X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Felectro.qc;h=bd6fb89694bda3bb0d4a265cc3d525c66218822d;hb=65e9ceb03c81bc515d090a54f65dd620c8c6dc43;hp=a72ff3927c82a6087d64d2ad9b5d28baa3d8b8dc;hpb=1ea8c661cdeaf9f56c9088c64dd3a7e8384cb6b0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/electro.qc b/qcsrc/common/weapons/weapon/electro.qc index a72ff3927..bd6fb8969 100644 --- a/qcsrc/common/weapons/weapon/electro.qc +++ b/qcsrc/common/weapons/weapon/electro.qc @@ -1,12 +1,13 @@ +#include "electro.qh" #ifndef IMPLEMENTATION CLASS(Electro, Weapon) -/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells) -/* impulse */ ATTRIB(Electro, impulse, int, 5) +/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells); +/* impulse */ ATTRIB(Electro, impulse, int, 5); /* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1'); /* modelname */ ATTRIB(Electro, mdl, string, "electro"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM); #endif /* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro"); @@ -50,6 +51,7 @@ CLASS(Electro, Weapon) P(class, prefix, speed_up, float, SEC) \ P(class, prefix, speed_z, float, SEC) \ P(class, prefix, spread, float, BOTH) \ + P(class, prefix, stick, float, SEC) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, touchexplode, float, SEC) \ @@ -68,7 +70,7 @@ REGISTER_WEAPON(ELECTRO, electro, NEW(Electro)); #ifdef SVQC .float electro_count; .float electro_secondarytime; -void W_Electro_ExplodeCombo(); +void W_Electro_ExplodeCombo(entity this); #endif #endif #ifdef IMPLEMENTATION @@ -86,7 +88,7 @@ void W_Electro_TriggerCombo(vector org, float rad, entity own) if(WEP_CVAR(electro, combo_comboradius_thruwall)) { // if distance is greater than thruwall distance, check to make sure it's not through a wall - if(vlen(e.WarpZone_findradius_dist) > WEP_CVAR(electro, combo_comboradius_thruwall)) + if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall))) { WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e); if(trace_fraction != 1) @@ -104,7 +106,7 @@ void W_Electro_TriggerCombo(vector org, float rad, entity own) e.classname = "electro_orb_chain"; // now set the next one to trigger as well - e.think = W_Electro_ExplodeCombo; + setthink(e, W_Electro_ExplodeCombo); // delay combo chains, looks cooler e.nextthink = @@ -122,93 +124,102 @@ void W_Electro_TriggerCombo(vector org, float rad, entity own) } } -void W_Electro_ExplodeCombo() -{SELFPARAM(); - W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner); +void W_Electro_ExplodeCombo(entity this) +{ + W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner); - self.event_damage = func_null; + this.event_damage = func_null; RadiusDamage( - self, - self.realowner, + this, + this.realowner, WEP_CVAR(electro, combo_damage), WEP_CVAR(electro, combo_edgedamage), WEP_CVAR(electro, combo_radius), - world, - world, + NULL, + NULL, WEP_CVAR(electro, combo_force), WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce - world + NULL ); - remove(self); + delete(this); } -void W_Electro_Explode() -{SELFPARAM(); - if(other.takedamage == DAMAGE_AIM) - if(IS_PLAYER(other)) - if(DIFF_TEAM(self.realowner, other)) - if(other.deadflag == DEAD_NO) - if(IsFlying(other)) - Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); +void W_Electro_Explode(entity this, entity directhitentity) +{ + if(directhitentity.takedamage == DAMAGE_AIM) + if(IS_PLAYER(directhitentity)) + if(DIFF_TEAM(this.realowner, directhitentity)) + if(!IS_DEAD(directhitentity)) + if(IsFlying(directhitentity)) + Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; + this.event_damage = func_null; + this.takedamage = DAMAGE_NO; - if(self.movetype == MOVETYPE_BOUNCE) + if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway? { RadiusDamage( - self, - self.realowner, + this, + this.realowner, WEP_CVAR_SEC(electro, damage), WEP_CVAR_SEC(electro, edgedamage), WEP_CVAR_SEC(electro, radius), - world, - world, + NULL, + NULL, WEP_CVAR_SEC(electro, force), - self.projectiledeathtype, - other + this.projectiledeathtype, + directhitentity ); } else { - W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner); + W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner); RadiusDamage( - self, - self.realowner, + this, + this.realowner, WEP_CVAR_PRI(electro, damage), WEP_CVAR_PRI(electro, edgedamage), WEP_CVAR_PRI(electro, radius), - world, - world, + NULL, + NULL, WEP_CVAR_PRI(electro, force), - self.projectiledeathtype, - other + this.projectiledeathtype, + directhitentity ); } - remove(self); + delete(this); +} + +void W_Electro_Explode_use(entity this, entity actor, entity trigger) +{ + W_Electro_Explode(this, trigger); } -void W_Electro_TouchExplode() +void W_Electro_TouchExplode(entity this, entity toucher) { - PROJECTILE_TOUCH; - W_Electro_Explode(); + PROJECTILE_TOUCH(this, toucher); + W_Electro_Explode(this, toucher); } -void W_Electro_Bolt_Think() -{SELFPARAM(); - if(time >= self.ltime) + +void sys_phys_update_single(entity this); + +void W_Electro_Bolt_Think(entity this) +{ + // sys_phys_update_single(this); + if(time >= this.ltime) { - self.use(); + this.use(this, NULL, NULL); return; } if(WEP_CVAR_PRI(electro, midaircombo_radius)) { float found = 0; - entity e = WarpZone_FindRadius(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true); + entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true); // loop through nearby orbs and trigger them while(e) @@ -216,12 +227,12 @@ void W_Electro_Bolt_Think() if(e.classname == "electro_orb") { // change owner to whoever caused the combo explosion - e.realowner = self.realowner; + e.realowner = this.realowner; e.takedamage = DAMAGE_NO; e.classname = "electro_orb_chain"; // now set the next one to trigger as well - e.think = W_Electro_ExplodeCombo; + setthink(e, W_Electro_ExplodeCombo); // delay combo chains, looks cooler e.nextthink = @@ -242,26 +253,28 @@ void W_Electro_Bolt_Think() // if we triggered an orb, should we explode? if not, lets try again next time if(found && WEP_CVAR_PRI(electro, midaircombo_explode)) - { self.use(); } + { this.use(this, NULL, NULL); } else - { self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); } + { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); } } - else { self.nextthink = self.ltime; } + else { this.nextthink = this.ltime; } + // this.nextthink = time; } -void W_Electro_Attack_Bolt(Weapon thiswep) -{SELFPARAM(); +void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) +{ entity proj; - W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(electro, ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo)); W_SetupShot_ProjectileSize( - self, + actor, + weaponentity, '0 0 -3', '0 0 -3', false, 2, - SND(ELECTRO_FIRE), + SND_ELECTRO_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(electro, damage) ); @@ -269,71 +282,115 @@ void W_Electro_Attack_Bolt(Weapon thiswep) Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); proj = new(electro_bolt); - proj.owner = proj.realowner = self; + proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage); - proj.use = W_Electro_Explode; - proj.think = W_Electro_Bolt_Think; + proj.use = W_Electro_Explode_use; + setthink(proj, W_Electro_Bolt_Think); proj.nextthink = time; proj.ltime = time + WEP_CVAR_PRI(electro, lifetime); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id; setorigin(proj, w_shotorg); - proj.movetype = MOVETYPE_FLY; + // if (IS_CSQC) + set_movetype(proj, MOVETYPE_FLY); W_SetupProjVelocity_PRI(proj, electro); proj.angles = vectoangles(proj.velocity); - proj.touch = W_Electro_TouchExplode; + settouch(proj, W_Electro_TouchExplode); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true); - MUTATOR_CALLHOOK(EditProjectile, self, proj); + MUTATOR_CALLHOOK(EditProjectile, actor, proj); + // proj.com_phys_pos = proj.origin; + // proj.com_phys_vel = proj.velocity; +} + +void W_Electro_Orb_Stick(entity this, entity to) +{ + entity newproj = spawn(); + newproj.classname = this.classname; + + newproj.bot_dodge = this.bot_dodge; + newproj.bot_dodgerating = this.bot_dodgerating; + + newproj.owner = this.owner; + newproj.realowner = this.realowner; + setsize(newproj, this.mins, this.maxs); + setorigin(newproj, this.origin); + setmodel(newproj, MDL_PROJECTILE_ELECTRO); + newproj.angles = vectoangles(-trace_plane_normal); // face against the surface + + newproj.takedamage = this.takedamage; + newproj.damageforcescale = this.damageforcescale; + newproj.health = this.health; + newproj.event_damage = this.event_damage; + newproj.spawnshieldtime = this.spawnshieldtime; + newproj.damagedbycontents = true; + + set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place + newproj.projectiledeathtype = this.projectiledeathtype; + + settouch(newproj, func_null); + setthink(newproj, getthink(this)); + newproj.nextthink = this.nextthink; + newproj.use = this.use; + newproj.flags = this.flags; + + delete(this); + + if(to) + SetMovetypeFollow(this, to); } -void W_Electro_Orb_Touch() -{SELFPARAM(); - PROJECTILE_TOUCH; - if(other.takedamage == DAMAGE_AIM) - { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } } +void W_Electro_Orb_Touch(entity this, entity toucher) +{ + PROJECTILE_TOUCH(this, toucher); + if(toucher.takedamage == DAMAGE_AIM) + { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } } else { - //UpdateCSQCProjectile(self); - spamsound(self, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM); - self.projectiledeathtype |= HITTYPE_BOUNCE; + //UpdateCSQCProjectile(this); + spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM); + this.projectiledeathtype |= HITTYPE_BOUNCE; + + if(WEP_CVAR_SEC(electro, stick)) + W_Electro_Orb_Stick(this, toucher); } } -void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if(self.health <= 0) +void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if(this.health <= 0) return; // note: combos are usually triggered by W_Electro_TriggerCombo, not damage float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt"); - if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1))) + if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1))) return; // g_projectiles_damage says to halt - self.health = self.health - damage; - if(self.health <= 0) + this.health = this.health - damage; + if(this.health <= 0) { - self.takedamage = DAMAGE_NO; - self.nextthink = time; + this.takedamage = DAMAGE_NO; + this.nextthink = time; if(is_combo) { // change owner to whoever caused the combo explosion - self.realowner = inflictor.realowner; - self.classname = "electro_orb_chain"; - self.think = W_Electro_ExplodeCombo; - self.nextthink = time + + this.realowner = inflictor.realowner; + this.classname = "electro_orb_chain"; + setthink(this, W_Electro_ExplodeCombo); + this.nextthink = time + ( // bound the length, inflictor may be in a galaxy far far away (warpzones) min( WEP_CVAR(electro, combo_radius), - vlen(self.origin - inflictor.origin) + vlen(this.origin - inflictor.origin) ) / // delay combo chains, looks cooler @@ -342,23 +399,24 @@ void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, int d } else { - self.use = W_Electro_Explode; - self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately" + this.use = W_Electro_Explode_use; + setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately" } } } -void W_Electro_Attack_Orb(Weapon thiswep) -{SELFPARAM(); - W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(electro, ammo)); +void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) +{ + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo)); W_SetupShot_ProjectileSize( - self, - '0 0 -4', - '0 0 -4', + actor, + weaponentity, + '-4 -4 -4', + '4 4 4', false, 2, - SND(ELECTRO_FIRE2), + SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR_SEC(electro, damage) ); @@ -368,9 +426,9 @@ void W_Electro_Attack_Orb(Weapon thiswep) Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity proj = new(electro_orb); - proj.owner = proj.realowner = self; - proj.use = W_Electro_Explode; - proj.think = adaptor_think2use_hittype_splash; + proj.owner = proj.realowner = actor; + proj.use = W_Electro_Explode_use; + setthink(proj, adaptor_think2use_hittype_splash); proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage); proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime); @@ -380,15 +438,16 @@ void W_Electro_Attack_Orb(Weapon thiswep) //proj.glow_size = 50; //proj.glow_color = 45; - proj.movetype = MOVETYPE_BOUNCE; + set_movetype(proj, MOVETYPE_BOUNCE); W_SetupProjVelocity_UP_SEC(proj, electro); - proj.touch = W_Electro_Orb_Touch; - setsize(proj, '0 0 -4', '0 0 -4'); + settouch(proj, W_Electro_Orb_Touch); + setsize(proj, '-4 -4 -4', '4 4 4'); proj.takedamage = DAMAGE_YES; proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale); proj.health = WEP_CVAR_SEC(electro, health); proj.event_damage = W_Electro_Orb_Damage; proj.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, proj); proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents)); proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor); @@ -405,17 +464,17 @@ void W_Electro_Attack_Orb(Weapon thiswep) CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound - MUTATOR_CALLHOOK(EditProjectile, self, proj); + MUTATOR_CALLHOOK(EditProjectile, actor, proj); } void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire) -{SELFPARAM(); - if(self.electro_count > 1) - if(self.BUTTON_ATCK2) +{ + if(actor.electro_count > 1) + if(PHYS_INPUT_BUTTON_ATCK2(actor)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1)) { - W_Electro_Attack_Orb(WEP_ELECTRO); - self.electro_count -= 1; + W_Electro_Attack_Orb(WEP_ELECTRO, actor, weaponentity); + actor.electro_count -= 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); return; } @@ -425,152 +484,152 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i .float bot_secondary_electromooth; - METHOD(Electro, wr_aim, void(entity thiswep)) - { - self.BUTTON_ATCK = self.BUTTON_ATCK2 = false; - if(vlen(self.origin-self.enemy.origin) > 1000) { self.bot_secondary_electromooth = 0; } - if(self.bot_secondary_electromooth == 0) - { - float shoot; - - if(WEP_CVAR_PRI(electro, speed)) - shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false); - else - shoot = bot_aim(1000000, 0, 0.001, false); - - if(shoot) - { - self.BUTTON_ATCK = true; - if(random() < 0.01) self.bot_secondary_electromooth = 1; - } - } - else - { - if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true)) - { - self.BUTTON_ATCK2 = true; - if(random() < 0.03) self.bot_secondary_electromooth = 0; - } - } - } - METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO - { - float ammo_amount = 0; - if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo)) - ammo_amount = 1; - if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo)) - ammo_amount += 1; - - if(!ammo_amount) - { - thiswep.wr_reload(thiswep, actor, weaponentity); - return; - } - } - - if(fire & 1) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) - { - W_Electro_Attack_Bolt(thiswep); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); - } - } - else if(fire & 2) - { - if(time >= actor.electro_secondarytime) - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire))) - { - W_Electro_Attack_Orb(thiswep); - actor.electro_count = WEP_CVAR_SEC(electro, count); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); - actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(); - } - } - } - METHOD(Electro, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo); - ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo); - return ammo_amount; - } - METHOD(Electro, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount; - if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false. - { - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); - ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); - } - else - { - ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo); - ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo); - } - return ammo_amount; - } - METHOD(Electro, wr_resetplayer, void(entity thiswep)) - { - self.electro_secondarytime = time; - } - METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD)); - } - METHOD(Electro, wr_suicidemessage, int(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_ELECTRO_SUICIDE_ORBS; - else - return WEAPON_ELECTRO_SUICIDE_BOLT; - } - METHOD(Electro, wr_killmessage, int(entity thiswep)) - { - 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; - } - } +METHOD(Electro, wr_aim, void(entity thiswep, entity actor)) +{ + PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false; + if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; } + if(actor.bot_secondary_electromooth == 0) + { + float shoot; + + if(WEP_CVAR_PRI(electro, speed)) + shoot = bot_aim(actor, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false); + else + shoot = bot_aim(actor, 1000000, 0, 0.001, false); + + if(shoot) + { + PHYS_INPUT_BUTTON_ATCK(actor) = true; + if(random() < 0.01) actor.bot_secondary_electromooth = 1; + } + } + else + { + if(bot_aim(actor, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true)) + { + PHYS_INPUT_BUTTON_ATCK2(actor) = true; + if(random() < 0.03) actor.bot_secondary_electromooth = 0; + } + } +} +METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO + { + float ammo_amount = 0; + if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo)) + ammo_amount = 1; + if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo)) + ammo_amount += 1; + + if(!ammo_amount) + { + thiswep.wr_reload(thiswep, actor, weaponentity); + return; + } + } + + if(fire & 1) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) + { + W_Electro_Attack_Bolt(thiswep, actor, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); + } + } + else if(fire & 2) + { + if(time >= actor.electro_secondarytime) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire))) + { + W_Electro_Attack_Orb(thiswep, actor, weaponentity); + actor.electro_count = WEP_CVAR_SEC(electro, count); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); + actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor); + } + } +} +METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor)) +{ + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo); + ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo); + return ammo_amount; +} +METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + float ammo_amount; + if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false. + { + ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); + ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); + } + else + { + ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo); + ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo); + } + return ammo_amount; +} +METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor)) +{ + actor.electro_secondarytime = time; +} +METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD); +} +METHOD(Electro, wr_suicidemessage, Notification(entity thiswep)) +{ + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_ELECTRO_SUICIDE_ORBS; + else + return WEAPON_ELECTRO_SUICIDE_BOLT; +} +METHOD(Electro, wr_killmessage, Notification(entity thiswep)) +{ + 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; + } +} #endif #ifdef CSQC - METHOD(Electro, wr_impacteffect, void(entity thiswep)) - { - vector org2; - org2 = w_org + w_backoff * 6; - if(w_deathtype & HITTYPE_SECONDARY) - { - pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM); - } - else - { - if(w_deathtype & HITTYPE_BOUNCE) - { - // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls - pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM); - } - else - { - pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM); - } - } - } +METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + org2 = w_org + w_backoff * 6; + if(w_deathtype & HITTYPE_SECONDARY) + { + pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM); + } + else + { + if(w_deathtype & HITTYPE_BOUNCE) + { + // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls + pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM); + } + else + { + pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM); + } + } +} #endif #endif