3 /* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Electro, impulse, int, 5)
5 /* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
8 /* modelname */ ATTRIB(Electro, mdl, string, "electro");
10 /* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
12 /* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
13 /* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro");
15 /* refname */ ATTRIB(Electro, netname, string, "electro");
16 /* wepname */ ATTRIB(Electro, m_name, string, _("Electro"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, BOTH) \
21 P(class, prefix, animtime, float, BOTH) \
22 P(class, prefix, bouncefactor, float, SEC) \
23 P(class, prefix, bouncestop, float, SEC) \
24 P(class, prefix, comboradius, float, PRI) \
25 P(class, prefix, combo_comboradius, float, NONE) \
26 P(class, prefix, combo_comboradius_thruwall, float, NONE) \
27 P(class, prefix, combo_damage, float, NONE) \
28 P(class, prefix, combo_edgedamage, float, NONE) \
29 P(class, prefix, combo_force, float, NONE) \
30 P(class, prefix, combo_radius, float, NONE) \
31 P(class, prefix, combo_safeammocheck, float, NONE) \
32 P(class, prefix, combo_speed, float, NONE) \
33 P(class, prefix, count, float, SEC) \
34 P(class, prefix, damagedbycontents, float, SEC) \
35 P(class, prefix, damageforcescale, float, SEC) \
36 P(class, prefix, damage, float, BOTH) \
37 P(class, prefix, edgedamage, float, BOTH) \
38 P(class, prefix, force, float, BOTH) \
39 P(class, prefix, health, float, SEC) \
40 P(class, prefix, lifetime, float, BOTH) \
41 P(class, prefix, midaircombo_explode, float, PRI) \
42 P(class, prefix, midaircombo_interval, float, PRI) \
43 P(class, prefix, midaircombo_radius, float, PRI) \
44 P(class, prefix, radius, float, BOTH) \
45 P(class, prefix, refire2, float, SEC) \
46 P(class, prefix, refire, float, BOTH) \
47 P(class, prefix, reload_ammo, float, NONE) \
48 P(class, prefix, reload_time, float, NONE) \
49 P(class, prefix, speed, float, BOTH) \
50 P(class, prefix, speed_up, float, SEC) \
51 P(class, prefix, speed_z, float, SEC) \
52 P(class, prefix, spread, float, BOTH) \
53 P(class, prefix, switchdelay_drop, float, NONE) \
54 P(class, prefix, switchdelay_raise, float, NONE) \
55 P(class, prefix, touchexplode, float, SEC) \
56 P(class, prefix, weaponreplace, string,NONE) \
57 P(class, prefix, weaponstartoverride, float, NONE) \
58 P(class, prefix, weaponstart, float, NONE) \
59 P(class, prefix, weaponthrowable, float, NONE) \
61 W_PROPS(X, Electro, electro)
65 REGISTER_WEAPON(ELECTRO, electro, NEW(Electro));
70 .float electro_secondarytime;
71 void W_Electro_ExplodeCombo(entity this);
76 spawnfunc(weapon_electro) { weapon_defaultspawnfunc(this, WEP_ELECTRO); }
78 void W_Electro_TriggerCombo(vector org, float rad, entity own)
80 entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
83 if(e.classname == "electro_orb")
85 // do we allow thruwall triggering?
86 if(WEP_CVAR(electro, combo_comboradius_thruwall))
88 // if distance is greater than thruwall distance, check to make sure it's not through a wall
89 if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall)))
91 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
92 if(trace_fraction != 1)
94 // trigger is through a wall and outside of thruwall range, abort
101 // change owner to whoever caused the combo explosion
103 e.takedamage = DAMAGE_NO;
104 e.classname = "electro_orb_chain";
106 // now set the next one to trigger as well
107 setthink(e, W_Electro_ExplodeCombo);
109 // delay combo chains, looks cooler
114 (WEP_CVAR(electro, combo_speed) ?
115 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
125 void W_Electro_ExplodeCombo(entity this)
127 W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
129 this.event_damage = func_null;
134 WEP_CVAR(electro, combo_damage),
135 WEP_CVAR(electro, combo_edgedamage),
136 WEP_CVAR(electro, combo_radius),
139 WEP_CVAR(electro, combo_force),
140 WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
147 void W_Electro_Explode(entity this)
149 if(other.takedamage == DAMAGE_AIM)
151 if(DIFF_TEAM(this.realowner, other))
154 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
156 this.event_damage = func_null;
157 this.takedamage = DAMAGE_NO;
159 if(this.movetype == MOVETYPE_BOUNCE)
164 WEP_CVAR_SEC(electro, damage),
165 WEP_CVAR_SEC(electro, edgedamage),
166 WEP_CVAR_SEC(electro, radius),
169 WEP_CVAR_SEC(electro, force),
170 this.projectiledeathtype,
176 W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner);
180 WEP_CVAR_PRI(electro, damage),
181 WEP_CVAR_PRI(electro, edgedamage),
182 WEP_CVAR_PRI(electro, radius),
185 WEP_CVAR_PRI(electro, force),
186 this.projectiledeathtype,
194 void W_Electro_Explode_use(entity this, entity actor, entity trigger)
196 W_Electro_Explode(this);
199 void W_Electro_TouchExplode(entity this)
201 PROJECTILE_TOUCH(this);
202 W_Electro_Explode(this);
206 void sys_phys_update_single(entity this);
208 void W_Electro_Bolt_Think(entity this)
210 sys_phys_update_single(this);
211 if(time >= this.ltime)
213 this.use(this, NULL, NULL);
217 if(WEP_CVAR_PRI(electro, midaircombo_radius))
220 entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
222 // loop through nearby orbs and trigger them
225 if(e.classname == "electro_orb")
227 // change owner to whoever caused the combo explosion
228 e.realowner = this.realowner;
229 e.takedamage = DAMAGE_NO;
230 e.classname = "electro_orb_chain";
232 // now set the next one to trigger as well
233 setthink(e, W_Electro_ExplodeCombo);
235 // delay combo chains, looks cooler
240 (WEP_CVAR(electro, combo_speed) ?
241 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
252 // if we triggered an orb, should we explode? if not, lets try again next time
253 if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
254 { this.use(this, NULL, NULL); }
256 { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
258 else { this.nextthink = this.ltime; }
259 this.nextthink = time;
262 void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
266 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo));
268 W_SetupShot_ProjectileSize(
276 WEP_CVAR_PRI(electro, damage)
279 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
281 proj = new(electro_bolt);
282 proj.owner = proj.realowner = actor;
283 proj.bot_dodge = true;
284 proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
285 proj.use = W_Electro_Explode_use;
286 setthink(proj, W_Electro_Bolt_Think);
287 proj.nextthink = time;
288 proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
289 PROJECTILE_MAKETRIGGER(proj);
290 proj.projectiledeathtype = WEP_ELECTRO.m_id;
291 setorigin(proj, w_shotorg);
293 if (IS_CSQC) proj.movetype = MOVETYPE_FLY;
294 W_SetupProjVelocity_PRI(proj, electro);
295 proj.angles = vectoangles(proj.velocity);
296 settouch(proj, W_Electro_TouchExplode);
297 setsize(proj, '0 0 -3', '0 0 -3');
298 proj.flags = FL_PROJECTILE;
299 proj.missile_flags = MIF_SPLASH;
301 CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
303 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
304 proj.com_phys_pos = proj.origin;
305 proj.com_phys_vel = proj.velocity;
308 void W_Electro_Orb_Touch(entity this)
310 PROJECTILE_TOUCH(this);
311 if(other.takedamage == DAMAGE_AIM)
312 { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this); } }
315 //UpdateCSQCProjectile(this);
316 spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
317 this.projectiledeathtype |= HITTYPE_BOUNCE;
321 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
326 // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
327 float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
329 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
330 return; // g_projectiles_damage says to halt
332 this.health = this.health - damage;
335 this.takedamage = DAMAGE_NO;
336 this.nextthink = time;
339 // change owner to whoever caused the combo explosion
340 this.realowner = inflictor.realowner;
341 this.classname = "electro_orb_chain";
342 setthink(this, W_Electro_ExplodeCombo);
343 this.nextthink = time +
345 // bound the length, inflictor may be in a galaxy far far away (warpzones)
347 WEP_CVAR(electro, combo_radius),
348 vlen(this.origin - inflictor.origin)
351 // delay combo chains, looks cooler
352 WEP_CVAR(electro, combo_speed)
357 this.use = W_Electro_Explode_use;
358 setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
363 void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
365 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo));
367 W_SetupShot_ProjectileSize(
375 WEP_CVAR_SEC(electro, damage)
378 w_shotdir = v_forward; // no TrueAim for grenades please
380 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
382 entity proj = new(electro_orb);
383 proj.owner = proj.realowner = actor;
384 proj.use = W_Electro_Explode_use;
385 setthink(proj, adaptor_think2use_hittype_splash);
386 proj.bot_dodge = true;
387 proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
388 proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
389 PROJECTILE_MAKETRIGGER(proj);
390 proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY;
391 setorigin(proj, w_shotorg);
393 //proj.glow_size = 50;
394 //proj.glow_color = 45;
395 proj.movetype = MOVETYPE_BOUNCE;
396 W_SetupProjVelocity_UP_SEC(proj, electro);
397 settouch(proj, W_Electro_Orb_Touch);
398 setsize(proj, '0 0 -4', '0 0 -4');
399 proj.takedamage = DAMAGE_YES;
400 proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
401 proj.health = WEP_CVAR_SEC(electro, health);
402 proj.event_damage = W_Electro_Orb_Damage;
403 proj.flags = FL_PROJECTILE;
404 proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
406 proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
407 proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
408 proj.missile_flags = MIF_SPLASH | MIF_ARC;
413 copyentity(proj, p2);
414 setmodel(p2, MDL_PROJECTILE_ELECTRO);
415 setsize(p2, proj.mins, proj.maxs);
418 CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
420 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
423 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
425 if(actor.electro_count > 1)
426 if(PHYS_INPUT_BUTTON_ATCK2(actor))
427 if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
429 W_Electro_Attack_Orb(WEP_ELECTRO, actor);
430 actor.electro_count -= 1;
431 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
434 // WEAPONTODO: when the player releases the button, cut down the length of refire2?
435 w_ready(thiswep, actor, weaponentity, fire);
438 .float bot_secondary_electromooth;
440 METHOD(Electro, wr_aim, void(entity thiswep, entity actor))
442 PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
443 if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
444 if(actor.bot_secondary_electromooth == 0)
448 if(WEP_CVAR_PRI(electro, speed))
449 shoot = bot_aim(actor, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
451 shoot = bot_aim(actor, 1000000, 0, 0.001, false);
455 PHYS_INPUT_BUTTON_ATCK(actor) = true;
456 if(random() < 0.01) actor.bot_secondary_electromooth = 1;
461 if(bot_aim(actor, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
463 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
464 if(random() < 0.03) actor.bot_secondary_electromooth = 0;
468 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
470 if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
472 float ammo_amount = 0;
473 if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
475 if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
480 thiswep.wr_reload(thiswep, actor, weaponentity);
487 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
489 W_Electro_Attack_Bolt(thiswep, actor);
490 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
495 if(time >= actor.electro_secondarytime)
496 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
498 W_Electro_Attack_Orb(thiswep, actor);
499 actor.electro_count = WEP_CVAR_SEC(electro, count);
500 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
501 actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
505 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor))
507 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
508 ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
511 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor))
514 if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
516 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
517 ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
521 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
522 ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
526 METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
528 actor.electro_secondarytime = time;
530 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
532 W_Reload(actor, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
534 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
536 if(w_deathtype & HITTYPE_SECONDARY)
537 return WEAPON_ELECTRO_SUICIDE_ORBS;
539 return WEAPON_ELECTRO_SUICIDE_BOLT;
541 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
543 if(w_deathtype & HITTYPE_SECONDARY)
545 return WEAPON_ELECTRO_MURDER_ORBS;
549 if(w_deathtype & HITTYPE_BOUNCE)
550 return WEAPON_ELECTRO_MURDER_COMBO;
552 return WEAPON_ELECTRO_MURDER_BOLT;
559 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
562 org2 = w_org + w_backoff * 6;
563 if(w_deathtype & HITTYPE_SECONDARY)
565 pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
567 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
571 if(w_deathtype & HITTYPE_BOUNCE)
573 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
574 pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
576 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
580 pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
582 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);