#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ ARC, /* function */ w_arc, /* ammotype */ IT_CELLS, /* impulse */ 5, /* flags */ WEP_FLAG_NORMAL, /* rating */ BOT_PICKUP_RATING_HIGH, /* model */ "arc", /* shortname */ "arc", /* fullname */ _("Arc") ); #define ARC_SETTINGS(weapon) \ WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \ WEP_ADD_CVAR(weapon, MO_PRI, animtime) \ WEP_ADD_CVAR(weapon, MO_PRI, damage) \ WEP_ADD_CVAR(weapon, MO_PRI, falloff_halflifedist) \ WEP_ADD_CVAR(weapon, MO_PRI, falloff_maxdist) \ WEP_ADD_CVAR(weapon, MO_PRI, falloff_mindist) \ WEP_ADD_CVAR(weapon, MO_PRI, force) \ WEP_ADD_CVAR(weapon, MO_PRI, range) \ WEP_ADD_CVAR(weapon, MO_PRI, refire) \ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \ WEP_ADD_PROP(weapon, reloading_time, reload_time) \ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop) #ifndef MENUQC vector arc_shotorigin[4]; #endif #ifdef SVQC ARC_SETTINGS(arc) void ArcInit(); .vector hook_start, hook_end; // used for beam .entity arc_beam; // used for beam .float BUTTON_ATCK_prev; // for better animation control .float lg_fire_prev; // for better animation control #endif #else #ifdef SVQC void spawnfunc_weapon_arc() { weapon_defaultspawnfunc(WEP_ARC); } float W_Arc_Beam_Send(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_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, WEP_CVAR_PRI(arc, 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_Arc_Beam_Think() { self.owner.lg_fire_prev = time; if (self != self.owner.arc_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.arc_beam) self.owner.arc_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(WEP_CVAR_PRI(arc, ammo)) { dt = min(dt, self.owner.ammo_cells / WEP_CVAR_PRI(arc, ammo)); self.owner.ammo_cells = max(0, self.owner.ammo_cells - WEP_CVAR_PRI(arc, ammo) * frametime); } } W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR_PRI(arc, damage) * dt, WEP_CVAR_PRI(arc, 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 * WEP_CVAR_PRI(arc, force); f = ExponentialFalloff(WEP_CVAR_PRI(arc, falloff_mindist), WEP_CVAR_PRI(arc, falloff_maxdist), WEP_CVAR_PRI(arc, falloff_halflifedist), vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg)); if(accuracy_isgooddamage(self.owner, trace_ent)) accuracy_add(self.owner, WEP_ARC, 0, WEP_CVAR_PRI(arc, damage) * dt * f); Damage (trace_ent, self.owner, self.owner, WEP_CVAR_PRI(arc, damage) * dt * f, WEP_ARC, 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_Arc_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.arc_beam = beam = spawn(); beam.classname = "W_Arc_Beam"; beam.solid = SOLID_NOT; beam.think = W_Arc_Beam_Think; beam.owner = self; beam.movetype = MOVETYPE_NONE; beam.shot_spread = 1; beam.bot_dodge = TRUE; beam.bot_dodgerating = WEP_CVAR_PRI(arc, damage); Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send); oldself = self; self = beam; self.think(); self = oldself; } float w_arc(float req) { switch(req) { case 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_arc_primary_speed) shoot = bot_aim(autocvar_g_balance_arc_primary_speed, 0, autocvar_g_balance_arc_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_arc_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_arc_secondary_lifetime, TRUE)) //{ // self.BUTTON_ATCK2 = TRUE; // if(random() < 0.03) self.bot_aim_whichfiretype = 0; //} } */ return TRUE; } case 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_arc_primary_animtime, w_ready); else*/ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready); if (weapon_prepareattack(0, 0)) { if ((!self.arc_beam) || wasfreed(self.arc_beam)) W_Arc_Attack1(); if(!self.BUTTON_ATCK_prev) { weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready); self.BUTTON_ATCK_prev = 1; } } } else // todo { if (self.BUTTON_ATCK_prev != 0) { weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready); ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(); } self.BUTTON_ATCK_prev = 0; } //if (self.BUTTON_ATCK2) //if (weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire)) //{ // W_Arc_Attack2(); // self.arc_count = autocvar_g_balance_arc_secondary_count; // weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack); // self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(); //} return TRUE; } case WR_PRECACHE: { precache_model ("models/weapons/g_arc.md3"); precache_model ("models/weapons/v_arc.md3"); precache_model ("models/weapons/h_arc.iqm"); //precache_sound ("weapons/arc_bounce.wav"); precache_sound ("weapons/arc_fire.wav"); precache_sound ("weapons/arc_fire2.wav"); precache_sound ("weapons/arc_impact.wav"); //precache_sound ("weapons/arc_impact_combo.wav"); //precache_sound ("weapons/W_Arc_Beam_fire.wav"); return TRUE; } case WR_SETUP: { weapon_setup(WEP_ARC); return TRUE; } case WR_CHECKAMMO1: { return !WEP_CVAR_PRI(arc, ammo) || (self.ammo_cells > 0); } case WR_CHECKAMMO2: { return self.ammo_cells >= WEP_CVAR_SEC(arc, ammo); } case 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; } } case WR_RESETPLAYER: { //self.arc_secondarytime = time; return TRUE; } } return TRUE; } void ArcInit() { weapon_action(WEP_ARC, WR_PRECACHE); arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1); arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2); arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3); arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4); #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/ #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_ARC).##prop = autocvar_g_balance_##weapon##_##name; ARC_SETTINGS(arc) #undef WEP_ADD_CVAR #undef WEP_ADD_PROP } #endif #ifdef CSQC float w_arc(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 6; if(w_deathtype & HITTYPE_SECONDARY) { pointparticles(particleeffectnum("arc_ballexplode"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM); } else { pointparticles(particleeffectnum("arc_impact"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM); } return TRUE; } case WR_PRECACHE: { precache_sound("weapons/arc_impact.wav"); precache_sound("weapons/arc_impact_combo.wav"); return TRUE; } } return TRUE; } #endif #endif