5 void W_Electro_TriggerCombo(vector org, float rad, entity own)
7 entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
10 if(e.classname == "electro_orb")
12 // do we allow thruwall triggering?
13 if(WEP_CVAR(electro, combo_comboradius_thruwall))
15 // if distance is greater than thruwall distance, check to make sure it's not through a wall
16 if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall)))
18 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
19 if(trace_fraction != 1)
21 // trigger is through a wall and outside of thruwall range, abort
28 // change owner to whoever caused the combo explosion
30 e.takedamage = DAMAGE_NO;
31 e.classname = "electro_orb_chain";
33 // now set the next one to trigger as well
34 setthink(e, W_Electro_ExplodeCombo);
36 // delay combo chains, looks cooler
41 (WEP_CVAR(electro, combo_speed) ?
42 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
52 void W_Electro_ExplodeCombo(entity this)
54 W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
56 this.event_damage = func_null;
61 WEP_CVAR(electro, combo_damage),
62 WEP_CVAR(electro, combo_edgedamage),
63 WEP_CVAR(electro, combo_radius),
66 WEP_CVAR(electro, combo_force),
67 WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
68 this.weaponentity_fld,
75 void W_Electro_Explode(entity this, entity directhitentity)
77 if(directhitentity.takedamage == DAMAGE_AIM)
78 if(IS_PLAYER(directhitentity))
79 if(DIFF_TEAM(this.realowner, directhitentity))
80 if(!IS_DEAD(directhitentity))
81 if(IsFlying(directhitentity))
82 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
84 this.event_damage = func_null;
85 this.takedamage = DAMAGE_NO;
87 if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
92 WEP_CVAR_SEC(electro, damage),
93 WEP_CVAR_SEC(electro, edgedamage),
94 WEP_CVAR_SEC(electro, radius),
97 WEP_CVAR_SEC(electro, force),
98 this.projectiledeathtype,
99 this.weaponentity_fld,
105 W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner);
109 WEP_CVAR_PRI(electro, damage),
110 WEP_CVAR_PRI(electro, edgedamage),
111 WEP_CVAR_PRI(electro, radius),
114 WEP_CVAR_PRI(electro, force),
115 this.projectiledeathtype,
116 this.weaponentity_fld,
124 void W_Electro_Explode_use(entity this, entity actor, entity trigger)
126 W_Electro_Explode(this, trigger);
129 void W_Electro_TouchExplode(entity this, entity toucher)
131 PROJECTILE_TOUCH(this, toucher);
132 W_Electro_Explode(this, toucher);
136 void sys_phys_update_single(entity this);
138 void W_Electro_Bolt_Think(entity this)
140 // sys_phys_update_single(this);
141 if(time >= this.ltime)
143 this.use(this, NULL, NULL);
147 if(WEP_CVAR_PRI(electro, midaircombo_radius))
150 entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
152 // loop through nearby orbs and trigger them
155 if(e.classname == "electro_orb" && (WEP_CVAR_PRI(electro, midaircombo_own) || DIFF_TEAM(this.owner, e.owner)))
157 // change owner to whoever caused the combo explosion
158 e.realowner = this.realowner;
159 e.takedamage = DAMAGE_NO;
160 e.classname = "electro_orb_chain";
162 // explode first orb immediately, other orbs will chain with delay
163 setthink(e, W_Electro_ExplodeCombo);
171 // if we triggered an orb, should we explode? if not, lets try again next time
172 if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
173 { this.use(this, NULL, NULL); }
175 { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
177 else { this.nextthink = this.ltime; }
178 // this.nextthink = time;
181 void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
185 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo), weaponentity);
187 W_SetupShot_ProjectileSize(
196 WEP_CVAR_PRI(electro, damage),
200 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
202 proj = new(electro_bolt);
203 proj.owner = proj.realowner = actor;
204 proj.bot_dodge = true;
205 proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
206 proj.use = W_Electro_Explode_use;
207 setthink(proj, W_Electro_Bolt_Think);
208 proj.nextthink = time;
209 proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
210 PROJECTILE_MAKETRIGGER(proj);
211 proj.projectiledeathtype = thiswep.m_id;
212 proj.weaponentity_fld = weaponentity;
213 setorigin(proj, w_shotorg);
216 set_movetype(proj, MOVETYPE_FLY);
217 W_SetupProjVelocity_PRI(proj, electro);
218 proj.angles = vectoangles(proj.velocity);
219 settouch(proj, W_Electro_TouchExplode);
220 setsize(proj, '0 0 -3', '0 0 -3');
221 proj.flags = FL_PROJECTILE;
222 IL_PUSH(g_projectiles, proj);
223 IL_PUSH(g_bot_dodge, proj);
224 proj.missile_flags = MIF_SPLASH;
226 CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
228 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
229 // proj.com_phys_pos = proj.origin;
230 // proj.com_phys_vel = proj.velocity;
233 void W_Electro_Orb_Stick(entity this, entity to)
235 entity newproj = spawn();
236 newproj.classname = this.classname;
238 newproj.bot_dodge = this.bot_dodge;
239 newproj.bot_dodgerating = this.bot_dodgerating;
241 newproj.owner = this.owner;
242 newproj.realowner = this.realowner;
243 setsize(newproj, this.mins, this.maxs);
244 setorigin(newproj, this.origin);
245 setmodel(newproj, MDL_PROJECTILE_ELECTRO);
246 newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
248 newproj.takedamage = this.takedamage;
249 newproj.damageforcescale = this.damageforcescale;
250 SetResourceExplicit(newproj, RES_HEALTH, GetResource(this, RES_HEALTH));
251 newproj.event_damage = this.event_damage;
252 newproj.spawnshieldtime = this.spawnshieldtime;
253 newproj.damagedbycontents = true;
254 IL_PUSH(g_damagedbycontents, newproj);
256 set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
257 newproj.projectiledeathtype = this.projectiledeathtype;
258 newproj.weaponentity_fld = this.weaponentity_fld;
260 settouch(newproj, func_null);
261 setthink(newproj, getthink(this));
262 newproj.nextthink = this.nextthink;
263 newproj.use = this.use;
264 newproj.flags = this.flags;
265 IL_PUSH(g_projectiles, newproj);
266 IL_PUSH(g_bot_dodge, newproj);
271 SetMovetypeFollow(newproj, to);
274 void W_Electro_Orb_Touch(entity this, entity toucher)
276 PROJECTILE_TOUCH(this, toucher);
277 if(toucher.takedamage == DAMAGE_AIM && WEP_CVAR_SEC(electro, touchexplode))
278 { W_Electro_Explode(this, toucher); }
279 else if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles!
281 //UpdateCSQCProjectile(this);
282 spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
283 this.projectiledeathtype |= HITTYPE_BOUNCE;
285 if(WEP_CVAR_SEC(electro, stick))
286 W_Electro_Orb_Stick(this, toucher);
290 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
292 if(GetResource(this, RES_HEALTH) <= 0)
295 // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
296 float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
298 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
299 return; // g_projectiles_damage says to halt
301 TakeResource(this, RES_HEALTH, damage);
302 if(GetResource(this, RES_HEALTH) <= 0)
304 this.takedamage = DAMAGE_NO;
305 this.nextthink = time;
308 // change owner to whoever caused the combo explosion
309 this.realowner = inflictor.realowner;
310 this.classname = "electro_orb_chain";
311 setthink(this, W_Electro_ExplodeCombo);
312 this.nextthink = time +
314 // bound the length, inflictor may be in a galaxy far far away (warpzones)
316 WEP_CVAR(electro, combo_radius),
317 vlen(this.origin - inflictor.origin)
320 // delay combo chains, looks cooler
321 WEP_CVAR(electro, combo_speed)
326 this.use = W_Electro_Explode_use;
327 setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
332 void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
334 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo), weaponentity);
336 W_SetupShot_ProjectileSize(
345 WEP_CVAR_SEC(electro, damage),
346 thiswep.m_id | HITTYPE_SECONDARY
349 w_shotdir = v_forward; // no TrueAim for grenades please
351 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
353 entity proj = new(electro_orb);
354 proj.owner = proj.realowner = actor;
355 proj.use = W_Electro_Explode_use;
356 setthink(proj, adaptor_think2use_hittype_splash);
357 proj.bot_dodge = true;
358 proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
359 proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
360 PROJECTILE_MAKETRIGGER(proj);
361 proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
362 proj.weaponentity_fld = weaponentity;
363 setorigin(proj, w_shotorg);
365 //proj.glow_size = 50;
366 //proj.glow_color = 45;
367 set_movetype(proj, MOVETYPE_BOUNCE);
368 W_SetupProjVelocity_UP_SEC(proj, electro);
369 settouch(proj, W_Electro_Orb_Touch);
370 setsize(proj, '-4 -4 -4', '4 4 4');
371 proj.takedamage = DAMAGE_YES;
372 proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
373 SetResourceExplicit(proj, RES_HEALTH, WEP_CVAR_SEC(electro, health));
374 proj.event_damage = W_Electro_Orb_Damage;
375 proj.flags = FL_PROJECTILE;
376 IL_PUSH(g_projectiles, proj);
377 IL_PUSH(g_bot_dodge, proj);
378 proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
379 if(proj.damagedbycontents)
380 IL_PUSH(g_damagedbycontents, proj);
382 proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
383 proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
384 proj.missile_flags = MIF_SPLASH | MIF_ARC;
386 CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
388 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
391 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
393 if(actor.(weaponentity).electro_count > 1)
394 if(PHYS_INPUT_BUTTON_ATCK2(actor))
395 if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
397 W_Electro_Attack_Orb(thiswep, actor, weaponentity);
398 actor.(weaponentity).electro_count -= 1;
399 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
402 // WEAPONTODO: when the player releases the button, cut down the length of refire2?
403 w_ready(thiswep, actor, weaponentity, fire);
406 .float bot_secondary_electromooth;
408 METHOD(Electro, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
410 PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
411 if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
412 if(actor.bot_secondary_electromooth == 0)
416 if(WEP_CVAR_PRI(electro, speed))
417 shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
419 shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
423 PHYS_INPUT_BUTTON_ATCK(actor) = true;
424 if(random() < 0.01) actor.bot_secondary_electromooth = 1;
429 if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
431 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
432 if(random() < 0.03) actor.bot_secondary_electromooth = 0;
436 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
438 if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
440 float ammo_amount = 0;
441 if(actor.(weaponentity).clip_load >= WEP_CVAR_PRI(electro, ammo))
443 if(actor.(weaponentity).clip_load >= WEP_CVAR_SEC(electro, ammo))
448 thiswep.wr_reload(thiswep, actor, weaponentity);
455 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
457 W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
458 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
463 if(time >= actor.(weaponentity).electro_secondarytime)
464 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
466 W_Electro_Attack_Orb(thiswep, actor, weaponentity);
467 actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count);
468 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
469 actor.(weaponentity).electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
473 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
475 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo);
476 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(electro, ammo);
479 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
482 if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
484 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
485 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
489 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo);
490 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo);
494 METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
496 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
498 .entity weaponentity = weaponentities[slot];
499 actor.(weaponentity).electro_secondarytime = time;
502 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
504 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
506 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
508 if(w_deathtype & HITTYPE_SECONDARY)
509 return WEAPON_ELECTRO_SUICIDE_ORBS;
511 return WEAPON_ELECTRO_SUICIDE_BOLT;
513 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
515 if(w_deathtype & HITTYPE_SECONDARY)
517 return WEAPON_ELECTRO_MURDER_ORBS;
521 if(w_deathtype & HITTYPE_BOUNCE)
522 return WEAPON_ELECTRO_MURDER_COMBO;
524 return WEAPON_ELECTRO_MURDER_BOLT;
531 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
534 org2 = w_org + w_backoff * 6;
535 if(w_deathtype & HITTYPE_SECONDARY)
537 pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
539 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
543 if(w_deathtype & HITTYPE_BOUNCE)
545 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
546 pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
548 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
552 pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
554 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);