#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ LIGHTNING, /* function */ w_lightning, /* ammotype */ IT_CELLS, /* impulse */ 5, /* flags */ WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_MID, /* model */ "lightning", /* shortname */ "lightning", /* fullname */ _("Lightning") ); #ifdef SVQC void LightningInit(); vector lightning_shotorigin[4]; #endif #else #ifdef SVQC // Declarations ========================= .vector hook_start, hook_end; // used for beam .entity lightning_beam; // used for beam .float BUTTON_ATCK_prev; // for better animation control .float lg_fire_prev; // for better animation control // Lightning functions ========================= float W_Lightning_Beam_Send(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_LIGHTNING_BEAM); sf = sf & 0x7F; if(sound_allowed(MSG_BROADCAST, self.owner)) sf |= 0x80; WriteByte(MSG_ENTITY, sf); if(sf & 1) { WriteByte(MSG_ENTITY, num_for_edict(self.owner)); WriteCoord(MSG_ENTITY, autocvar_g_balance_lightning_primary_range); } if(sf & 2) { WriteCoord(MSG_ENTITY, self.hook_start_x); WriteCoord(MSG_ENTITY, self.hook_start_y); WriteCoord(MSG_ENTITY, self.hook_start_z); } if(sf & 4) { WriteCoord(MSG_ENTITY, self.hook_end_x); WriteCoord(MSG_ENTITY, self.hook_end_y); WriteCoord(MSG_ENTITY, self.hook_end_z); } return TRUE; } void W_Lightning_Beam_Think() { self.owner.lg_fire_prev = time; if (self != self.owner.lightning_beam) { remove(self); return; } if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen) { if(self == self.owner.lightning_beam) self.owner.lightning_beam = world; remove(self); return; } self.nextthink = time; makevectors(self.owner.v_angle); float dt, f; dt = frametime; if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO) { if(autocvar_g_balance_lightning_primary_ammo) { dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_lightning_primary_ammo); self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_lightning_primary_ammo * frametime); } } W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_lightning_primary_damage * dt, autocvar_g_balance_lightning_primary_range); WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner)); // apply the damage if(trace_ent) { vector force; force = w_shotdir * autocvar_g_balance_lightning_primary_force; f = ExponentialFalloff(autocvar_g_balance_lightning_primary_falloff_mindist, autocvar_g_balance_lightning_primary_falloff_maxdist, autocvar_g_balance_lightning_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg)); if(accuracy_isgooddamage(self.owner, trace_ent)) accuracy_add(self.owner, WEP_LIGHTNING, 0, autocvar_g_balance_lightning_primary_damage * dt * f); Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_lightning_primary_damage * dt * f, WEP_LIGHTNING, trace_endpos, force * dt); } // draw effect if(w_shotorg != self.hook_start) { self.SendFlags |= 2; self.hook_start = w_shotorg; } if(w_shotend != self.hook_end) { self.SendFlags |= 4; self.hook_end = w_shotend; } } // Attack functions ========================= void W_Lightning_Attack1 (void) { // only play fire sound if 0.5 sec has passed since player let go the fire button if(time - self.lg_fire_prev > 0.5) sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM); entity beam, oldself; self.lightning_beam = beam = spawn(); beam.classname = "W_Lightning_Beam"; beam.solid = SOLID_NOT; beam.think = W_Lightning_Beam_Think; beam.owner = self; beam.movetype = MOVETYPE_NONE; beam.shot_spread = 1; beam.bot_dodge = TRUE; beam.bot_dodgerating = autocvar_g_balance_lightning_primary_damage; Net_LinkEntity(beam, FALSE, 0, W_Lightning_Beam_Send); oldself = self; self = beam; self.think(); self = oldself; } float w_lightning(float req) { if (req == WR_AIM) { self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); /* self.BUTTON_ATCK=FALSE; self.BUTTON_ATCK2=FALSE; if(vlen(self.origin-self.enemy.origin) > 1000) self.bot_aim_whichfiretype = 0; if(self.bot_aim_whichfiretype == 0) { float shoot; if(autocvar_g_balance_lightning_primary_speed) shoot = bot_aim(autocvar_g_balance_lightning_primary_speed, 0, autocvar_g_balance_lightning_primary_lifetime, FALSE); else shoot = bot_aim(1000000, 0, 0.001, FALSE); if(shoot) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_aim_whichfiretype = 1; } } else // todo { //if(bot_aim(autocvar_g_balance_lightning_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_lightning_secondary_lifetime, TRUE)) //{ // self.BUTTON_ATCK2 = TRUE; // if(random() < 0.03) self.bot_aim_whichfiretype = 0; //} } */ } else if (req == WR_THINK) { if (self.BUTTON_ATCK) { if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this! /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y) weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_lightning_primary_animtime, w_ready); else*/ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready); if (weapon_prepareattack(0, 0)) { if ((!self.lightning_beam) || wasfreed(self.lightning_beam)) W_Lightning_Attack1(); if(!self.BUTTON_ATCK_prev) { weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready); self.BUTTON_ATCK_prev = 1; } } } else // todo { if (self.BUTTON_ATCK_prev != 0) { weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready); ATTACK_FINISHED(self) = time + autocvar_g_balance_lightning_primary_refire * W_WeaponRateFactor(); } self.BUTTON_ATCK_prev = 0; } //if (self.BUTTON_ATCK2) //if (weapon_prepareattack(1, autocvar_g_balance_lightning_secondary_refire)) //{ // W_Lightning_Attack2(); // self.lightning_count = autocvar_g_balance_lightning_secondary_count; // weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_lightning_secondary_animtime, w_lightning_checkattack); // self.lightning_secondarytime = time + autocvar_g_balance_lightning_secondary_refire2 * W_WeaponRateFactor(); //} } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_lightning.md3"); precache_model ("models/weapons/v_lightning.md3"); precache_model ("models/weapons/h_lightning.iqm"); //precache_sound ("weapons/lightning_bounce.wav"); precache_sound ("weapons/lightning_fire.wav"); precache_sound ("weapons/lightning_fire2.wav"); precache_sound ("weapons/lightning_impact.wav"); //precache_sound ("weapons/lightning_impact_combo.wav"); //precache_sound ("weapons/W_Lightning_Beam_fire.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_LIGHTNING); else if (req == WR_CHECKAMMO1) { return !autocvar_g_balance_lightning_primary_ammo || (self.ammo_cells > 0); } else if (req == WR_CHECKAMMO2) return self.ammo_cells >= autocvar_g_balance_lightning_secondary_ammo; else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) { return WEAPON_ELECTRO_MURDER_ORBS; } else { if(w_deathtype & HITTYPE_BOUNCE) return WEAPON_ELECTRO_MURDER_COMBO; else return WEAPON_ELECTRO_MURDER_BOLT; } } else if (req == WR_RESETPLAYER) { //self.lightning_secondarytime = time; } return TRUE; }; void LightningInit() { weapon_action(WEP_LIGHTNING, WR_PRECACHE); lightning_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 1); lightning_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 2); lightning_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 3); lightning_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 4); } void spawnfunc_weapon_lightning (void) // should this really be here? { weapon_defaultspawnfunc(WEP_LIGHTNING); } #endif #ifdef CSQC float w_lightning(float req) { if(req == WR_IMPACTEFFECT) { vector org2; org2 = w_org + w_backoff * 6; if(w_deathtype & HITTYPE_SECONDARY) { pointparticles(particleeffectnum("lightning_ballexplode"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM); } else { pointparticles(particleeffectnum("lightning_impact"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM); } } else if(req == WR_PRECACHE) { precache_sound("weapons/lightning_impact.wav"); precache_sound("weapons/lightning_impact_combo.wav"); } return TRUE; } #endif #endif