void W_Plasma_Touch (void)
{
+ //self.velocity = self.velocity * 0.1;
+
PROJECTILE_TOUCH;
if (other.takedamage == DAMAGE_AIM) {
W_Plasma_Explode ();
} else {
+ //UpdateCSQCProjectile(self);
spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
self.projectiledeathtype |= HITTYPE_BOUNCE;
}
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, cvar("g_balance_electro_primary_damage"));
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
//sounds bad
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
void W_Electro_Attack2()
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
+ W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, cvar("g_balance_electro_secondary_damage"));
+
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj.health = cvar("g_balance_electro_secondary_health");
proj.event_damage = W_Plasma_Damage;
proj.flags = FL_PROJECTILE;
-
+
+ proj.bouncefactor = cvar("g_balance_electro_secondary_bouncefactor");
+ proj.bouncestop = cvar("g_balance_electro_secondary_bouncestop");
+
#if 0
entity p2;
p2 = spawn();
#endif
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
-}
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+ }
.vector hook_start, hook_end;
float lgbeam_send(entity to, float sf)
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)
+ 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 || (g_freezetag && self.owner.freezetag_frozen))
{
if(self == self.owner.lgbeam)
self.owner.lgbeam = world;
if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
{
if(cvar("g_balance_electro_primary_ammo"))
- dt = min(frametime, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo"));
- self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
+ {
+ dt = min(dt, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo"));
+ self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
+ }
}
- W_SetupShot_Range(self.owner, TRUE, 0, "", cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
+ W_SetupShot_Range(self.owner, TRUE, 0, "", 0, cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
// apply the damage
f = ExponentialFalloff(cvar("g_balance_electro_primary_falloff_mindist"), cvar("g_balance_electro_primary_falloff_maxdist"), cvar("g_balance_electro_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_ELECTRO, 0, cvar("g_balance_electro_primary_damage") * dt * f);
Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
- Damage_RecordDamage(self.owner, WEP_ELECTRO, cvar("g_balance_electro_primary_damage") * dt * f);
}
W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
{
// only play fire sound if 0.5 sec has passed since player let go the fire button
if(time - self.prevlgfire > 0.5)
- {
sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
- }
entity beam, oldself;