "Weapon.Explosion_Med" )
vector attackPos
//Requires code feature to properly fire tracers from offset positions.
//if ( vortexWeapon.GetWeaponSettingBool( eWeaponVar.is_burn_mod ) )
// attackPos = impactData.origin
//else
attackPos = Vortex_GenerateRandomRefireOrigin( vortexWeapon )
vector fireVec = Vortex_GenerateRandomRefireVector( vortexWeapon, VORTEX_EXP_ROUNDS_RETURN_SPREAD_XY, VORTEX_EXP_ROUNDS_RETURN_SPREAD_Z )
// fire off the bolt
entity bolt = vortexWeapon.FireWeaponBolt( attackPos, fireVec, projSpeed, damageType, damageType, PROJECTILE_NOT_PREDICTED, sequenceID )
if ( bolt )
{
bolt.kv.gravity = 0.3
Vortex_ProjectileCommonSetup( bolt, impactData )
}
return true
}
bool function Vortex_FireBackProjectileBullet( vortexWeapon, attackParams, impactData, sequenceID )
{
expect entity( vortexWeapon )
// common projectile data
float projSpeed = 12000.0
int damageType = damageTypes.bullet | DF_VORTEX_REFIRE
vortexWeapon.EmitWeaponSound( "Weapon.Explosion_Med" )
vector attackPos
//Requires code feature to properly fire tracers from offset positions.
//if ( vortexWeapon.GetWeaponSettingBool( eWeaponVar.is_burn_mod ) )
// attackPos = impactData.origin
//else
attackPos = Vortex_GenerateRandomRefireOrigin( vortexWeapon )
vector fireVec = Vortex_GenerateRandomRefireVector( vortexWeapon, 0.15, 0.1 )
//printt( Time(), fireVec ) // print for bug with random
// fire off the bolt
entity bolt = vortexWeapon.FireWeaponBolt( attackPos, fireVec, projSpeed, damageType, damageType, PROJECTILE_NOT_PREDICTED, sequenceID )
if ( bolt )
{
bolt.kv.gravity = 0.0
Vortex_ProjectileCommonSetup( bolt, impactData )
}
return true
}
vector function Vortex_GenerateRandomRefireOrigin( entity vortexWeapon, float distFromCenter = 3.0 )
{
float distFromCenter_neg = distFromCenter * -1
vector attackPos = expect vector( vortexWeapon.s.vortexBulletEffectCP.GetOrigin() )
float x = RandomFloatRange( distFromCenter_neg, distFromCenter )
float y = RandomFloatRange( distFromCenter_neg, distFromCenter )
float z = RandomFloatRange( distFromCenter_neg, distFromCenter )
attackPos = attackPos + Vector( x, y, z )
return attackPos
}
vector function Vortex_GenerateRandomRefireVector( entity vortexWeapon, float vecSpread, float vecSpreadZ )
{
float x = RandomFloatRange( vecSpread * -1, vecSpread )
float y = RandomFloatRange( vecSpread * -1, vecSpread )
float z = RandomFloatRange( vecSpreadZ * -1, vecSpreadZ )
vector fireVec = vortexWeapon.GetWeaponOwner().GetPlayerOrNPCViewVector() + Vector( x, y, z )
return fireVec
}
bool function Vortex_FireBackRocket( vortexWeapon, attackParams, impactData, sequenceID )
{
expect entity( vortexWeapon )
// TODO prediction for clients
Assert( IsServer() )
entity rocket = vortexWeapon.FireWeaponMissile( attackParams.pos, attackParams.dir, 1800.0, damageTypes.largeCaliberExp | DF_VORTEX_REFIRE, damageTypes.largeCaliberExp | DF_VORTEX_REFIRE, false, PROJECTILE_NOT_PREDICTED )
if ( rocket )
{
rocket.kv.lifetime = RandomFloatRange( 2.6, 3.5 )
InitMissileForRandomDriftForVortexLow( rocket, expect vector( attackParams.pos ), expect vector( attackParams.dir ) )
Vortex_ProjectileCommonSetup( rocket, impactData )
}
return true
}
bool function Vortex_FireBackGrenade( entity vortexWeapon, attackParams, impactData, int attackSeedCount, float baseFuseTime )
{
float x = RandomFloatRange( -0.2, 0.2 )
float y = RandomFloatRange( -0.2, 0.2 )
float z = RandomFloatRange( -0.2, 0.2 )
vector velocity = ( expect vector( attackParams.dir ) + Vector( x, y, z ) ) * 1500
vector angularVelocity = Vector( RandomFloatRange( -1200, 1200 ), 100, 0 )
bool hasIgnitionTime = vortexImpactWeaponInfo[ impactData.weaponName ].grenade_ignition_time > 0
float fuseTime = hasIgnitionTime ? 0.0 : baseFuseTime
const int HARDCODED_DAMAGE_TYPE = (damageTypes.explosive | DF_VORTEX_REFIRE)
entity grenade = vortexWeapon.FireWeaponGrenade( attackParams.pos, velocity, angularVelocity, fuseTime, HARDCODED_DAMAGE_TYPE, HARDCODED_DAMAGE_TYPE, PROJECTILE_NOT_PREDICTED, true, true )
if ( grenade )
{
Grenade_Init( grenade, vortexWeapon )
Vortex_ProjectileCommonSetup( grenade, impactData )
if ( hasIgnitionTime )
grenade.SetGrenadeIgnitionDuration( vortexImpactWeaponInfo[ impactData.weaponName ].grenade_ignition_time )
}
return (grenade ? true : false)
}
bool function DoVortexAttackForImpactData( entity vortexWeapon, attackParams, impactData, int attackSeedCount )
{
bool didFire = false
switch ( impactData.refireBehavior )
{
case VORTEX_REFIRE_EXPLOSIVE_ROUND:
didFire = Vortex_FireBackExplosiveRound( vortexWeapon, attackParams, impactData, attackSeedCount )
break
case VORTEX_REFIRE_ROCKET:
didFire = Vortex_FireBackRocket( vortexWeapon, attackParams, impactData, attackSeedCount )
break
case VORTEX_REFIRE_GRENADE:
didFire = Vortex_FireBackGrenade( vortexWeapon, attackParams, impactData, attackSeedCount, 1.25 )
break
case VORTEX_REFIRE_GRENADE_LONG_FUSE:
didFire = Vortex_FireBackGrenade( vortexWeapon, attackParams, impactData, attackSeedCount, 10.0 )
break
case VORTEX_REFIRE_BULLET:
didFire = Vortex_FireBackProjectileBullet( vortexWeapon, attackParams, impactData, attackSeedCount )
break
case VORTEX_REFIRE_NONE:
break
}
return didFire
}
function Vortex_ProjectileCommonSetup( entity projectile, impactData )
{
// custom tag it so it shows up correctly if it hits another vortex sphere
projectile.s.originalDamageSource <- impactData.damageSourceID
Vortex_SetImpactEffectTable_OnProjectile( projectile, impactData ) // set the correct impact effect table
projectile.SetVortexRefired( true ) // This tells code the projectile was refired from the vortex so that it uses "projectile_vortex_vscript"
projectile.SetModel( GetWeaponInfoFileKeyFieldAsset_Global( impactData.weaponName, "projectilemodel" ) )
projectile.SetWeaponClassName( impactData.weaponName ) // causes the projectile to use its normal trail FX
projectile.ProjectileSetDamageSourceID( impactData.damageSourceID ) // obit will show the owner weapon
}
// gives a refired projectile the correct impact effect table
function Vortex_SetImpactEffectTable_OnProjectile( projectile, impactData )
{
//Getting more info for bug 207595, don't check into Staging.
#if DEV
printt( "impactData.impact_effect_table ", impactData.impact_effect_table )
if ( impactData.impact_effect_table == "" )
PrintTable( impactData )
#endif
local fxTableHandle = GetImpactEffectTable( impactData.impact_effect_table )
projectile.SetImpactEffectTable( fxTableHandle )
}
#endif // SERVER
// absorbed bullets are tracked with a special networked kv variable because clients need to know how many bullets to fire as well, when they are doing the client version of FireWeaponBullet
int function GetBulletsAbsorbedCount( entity vortexWeapon )
{
if ( !vortexWeapon )
return 0
entity vortexSphere = vortexWeapon.GetWeaponUtilityEntity()
if ( !vortexSphere )
return 0
return vortexSphere.GetBulletAbsorbedCount()
}
int function GetProjectilesAbsorbedCount( entity vortexWeapon )
{
if ( !vortexWeapon )
return 0
entity vortexSphere = vortexWeapon.GetWeaponUtilityEntity()
if ( !vortexSphere )
return 0
return vortexSphere.GetProjectileAbsorbedCount()
}
#if SERVER
function Vortex_GetProjectileImpacts( entity vortexWeapon )
{
local impacts = []
foreach ( impactData in Vortex_GetAllImpactEvents( vortexWeapon ) )
{
if ( impactData.impactType == "projectile" )
impacts.append( impactData )
}
return impacts
}
function Vortex_GetHitscanBulletImpacts( entity vortexWeapon )
{
local impacts = []
foreach ( impactData in Vortex_GetAllImpactEvents( vortexWeapon ) )
{
if ( impactData.impactType == "hitscan" )
impacts.append( impactData )
}
return impacts
}
int function GetHitscanBulletImpactCount( entity vortexWeapon )
{
int count = 0
foreach ( impactData in Vortex_GetAllImpactEvents( vortexWeapon ) )
{
if ( impactData.impactType == "hitscan" )
count++
}
return count
}
#endif // SERVER
// // lets the damage callback communicate to the attacker that he hit a vortex shield
function Vortex_NotifyAttackerDidDamage( entity attacker, entity vortexOwner, hitPos )
{
if ( !IsValid( attacker ) || !attacker.IsPlayer() )
return
if ( !IsValid( vortexOwner ) )
return
Assert( hitPos )
attacker.NotifyDidDamage( vortexOwner, 0, hitPos, 0, 0, DAMAGEFLAG_VICTIM_HAS_VORTEX, 0, null, 0 )
}
function SetVortexAmmo( entity vortexWeapon, count )
{
entity owner = vortexWeapon.GetWeaponOwner()
if ( !IsValid_ThisFrame( owner ) )
return
#if CLIENT
if ( !IsLocalViewPlayer( owner ) )
return
#endif
vortexWeapon.SetWeaponPrimaryAmmoCount( count )
}
// sets the RGB color value for the vortex sphere FX based on current charge fraction
function VortexSphereColorUpdate( entity weapon, sphereClientFXHandle = null )
{
weapon.EndSignal( "VortexStopping" )
#if CLIENT
Assert( sphereClientFXHandle != null )
#endif
bool isIonVortex = weapon.GetWeaponClassName() == "mp_titanweapon_vortex_shield_ion"
entity weaponOwner = weapon.GetWeaponOwner()
float energyTotal = float ( weaponOwner.GetSharedEnergyTotal() )
while( IsValid( weapon ) && IsValid( weaponOwner ) )
{
vector colorVec
if ( isIonVortex )
{
float energyFrac = 1.0 - float( weaponOwner.GetSharedEnergyCount() ) / energyTotal
if ( weapon.HasMod( "pas_ion_vortex" ) )
colorVec = GetVortexSphereCurrentColor( energyFrac, VORTEX_SPHERE_COLOR_PAS_ION_VORTEX )
else
colorVec = GetVortexSphereCurrentColor( energyFrac )
}
else
{
colorVec = GetVortexSphereCurrentColor( weapon.GetWeaponChargeFraction() )
}
// update the world entity that is linked to the world FX playing on the server
#if SERVER
weapon.s.vortexSphereColorCP.SetOrigin( colorVec )
#else
// handles the server killing the vortex sphere without the client knowing right away,
// for example if an explosive goes off and we short circuit the charge timer
if ( !EffectDoesExist( sphereClientFXHandle ) )
break
EffectSetControlPointVector( sphereClientFXHandle, 1, colorVec )
#endif
WaitFrame()
}
}
vector function GetVortexSphereCurrentColor( float chargeFrac, vector fullHealthColor = VORTEX_SPHERE_COLOR_CHARGE_FULL )
{
return GetTriLerpColor( chargeFrac, fullHealthColor, VORTEX_SPHERE_COLOR_CHARGE_MED, VORTEX_SPHERE_COLOR_CHARGE_EMPTY )
}
vector function GetShieldTriLerpColor( float frac )
{
return GetTriLerpColor( frac, VORTEX_SPHERE_COLOR_CHARGE_FULL, VORTEX_SPHERE_COLOR_CHARGE_MED, VORTEX_SPHERE_COLOR_CHARGE_EMPTY )
}
vector function GetTriLerpColor( float fraction, vector color1, vector color2, vector color3 )
{
float crossover1 = VORTEX_SPHERE_COLOR_CROSSOVERFRAC_FULL2MED // from zero to this fraction, fade between color1 and color2
float crossover2 = VORTEX_SPHERE_COLOR_CROSSOVERFRAC_MED2EMPTY // from crossover1 to this fraction, fade between color2 and color3
float r, g, b
// 0 = full charge, 1 = no charge remaining
if ( fraction < crossover1 )
{
r = Graph( fraction, 0, crossover1, color1.x, color2.x )
g = Graph( fraction, 0, crossover1, color1.y, color2.y )
b = Graph( fraction, 0, crossover1, color1.z, color2.z )
return <r, g, b>
}
else if ( fraction < crossover2 )
{
r = Graph( fraction, crossover1, crossover2, color2.x, color3.x )
g = Graph( fraction, crossover1, crossover2, color2.y, color3.y )
b = Graph( fraction, crossover1, crossover2, color2.z, color3.z )
return <r, g, b>
}
else
{
// for the last bit of overload timer, keep it max danger color
r = color3.x
g = color3.y
b = color3.z
return <r, g, b>
}
unreachable
}
// generic impact validation
#if SERVER
bool function ValidateVortexImpact( entity vortexSphere, entity projectile = null )
{
Assert( IsServer() )
if ( !IsValid( vortexSphere ) )
return false
if ( !vortexSphere.GetOwnerWeapon() )
return false
entity vortexWeapon = vortexSphere.GetOwnerWeapon()
if ( !IsValid( vortexWeapon ) )
return false
if ( projectile )
{
if ( !IsValid_ThisFrame( projectile ) )
return false
if ( projectile.ProjectileGetWeaponInfoFileKeyField( "projectile_ignores_vortex" ) == 1 )
return false
if ( projectile.ProjectileGetWeaponClassName() == "" )
return false
// TEMP HACK
if ( projectile.ProjectileGetWeaponClassName() == "mp_weapon_tether" )
return false
}
return true
}
#endif
/********************************/
/* Setting override functions */
/********************************/
function Vortex_SetTagName( entity weapon, string tagName )
{
Vortex_SetWeaponSettingOverride( weapon, "vortexTagName", tagName )
}
function Vortex_SetBulletCollectionOffset( entity weapon, vector offset )
{
Vortex_SetWeaponSettingOverride( weapon, "bulletCollectionOffset", offset )
}
function Vortex_SetWeaponSettingOverride( entity weapon, string setting, value )
{
if ( !( setting in weapon.s ) )
weapon.s[ setting ] <- null
weapon.s[ setting ] = value
}
string function GetVortexTagName( entity weapon )
{
if ( "vortexTagName" in weapon.s )
return expect string( weapon.s.vortexTagName )
return "vortex_center"
}
vector function GetBulletCollectionOffset( entity weapon )
{
if ( "bulletCollectionOffset" in weapon.s )
return expect vector( weapon.s.bulletCollectionOffset )
entity owner = weapon.GetWeaponOwner()
if ( owner.IsTitan() )
return Vector( 300.0, -90.0, -70.0 )
else
return Vector( 80.0, 17.0, -11.0 )
unreachable
}
#if SERVER
function VortexSphereDrainHealthForDamage( entity vortexSphere, damage )
{
// don't drain the health of vortex_spheres that are set to be invulnerable. This is the case for the Particle Wall
if ( vortexSphere.IsInvulnerable() )
return
local result = {}
result.damage <- damage
vortexSphere.Signal( "Script_OnDamaged", result )
int currentHealth = vortexSphere.GetHealth()
Assert( damage >= 0 )
// JFS to fix phone home bug; we never hit the assert above locally...
damage = max( damage, 0 )
vortexSphere.SetHealth( currentHealth - damage )
entity vortexWeapon = vortexSphere.GetOwnerWeapon()
if ( IsValid( vortexWeapon ) && vortexWeapon.HasMod( "fd_gun_shield_redirect" ) )
{
entity owner = vortexWeapon.GetWeaponOwner()
if ( IsValid( owner ) && owner.IsTitan() )
{
entity soul = owner.GetTitanSoul()
if ( IsValid( soul ) )
{
int shieldRestoreAmount = int( damage ) //Might need tuning
soul.SetShieldHealth( min( soul.GetShieldHealth() + shieldRestoreAmount, soul.GetShieldHealthMax() ) )
}
}
}
UpdateShieldWallColorForFrac( vortexSphere.e.shieldWallFX, GetHealthFrac( vortexSphere ) )
}
#endif
bool function CodeCallback_OnVortexHitBullet( entity weapon, entity vortexSphere, var damageInfo )
{
bool isAmpedWall = vortexSphere.GetTargetName() == PROTO_AMPED_WALL
bool takesDamage = !isAmpedWall
bool adjustImpactAngles = !(vortexSphere.GetTargetName() == GUN_SHIELD_WALL)
#if SERVER
if ( vortexSphere.e.BulletHitRules != null )
{
vortexSphere.e.BulletHitRules( vortexSphere, damageInfo )
takesDamage = takesDamage && (DamageInfo_GetDamage( damageInfo ) > 0)
}
#endif
vector damageAngles = vortexSphere.GetAngles()
if ( adjustImpactAngles )
damageAngles = AnglesCompose( damageAngles, Vector( 90, 0, 0 ) )
int teamNum = vortexSphere.GetTeam()
#if CLIENT
vector damageOrigin = DamageInfo_GetDamagePosition( damageInfo )
if ( !isAmpedWall )
{
// TODO: slightly change angles to match radius rotation of vortex cylinder
int effectHandle = StartParticleEffectInWorldWithHandle( GetParticleSystemIndex( SHIELD_WALL_BULLET_FX ), damageOrigin, damageAngles )
//local color = GetShieldTriLerpColor( 1 - GetHealthFrac( vortexSphere ) )
vector color = GetShieldTriLerpColor( 0.0 )
EffectSetControlPointVector( effectHandle, 1, color )
}
if ( takesDamage )
{
float damage = ceil( DamageInfo_GetDamage( damageInfo ) )
int damageType = DamageInfo_GetCustomDamageType( damageInfo )
DamageFlyout( damage, damageOrigin, vortexSphere, false, false )
}
if ( DamageInfo_GetAttacker( damageInfo ) && DamageInfo_GetAttacker( damageInfo ).IsTitan() )
EmitSoundAtPosition( teamNum, DamageInfo_GetDamagePosition( damageInfo ), "TitanShieldWall.Heavy.BulletImpact_1P_vs_3P" )
else
EmitSoundAtPosition( teamNum, DamageInfo_GetDamagePosition( damageInfo ), "TitanShieldWall.Light.BulletImpact_1P_vs_3P" )
#else
if ( !isAmpedWall )
{
int fxId = GetParticleSystemIndex( SHIELD_WALL_BULLET_FX )
PlayEffectOnVortexSphere( fxId, DamageInfo_GetDamagePosition( damageInfo ), damageAngles, vortexSphere )
}
entity weapon = DamageInfo_GetWeapon( damageInfo )
float damage = ceil( DamageInfo_GetDamage( damageInfo ) )
Assert( damage >= 0, "Bug 159851 - Damage should be greater than or equal to 0.")
damage = max( 0.0, damage )
if ( IsValid( weapon ) )
damage = HandleWeakToPilotWeapons( vortexSphere, weapon.GetWeaponClassName(), damage )
if ( takesDamage )
{
//JFS - Arc Round bug fix for Monarch. Projectiles vortex callback doesn't even have damageInfo, so the shield modifier here doesn't exist in VortexSphereDrainHealthForDamage like it should.
ShieldDamageModifier damageModifier = GetShieldDamageModifier( damageInfo )
damage *= damageModifier.damageScale
VortexSphereDrainHealthForDamage( vortexSphere, damage )
}
if ( DamageInfo_GetAttacker( damageInfo ) && DamageInfo_GetAttacker( damageInfo ).IsTitan() )
EmitSoundAtPosition( teamNum, DamageInfo_GetDamagePosition( damageInfo ), "TitanShieldWall.Heavy.BulletImpact_3P_vs_3P" )
else
EmitSoundAtPosition( teamNum, DamageInfo_GetDamagePosition( damageInfo ), "TitanShieldWall.Light.BulletImpact_3P_vs_3P" )
#endif
if ( isAmpedWall )
{
#if SERVER
DamageInfo_ScaleDamage( damageInfo, AMPED_DAMAGE_SCALAR )
#endif
return false
}
return true
}
bool function OnVortexHitBullet_BubbleShieldNPC( entity vortexSphere, var damageInfo )
{
vector vortexOrigin = vortexSphere.GetOrigin()
vector damageOrigin = DamageInfo_GetDamagePosition( damageInfo )
float distSq = DistanceSqr( vortexOrigin, damageOrigin )
if ( distSq < MINION_BUBBLE_SHIELD_RADIUS_SQR )
return false//the damage is coming from INSIDE the sphere
vector damageVec = damageOrigin - vortexOrigin
vector damageAngles = VectorToAngles( damageVec )
damageAngles = AnglesCompose( damageAngles, Vector( 90, 0, 0 ) )
int teamNum = vortexSphere.GetTeam()
#if CLIENT
int effectHandle = StartParticleEffectInWorldWithHandle( GetParticleSystemIndex( SHIELD_WALL_BULLET_FX ), damageOrigin, damageAngles )
vector color = GetShieldTriLerpColor( 0.9 )
EffectSetControlPointVector( effectHandle, 1, color )
if ( DamageInfo_GetAttacker( damageInfo ) && DamageInfo_GetAttacker( damageInfo ).IsTitan() )
EmitSoundAtPosition( teamNum, DamageInfo_GetDamagePosition( damageInfo ), "TitanShieldWall.Heavy.BulletImpact_1P_vs_3P" )
else
EmitSoundAtPosition( teamNum, DamageInfo_GetDamagePosition( damageInfo ), "TitanShieldWall.Light.BulletImpact_1P_vs_3P" )
#else
int fxId = GetParticleSystemIndex( SHIELD_WALL_BULLET_FX )
PlayEffectOnVortexSphere( fxId, DamageInfo_GetDamagePosition( damageInfo ), damageAngles, vortexSphere )
//VortexSphereDrainHealthForDamage( vortexSphere, DamageInfo_GetWeapon( damageInfo ), null )
if ( DamageInfo_GetAttacker( damageInfo ) && DamageInfo_GetAttacker( damageInfo ).IsTitan() )
EmitSoundAtPosition( teamNum, DamageInfo_GetDamagePosition( damageInfo ), "TitanShieldWall.Heavy.BulletImpact_3P_vs_3P" )
else
EmitSoundAtPosition( teamNum, DamageInfo_GetDamagePosition( damageInfo ), "TitanShieldWall.Light.BulletImpact_3P_vs_3P" )
#endif
return true
}
bool function CodeCallback_OnVortexHitProjectile( entity weapon, entity vortexSphere, entity attacker, entity projectile, vector contactPos )
{
// code shouldn't call this on an invalid vortexsphere!
if ( !IsValid( vortexSphere ) )
return false
var ignoreVortex = projectile.ProjectileGetWeaponInfoFileKeyField( "projectile_ignores_vortex" )
if ( ignoreVortex != null )
{
#if SERVER
if ( projectile.proj.hasBouncedOffVortex )
return false
vector velocity = projectile.GetVelocity()
vector multiplier
switch ( ignoreVortex )
{
case "drop":
multiplier = < -0.25, -0.25, 0.0 >
break
case "fall_vortex":
case "fall":
multiplier = < -0.25, -0.25, -0.25 >
break
case "mirror":
// bounce back, assume along xy axis
multiplier = < -1.0, -1.0, 1.0 >
break
default:
CodeWarning( "Unknown projectile_ignores_vortex " + ignoreVortex )
break
}
velocity = < velocity.x * multiplier.x, velocity.y * multiplier.y, velocity.z * multiplier.z >
projectile.proj.hasBouncedOffVortex = true
projectile.SetVelocity( velocity )
#endif
return false
}
bool adjustImpactAngles = !(vortexSphere.GetTargetName() == GUN_SHIELD_WALL)
vector damageAngles = vortexSphere.GetAngles()
if ( adjustImpactAngles )
damageAngles = AnglesCompose( damageAngles, Vector( 90, 0, 0 ) )
asset projectileSettingFX = projectile.GetProjectileWeaponSettingAsset( eWeaponVar.vortex_impact_effect )
asset impactFX = (projectileSettingFX != $"") ? projectileSettingFX : SHIELD_WALL_EXPMED_FX
bool isAmpedWall = vortexSphere.GetTargetName() == PROTO_AMPED_WALL
bool takesDamage = !isAmpedWall
#if SERVER
if ( vortexSphere.e.ProjectileHitRules != null )
takesDamage = vortexSphere.e.ProjectileHitRules( vortexSphere, attacker, takesDamage )
#endif
// hack to let client know about amped wall, and to amp the shot
if ( isAmpedWall )
impactFX = AMPED_WALL_IMPACT_FX
int teamNum = vortexSphere.GetTeam()
#if CLIENT
if ( !isAmpedWall )
{
int effectHandle = StartParticleEffectInWorldWithHandle( GetParticleSystemIndex( impactFX ), contactPos, damageAngles )
//local color = GetShieldTriLerpColor( 1 - GetHealthFrac( vortexSphere ) )
vector color = GetShieldTriLerpColor( 0.0 )
EffectSetControlPointVector( effectHandle, 1, color )
}
var impact_sound_1p = projectile.ProjectileGetWeaponInfoFileKeyField( "vortex_impact_sound_1p" )
if ( impact_sound_1p == null )
impact_sound_1p = "TitanShieldWall.Explosive.BulletImpact_1P_vs_3P"
EmitSoundAtPosition( teamNum, contactPos, impact_sound_1p )
#else
if ( !isAmpedWall )
{
int fxId = GetParticleSystemIndex( impactFX )
PlayEffectOnVortexSphere( fxId, contactPos, damageAngles, vortexSphere )
}
float damage = float( projectile.GetProjectileWeaponSettingInt( eWeaponVar.damage_near_value ) )
// once damageInfo is passed correctly we'll use that instead of looking up the values from the weapon .txt file.
// local damage = ceil( DamageInfo_GetDamage( damageInfo ) )
damage = HandleWeakToPilotWeapons( vortexSphere, projectile.ProjectileGetWeaponClassName(), damage )
damage = damage + CalculateTitanSniperExtraDamage( projectile, vortexSphere )
if ( takesDamage )
{
VortexSphereDrainHealthForDamage( vortexSphere, damage )
if ( IsValid( attacker ) && attacker.IsPlayer() )
attacker.NotifyDidDamage( vortexSphere, 0, contactPos, 0, damage, DF_NO_HITBEEP, 0, null, 0 )
}
var impact_sound_3p = projectile.ProjectileGetWeaponInfoFileKeyField( "vortex_impact_sound_3p" )
if ( impact_sound_3p == null )
impact_sound_3p = "TitanShieldWall.Explosive.BulletImpact_3P_vs_3P"
EmitSoundAtPosition( teamNum, contactPos, impact_sound_3p )
int damageSourceID = projectile.ProjectileGetDamageSourceID()
switch ( damageSourceID )
{
case eDamageSourceId.mp_titanweapon_dumbfire_rockets:
vector normal = projectile.GetVelocity() * -1
normal = Normalize( normal )
ClusterRocket_Detonate( projectile, normal )
CreateNoSpawnArea( TEAM_INVALID, TEAM_INVALID, contactPos, ( CLUSTER_ROCKET_BURST_COUNT / 5.0 ) * 0.5 + 1.0, CLUSTER_ROCKET_BURST_RANGE + 100 )
break
case eDamageSourceId.mp_weapon_grenade_electric_smoke:
ElectricGrenadeSmokescreen( projectile, FX_ELECTRIC_SMOKESCREEN_PILOT_AIR )
break
case eDamageSourceId.mp_weapon_grenade_emp:
if ( StatusEffect_Get( vortexSphere, eStatusEffect.destroyed_by_emp ) )
VortexSphereDrainHealthForDamage( vortexSphere, vortexSphere.GetHealth() )
break
case eDamageSourceId.mp_titanability_sonar_pulse:
if ( IsValid( attacker ) && attacker.IsTitan() )
{
int team = attacker.GetTeam()
PulseLocation( attacker, team, contactPos, false, false )
array<string> mods = projectile.ProjectileGetMods()
if ( mods.contains( "pas_tone_sonar" ) )
thread DelayedPulseLocation( attacker, team, contactPos, false, false )
}
break
}
#endif
// hack to let client know about amped wall, and to amp the shot
if ( isAmpedWall )
{
#if SERVER
projectile.proj.damageScale = AMPED_DAMAGE_SCALAR
#endif
return false
}
return true
}
bool function OnVortexHitProjectile_BubbleShieldNPC( entity vortexSphere, entity attacker, entity projectile, vector contactPos )
{
vector vortexOrigin = vortexSphere.GetOrigin()
float dist = DistanceSqr( vortexOrigin, contactPos )
if ( dist < MINION_BUBBLE_SHIELD_RADIUS_SQR )
return false // the damage is coming from INSIDE THE SPHERE
vector damageVec = Normalize( contactPos - vortexOrigin )
vector damageAngles = VectorToAngles( damageVec )
damageAngles = AnglesCompose( damageAngles, Vector( 90, 0, 0 ) )
asset projectileSettingFX = projectile.GetProjectileWeaponSettingAsset( eWeaponVar.vortex_impact_effect )
asset impactFX = (projectileSettingFX != $"") ? projectileSettingFX : SHIELD_WALL_EXPMED_FX
int teamNum = vortexSphere.GetTeam()
#if CLIENT
int effectHandle = StartParticleEffectInWorldWithHandle( GetParticleSystemIndex( impactFX ), contactPos, damageAngles )
vector color = GetShieldTriLerpColor( 0.9 )
EffectSetControlPointVector( effectHandle, 1, color )
EmitSoundAtPosition( teamNum, contactPos, "TitanShieldWall.Explosive.BulletImpact_1P_vs_3P" )
#else
int fxId = GetParticleSystemIndex( impactFX )
PlayEffectOnVortexSphere( fxId, contactPos, damageAngles, vortexSphere )
// VortexSphereDrainHealthForDamage( vortexSphere, null, projectile )
EmitSoundAtPosition( teamNum, contactPos, "TitanShieldWall.Explosive.BulletImpact_3P_vs_3P" )
if ( projectile.ProjectileGetDamageSourceID() == eDamageSourceId.mp_titanweapon_dumbfire_rockets )
{
vector normal = projectile.GetVelocity() * -1
normal = Normalize( normal )
ClusterRocket_Detonate( projectile, normal )
CreateNoSpawnArea( TEAM_INVALID, TEAM_INVALID, contactPos, ( CLUSTER_ROCKET_BURST_COUNT / 5.0 ) * 0.5 + 1.0, CLUSTER_ROCKET_BURST_RANGE + 100 )
}
#endif
return true
}
#if SERVER
float function HandleWeakToPilotWeapons( entity vortexSphere, string weaponName, float damage )
{
if ( vortexSphere.e.proto_weakToPilotWeapons ) //needs code for real, but this is fine for prototyping
{
// is weapon a pilot weapon?
local refType = GetWeaponInfoFileKeyField_Global( weaponName, "weaponClass" )
if ( refType == "human" )
{
damage *= VORTEX_PILOT_WEAPON_WEAKNESS_DAMAGESCALE
}
}
return damage
}
#endif
// ???: reflectOrigin not used
int function VortexReflectAttack( entity vortexWeapon, attackParams, vector reflectOrigin )
{
entity vortexSphere = vortexWeapon.GetWeaponUtilityEntity()
if ( !vortexSphere )
return 0
#if SERVER
Assert( vortexSphere )
#endif
int totalfired = 0
int totalAttempts = 0
bool forceReleased = false
// in this case, it's also considered "force released" if the charge time runs out
if ( vortexWeapon.IsForceRelease() || vortexWeapon.GetWeaponChargeFraction() == 1 )
forceReleased = true
//Requires code feature to properly fire tracers from offset positions.
//if ( vortexWeapon.GetWeaponSettingBool( eWeaponVar.is_burn_mod ) )
// attackParams.pos = reflectOrigin
// PREDICTED REFIRES
// bullet impact events don't individually fire back per event because we aggregate and then shotgun blast them
//Remove the below script after FireWeaponBulletBroadcast
//local bulletsFired = Vortex_FireBackBullets( vortexWeapon, attackParams )
//totalfired += bulletsFired
int bulletCount = GetBulletsAbsorbedCount( vortexWeapon )
if ( bulletCount > 0 )
{
if ( "ampedBulletCount" in vortexWeapon.s )
vortexWeapon.s.ampedBulletCount++
else
vortexWeapon.s.ampedBulletCount <- 1
vortexWeapon.Signal( "FireAmpedVortexBullet" )
totalfired += 1
}
// UNPREDICTED REFIRES
#if SERVER
//printt( "server: force released?", forceReleased )
local unpredictedRefires = Vortex_GetProjectileImpacts( vortexWeapon )
// HACK we don't actually want to refire them with a spiral but
// this is to temporarily ensure compatibility with the Titan rocket launcher
if ( !( "spiralMissileIdx" in vortexWeapon.s ) )
vortexWeapon.s.spiralMissileIdx <- null
vortexWeapon.s.spiralMissileIdx = 0
foreach ( impactData in unpredictedRefires )
{
bool didFire = DoVortexAttackForImpactData( vortexWeapon, attackParams, impactData, totalAttempts )
if ( didFire )
totalfired++
totalAttempts++
}
#endif
SetVortexAmmo( vortexWeapon, 0 )
vortexWeapon.Signal( "VortexFired" )
#if SERVER
vortexSphere.ClearAllBulletsFromSphere()
#endif
/*
if ( forceReleased )
DestroyVortexSphereFromVortexWeapon( vortexWeapon )
else
DisableVortexSphereFromVortexWeapon( vortexWeapon )
*/
return totalfired
}
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