#include "electro.qh" #ifdef SVQC void W_Electro_TriggerCombo(vector org, float rad, entity own) { entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall)); while(e) { if(e.classname == "electro_orb") { // do we allow thruwall triggering? 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(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall))) { WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e); if(trace_fraction != 1) { // trigger is through a wall and outside of thruwall range, abort e = e.chain; continue; } } } // change owner to whoever caused the combo explosion e.realowner = own; e.takedamage = DAMAGE_NO; e.classname = "electro_orb_chain"; // now set the next one to trigger as well setthink(e, W_Electro_ExplodeCombo); // delay combo chains, looks cooler e.nextthink = ( time + (WEP_CVAR(electro, combo_speed) ? (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed)) : 0 ) ); } e = e.chain; } } void W_Electro_ExplodeCombo(entity this) { W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner); this.event_damage = func_null; RadiusDamage( this, this.realowner, WEP_CVAR(electro, combo_damage), WEP_CVAR(electro, combo_edgedamage), WEP_CVAR(electro, combo_radius), NULL, NULL, WEP_CVAR(electro, combo_force), WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce this.weaponentity_fld, NULL ); delete(this); } 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); this.event_damage = func_null; this.takedamage = DAMAGE_NO; if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway? { RadiusDamage( this, this.realowner, WEP_CVAR_SEC(electro, damage), WEP_CVAR_SEC(electro, edgedamage), WEP_CVAR_SEC(electro, radius), NULL, NULL, WEP_CVAR_SEC(electro, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity ); } else { W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner); RadiusDamage( this, this.realowner, WEP_CVAR_PRI(electro, damage), WEP_CVAR_PRI(electro, edgedamage), WEP_CVAR_PRI(electro, radius), NULL, NULL, WEP_CVAR_PRI(electro, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity ); } delete(this); } void W_Electro_Explode_use(entity this, entity actor, entity trigger) { W_Electro_Explode(this, trigger); } void W_Electro_TouchExplode(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); W_Electro_Explode(this, toucher); } void sys_phys_update_single(entity this); void W_Electro_Bolt_Think(entity this) { // sys_phys_update_single(this); if(time >= this.ltime) { this.use(this, NULL, NULL); return; } if(WEP_CVAR_PRI(electro, midaircombo_radius)) { float found = 0; entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true); // loop through nearby orbs and trigger them while(e) { if(e.classname == "electro_orb") { // change owner to whoever caused the combo explosion e.realowner = this.realowner; e.takedamage = DAMAGE_NO; e.classname = "electro_orb_chain"; // now set the next one to trigger as well setthink(e, W_Electro_ExplodeCombo); // delay combo chains, looks cooler e.nextthink = ( time + (WEP_CVAR(electro, combo_speed) ? (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed)) : 0 ) ); ++found; } e = e.chain; } // if we triggered an orb, should we explode? if not, lets try again next time if(found && WEP_CVAR_PRI(electro, midaircombo_explode)) { this.use(this, NULL, NULL); } else { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); } } else { this.nextthink = this.ltime; } // this.nextthink = time; } void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) { entity proj; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo), weaponentity); W_SetupShot_ProjectileSize( actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(electro, damage), WEP_ELECTRO.m_id ); Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); proj = new(electro_bolt); proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage); 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; proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); // if (IS_CSQC) set_movetype(proj, MOVETYPE_FLY); W_SetupProjVelocity_PRI(proj, electro); proj.angles = vectoangles(proj.velocity); settouch(proj, W_Electro_TouchExplode); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true); 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; IL_PUSH(g_damagedbycontents, newproj); set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place newproj.projectiledeathtype = this.projectiledeathtype; newproj.weaponentity_fld = this.weaponentity_fld; settouch(newproj, func_null); setthink(newproj, getthink(this)); newproj.nextthink = this.nextthink; newproj.use = this.use; newproj.flags = this.flags; IL_PUSH(g_projectiles, newproj); IL_PUSH(g_bot_dodge, newproj); delete(this); if(to) SetMovetypeFollow(this, to); } 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 if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles! { //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 this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, 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, this.realowner, deathtype, (is_combo ? 1 : -1))) return; // g_projectiles_damage says to halt this.health = this.health - damage; if(this.health <= 0) { this.takedamage = DAMAGE_NO; this.nextthink = time; if(is_combo) { // change owner to whoever caused the combo explosion 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(this.origin - inflictor.origin) ) / // delay combo chains, looks cooler WEP_CVAR(electro, combo_speed) ); } else { this.use = W_Electro_Explode_use; setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately" } } } void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo), weaponentity); W_SetupShot_ProjectileSize( actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR_SEC(electro, damage), WEP_ELECTRO.m_id | HITTYPE_SECONDARY ); w_shotdir = v_forward; // no TrueAim for grenades please Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity proj = new(electro_orb); 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); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY; proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); //proj.glow_size = 50; //proj.glow_color = 45; set_movetype(proj, MOVETYPE_BOUNCE); W_SetupProjVelocity_UP_SEC(proj, electro); 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); IL_PUSH(g_bot_dodge, proj); proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents)); if(proj.damagedbycontents) IL_PUSH(g_damagedbycontents, proj); proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor); proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop); proj.missile_flags = MIF_SPLASH | MIF_ARC; #if 0 entity p2; p2 = spawn(); copyentity(proj, p2); setmodel(p2, MDL_PROJECTILE_ELECTRO); setsize(p2, proj.mins, proj.maxs); #endif CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound MUTATOR_CALLHOOK(EditProjectile, actor, proj); } void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if(actor.(weaponentity).electro_count > 1) if(PHYS_INPUT_BUTTON_ATCK2(actor)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1)) { W_Electro_Attack_Orb(WEP_ELECTRO, actor, weaponentity); actor.(weaponentity).electro_count -= 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); return; } // WEAPONTODO: when the player releases the button, cut down the length of refire2? w_ready(thiswep, actor, weaponentity, fire); } .float bot_secondary_electromooth; METHOD(Electro, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { 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, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false); else shoot = bot_aim(actor, weaponentity, 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, weaponentity, 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.(weaponentity).clip_load >= WEP_CVAR_PRI(electro, ammo)) ammo_amount = 1; if(actor.(weaponentity).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.(weaponentity).electro_secondarytime) if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire))) { W_Electro_Attack_Orb(thiswep, actor, weaponentity); actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); actor.(weaponentity).electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor); } } } METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo); return ammo_amount; } METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { 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 = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo); } else { ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo); } return ammo_amount; } METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor)) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; actor.(weaponentity).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, 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