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and fix the hold primary => hold secondary => let go primary issue :)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
3 #else
4 #ifdef SVQC
5 .float electro_count;
6 .float electro_secondarytime;
7
8 void W_Plasma_Explode_Combo (void);
9
10 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
11 {
12         local entity e;
13         e = WarpZone_FindRadius(org, rad, TRUE);
14         while (e)
15         {
16                 if (e.classname == "plasma")
17                 {
18                         // change owner to whoever caused the combo explosion
19                         e.owner = own;
20                         e.takedamage = DAMAGE_NO;
21                         e.classname = "plasma_chain";
22                         e.think = W_Plasma_Explode_Combo;
23                         e.nextthink = time + vlen(e.WarpZone_findradius_dist) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
24                 }
25                 e = e.chain;
26         }
27 }
28
29 void W_Plasma_Explode (void)
30 {
31         if(other.takedamage == DAMAGE_AIM)
32                 if(other.classname == "player")
33                         if(IsDifferentTeam(self.owner, other))
34                                 if(other.deadflag == DEAD_NO)
35                                         if(IsFlying(other))
36                                                 AnnounceTo(self.owner, "electrobitch");
37
38         self.event_damage = SUB_Null;
39         self.takedamage = DAMAGE_NO;
40         if (self.movetype == MOVETYPE_BOUNCE)
41         {
42                 RadiusDamage (self, self.owner, cvar("g_balance_electro_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), self.projectiledeathtype, other);
43         }
44         else
45         {
46                 W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner);
47                 RadiusDamage (self, self.owner, cvar("g_balance_electro_primary_damage"), cvar("g_balance_electro_primary_edgedamage"), cvar("g_balance_electro_primary_radius"), world, cvar("g_balance_electro_primary_force"), self.projectiledeathtype, other);
48         }
49
50         remove (self);
51 }
52
53 void W_Plasma_Explode_Combo (void)
54 {
55         W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner);
56
57         self.event_damage = SUB_Null;
58         RadiusDamage (self, self.owner, cvar("g_balance_electro_combo_damage"), cvar("g_balance_electro_combo_edgedamage"), cvar("g_balance_electro_combo_radius"), world, cvar("g_balance_electro_combo_force"), WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
59         remove (self);
60 }
61
62 void W_Plasma_Touch (void)
63 {
64         PROJECTILE_TOUCH;
65         if (other.takedamage == DAMAGE_AIM) {
66                 W_Plasma_Explode ();
67         } else {
68                 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
69                 self.projectiledeathtype |= HITTYPE_BOUNCE;
70         }
71 }
72
73 void W_Plasma_TouchExplode (void)
74 {
75         PROJECTILE_TOUCH;
76         W_Plasma_Explode ();
77 }
78
79 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
80 {
81         if(self.health <= 0)
82                 return;
83         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
84         self.health = self.health - damage;
85         if (self.health <= 0)
86         {
87                 self.takedamage = DAMAGE_NO;
88                 self.nextthink = time;
89                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
90                 {
91                         // change owner to whoever caused the combo explosion
92                         self.owner = inflictor.owner;
93                         self.classname = "plasma_chain";
94                         self.think = W_Plasma_Explode_Combo;
95                         self.nextthink = time + min(cvar("g_balance_electro_combo_radius"), vlen(self.origin - inflictor.origin)) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
96                                 //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
97                 }
98                 else
99                 {
100                         self.use = W_Plasma_Explode;
101                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
102                 }
103         }
104 }
105
106 void W_Electro_Attack()
107 {
108         local entity proj;
109
110         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
111
112         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
113
114         proj = spawn ();
115         proj.classname = "plasma_prim";
116         proj.owner = self;
117         proj.bot_dodge = TRUE;
118         proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
119         proj.use = W_Plasma_Explode;
120         proj.think = adaptor_think2use_hittype_splash;
121         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
122         PROJECTILE_MAKETRIGGER(proj);
123         proj.projectiledeathtype = WEP_ELECTRO;
124         setorigin(proj, w_shotorg);
125
126         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
127                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
128         proj.movetype = MOVETYPE_FLY;
129         W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
130         proj.angles = vectoangles(proj.velocity);
131         proj.touch = W_Plasma_TouchExplode;
132         setsize(proj, '0 0 -3', '0 0 -3');
133         proj.flags = FL_PROJECTILE;
134
135         //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
136         //sounds bad
137
138         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
139 }
140
141 void W_Electro_Attack2()
142 {
143         local entity proj;
144
145         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
146         w_shotdir = v_forward; // no TrueAim for grenades please
147
148         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
149
150         proj = spawn ();
151         proj.classname = "plasma";
152         proj.owner = self;
153         proj.use = W_Plasma_Explode;
154         proj.think = adaptor_think2use_hittype_splash;
155         proj.bot_dodge = TRUE;
156         proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
157         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
158         PROJECTILE_MAKETRIGGER(proj);
159         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
160         setorigin(proj, w_shotorg);
161
162         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
163                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
164         //proj.glow_size = 50;
165         //proj.glow_color = 45;
166         proj.movetype = MOVETYPE_BOUNCE;
167         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
168         proj.touch = W_Plasma_Touch;
169         setsize(proj, '0 0 -3', '0 0 -3');
170         proj.takedamage = DAMAGE_YES;
171         proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
172         proj.health = cvar("g_balance_electro_secondary_health");
173         proj.event_damage = W_Plasma_Damage;
174         proj.flags = FL_PROJECTILE;
175
176 #if 0
177         entity p2;
178         p2 = spawn();
179         copyentity(proj, p2);
180         setmodel(p2, "models/ebomb.mdl");
181         setsize(p2, proj.mins, proj.maxs);
182 #endif
183
184         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
185 }
186
187 .entity lgbeam, exteriorlgbeam;
188 void lgbeam_think()
189 {
190         if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.BUTTON_ATCK == 0)
191         {
192                 remove(self);
193                 return;
194         }
195
196         self.nextthink = time;
197
198         makevectors(self.owner.v_angle);
199         vector angle;
200         angle = v_forward;
201
202         vector force;
203         force = angle * cvar("g_balance_electro_primary_force");
204
205         traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
206
207         self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
208 }
209
210 void exteriorlgbeam_think()
211 {
212         if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.exteriorlgbeam || self.owner.BUTTON_ATCK == 0)
213         {
214                 sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM);
215                 remove(self);
216                 return;
217         }
218
219         if (time - self.shot_spread + random() * 0.2 > 0)
220         {
221                 self.shot_spread = time + 2;
222                 sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM);
223         }
224
225         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
226                 self.ammo_cells = max(0, self.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
227
228         self.nextthink = time;
229
230         makevectors(self.owner.v_angle);
231         vector angle;
232         angle = v_forward;
233
234         traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
235
236         // apply the damage
237         if(trace_fraction < 1)
238         {
239                 vector force;
240                 force = angle * cvar("g_balance_electro_primary_force") + trace_ent.velocity * cvar("g_balance_electro_primary_velocityfactor") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
241                 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
242         }
243
244         self.angles = '0 0 0';
245         self.scale = vlen(gettaginfo(self, 0) - trace_endpos) / 256 * (0.75 + 0.75 * random());
246
247         // v_forward, v_right, v_up now are the ACTUAL directions
248         // express self.angles in terms of them to aim at target!
249         self.angles = vectoangles('1 0 0' * (angle * v_forward) + '0 -1 0' * (angle * v_right) + '0 0 1' * (angle * v_up));
250 }
251
252 // experimental lightning gun
253 void W_Electro_Attack3 (void)
254 {
255         entity beam, oldself;
256
257         self.lgbeam = beam = spawn();
258         setmodel(beam,"models/turrets/phaser_beam.md3");
259         beam.effects = EF_LOWPRECISION;
260         beam.solid = SOLID_NOT;
261         beam.think = lgbeam_think;
262         beam.owner = self;
263         beam.movetype = MOVETYPE_NONE;
264         if(gettagindex(self.weaponentity, "shot"))
265                 setattachment(beam, self.weaponentity, "shot");
266         else
267                 setattachment(beam, self.weaponentity, "tag_shot");
268
269         oldself = self;
270         self = beam;
271         self.think();
272         self = oldself;
273
274         self.exteriorlgbeam = beam = spawn();
275         setmodel(beam,"models/turrets/phaser_beam.md3");
276         beam.effects = EF_LOWPRECISION;
277         beam.solid = SOLID_NOT;
278         beam.think = exteriorlgbeam_think;
279         beam.owner = self;
280         beam.movetype = MOVETYPE_NONE;
281         //beam.viewmodelforclient = self;
282         if(self.weaponentity.oldorigin_x > 0)
283         {
284                 setattachment(beam, self.exteriorweaponentity, "");
285                 setorigin(beam, self.weaponentity.oldorigin);
286         }
287         else
288         {
289                 if(gettagindex(self.exteriorweaponentity, "shot"))
290                         setattachment(beam, self.exteriorweaponentity, "shot");
291                 else
292                         setattachment(beam, self.exteriorweaponentity, "tag_shot");
293         }
294
295         beam.shot_spread = 0;
296         beam.bot_dodge = TRUE;
297         beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
298
299         oldself = self;
300         self = beam;
301         self.think();
302         self = oldself;
303 }
304
305 void spawnfunc_weapon_electro (void)
306 {
307         weapon_defaultspawnfunc(WEP_ELECTRO);
308 }
309
310 void w_electro_checkattack()
311 {
312         if(self.electro_count > 1)
313         if(self.BUTTON_ATCK2)
314         if(weapon_prepareattack(1, -1))
315         {
316                 W_Electro_Attack2();
317                 self.electro_count -= 1;
318                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
319                 return;
320         }
321
322         w_ready();
323 }
324
325 .float bot_secondary_electromooth;
326 .float BUTTON_ATCK_prev;
327 float w_electro(float req)
328 {
329         if (req == WR_AIM)
330         {
331                 self.BUTTON_ATCK=FALSE;
332                 self.BUTTON_ATCK2=FALSE;
333                 if(vlen(self.origin-self.enemy.origin) > 1000)
334                         self.bot_secondary_electromooth = 0;
335                 if(self.bot_secondary_electromooth == 0)
336                 {
337                         if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
338                         {
339                                 self.BUTTON_ATCK = TRUE;
340                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
341                         }
342                 }
343                 else
344                 {
345                         if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
346                         {
347                                 self.BUTTON_ATCK2 = TRUE;
348                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
349                         }
350                 }
351         }
352         else if (req == WR_THINK)
353         {
354                 if (self.BUTTON_ATCK)
355                 {
356                         if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
357                         {
358                                 if(cvar("g_balance_electro_lightning"))
359                                 {
360                                         if (self.BUTTON_ATCK_prev == 0)
361                                         {
362                                                 W_Electro_Attack3();
363                                         }
364                                         self.BUTTON_ATCK_prev = 1;
365                                 }
366                                 else
367                                 {
368                                         W_Electro_Attack();
369                                 }
370                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
371                         }
372                 } else {
373                         self.BUTTON_ATCK_prev = 0;
374                 }
375
376                 if (self.BUTTON_ATCK2)
377                 if (time >= self.electro_secondarytime)
378                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
379                 {
380                         W_Electro_Attack2();
381                         self.electro_count = cvar("g_balance_electro_secondary_count");
382                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
383                         self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
384                 }
385         }
386         else if (req == WR_PRECACHE)
387         {
388                 precache_model ("models/weapons/g_electro.md3");
389                 precache_model ("models/weapons/v_electro.md3");
390                 precache_model ("models/weapons/h_electro.iqm");
391                 precache_sound ("weapons/electro_bounce.wav");
392                 precache_sound ("weapons/electro_fire.wav");
393                 precache_sound ("weapons/electro_fire2.wav");
394                 precache_sound ("weapons/electro_impact.wav");
395                 precache_sound ("weapons/electro_impact_combo.wav");
396                 if(cvar("g_balance_electro_lightning"))
397                         precache_sound ("weapons/crylink_fire2.wav");
398         }
399         else if (req == WR_SETUP)
400                 weapon_setup(WEP_ELECTRO);
401         else if (req == WR_CHECKAMMO1)
402                 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
403         else if (req == WR_CHECKAMMO2)
404                 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
405         else if (req == WR_RESETPLAYER)
406         {
407                 self.electro_secondarytime = time;
408         }
409         return TRUE;
410 };
411 #endif
412 #ifdef CSQC
413 float w_electro(float req)
414 {
415         if(req == WR_IMPACTEFFECT)
416         {
417                 vector org2;
418                 org2 = w_org + w_backoff * 6;
419                 if(w_deathtype & HITTYPE_SECONDARY)
420                 {
421                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
422                         if(!w_issilent)
423                                 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
424                 }
425                 else
426                 {
427                         if(w_deathtype & HITTYPE_BOUNCE)
428                         {
429                                 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
430                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
431                                 if(!w_issilent)
432                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
433                         }
434                         else
435                         {
436                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
437                                 if(!w_issilent)
438                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
439                         }
440                 }
441         }
442         else if(req == WR_PRECACHE)
443         {
444                 precache_sound("weapons/electro_impact.wav");
445                 precache_sound("weapons/electro_impact_combo.wav");
446         }
447         else if (req == WR_SUICIDEMESSAGE)
448         {
449                 if(w_deathtype & HITTYPE_SECONDARY)
450                         w_deathtypestring = "could not remember where they put plasma";
451                 else
452                         w_deathtypestring = "played with plasma";
453         }
454         else if (req == WR_KILLMESSAGE)
455         {
456                 if(w_deathtype & HITTYPE_SECONDARY)
457                 {
458                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
459                                 w_deathtypestring = "just noticed #'s blue ball";
460                         else // unchecked: BOUNCE
461                                 w_deathtypestring = "got in touch with #'s blue ball";
462                 }
463                 else
464                 {
465                         if(w_deathtype & HITTYPE_BOUNCE) // combo
466                                 w_deathtypestring = "felt the electrifying air of #'s combo";
467                         else if(w_deathtype & HITTYPE_SPLASH)
468                                 w_deathtypestring = "got too close to #'s blue beam";
469                         else
470                                 w_deathtypestring = "was blasted by #'s blue beam";
471                 }
472         }
473         return TRUE;
474 }
475 #endif
476 #endif