#ifndef IMPLEMENTATION CLASS(Electro, Weapon) /* 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 /* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM); #endif /* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro"); /* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro"); /* refname */ ATTRIB(Electro, netname, string, "electro"); /* wepname */ ATTRIB(Electro, m_name, string, _("Electro")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, BOTH) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, bouncefactor, float, SEC) \ P(class, prefix, bouncestop, float, SEC) \ P(class, prefix, comboradius, float, PRI) \ P(class, prefix, combo_comboradius, float, NONE) \ P(class, prefix, combo_comboradius_thruwall, float, NONE) \ P(class, prefix, combo_damage, float, NONE) \ P(class, prefix, combo_edgedamage, float, NONE) \ P(class, prefix, combo_force, float, NONE) \ P(class, prefix, combo_radius, float, NONE) \ P(class, prefix, combo_safeammocheck, float, NONE) \ P(class, prefix, combo_speed, float, NONE) \ P(class, prefix, count, float, SEC) \ P(class, prefix, damagedbycontents, float, SEC) \ P(class, prefix, damageforcescale, float, SEC) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, edgedamage, float, BOTH) \ P(class, prefix, force, float, BOTH) \ P(class, prefix, health, float, SEC) \ P(class, prefix, lifetime, float, BOTH) \ P(class, prefix, midaircombo_explode, float, PRI) \ P(class, prefix, midaircombo_interval, float, PRI) \ P(class, prefix, midaircombo_radius, float, PRI) \ P(class, prefix, radius, float, BOTH) \ P(class, prefix, refire2, float, SEC) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, speed, float, BOTH) \ P(class, prefix, speed_up, float, SEC) \ P(class, prefix, speed_z, float, SEC) \ P(class, prefix, spread, float, BOTH) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, touchexplode, float, SEC) \ P(class, prefix, weaponreplace, string,NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Electro, electro) #undef X ENDCLASS(Electro) REGISTER_WEAPON(ELECTRO, electro, NEW(Electro)); #ifdef SVQC .float electro_count; .float electro_secondarytime; void W_Electro_ExplodeCombo(); #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_electro) { weapon_defaultspawnfunc(this, WEP_ELECTRO); } 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 e.think = 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() {SELFPARAM(); W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner); self.event_damage = func_null; RadiusDamage( self, self.realowner, WEP_CVAR(electro, combo_damage), WEP_CVAR(electro, combo_edgedamage), WEP_CVAR(electro, combo_radius), world, world, WEP_CVAR(electro, combo_force), WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce world ); remove(self); } void W_Electro_Explode() {SELFPARAM(); if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) if(!IS_DEAD(other)) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); self.event_damage = func_null; self.takedamage = DAMAGE_NO; if(self.movetype == MOVETYPE_BOUNCE) { RadiusDamage( self, self.realowner, WEP_CVAR_SEC(electro, damage), WEP_CVAR_SEC(electro, edgedamage), WEP_CVAR_SEC(electro, radius), world, world, WEP_CVAR_SEC(electro, force), self.projectiledeathtype, other ); } else { W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner); RadiusDamage( self, self.realowner, WEP_CVAR_PRI(electro, damage), WEP_CVAR_PRI(electro, edgedamage), WEP_CVAR_PRI(electro, radius), world, world, WEP_CVAR_PRI(electro, force), self.projectiledeathtype, other ); } remove(self); } void W_Electro_TouchExplode() { PROJECTILE_TOUCH; W_Electro_Explode(); } void W_Electro_Bolt_Think() {SELFPARAM(); if(time >= self.ltime) { self.use(); return; } if(WEP_CVAR_PRI(electro, midaircombo_radius)) { float found = 0; entity e = WarpZone_FindRadius(self.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 = self.realowner; e.takedamage = DAMAGE_NO; e.classname = "electro_orb_chain"; // now set the next one to trigger as well e.think = 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)) { self.use(); } else { self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); } } else { self.nextthink = self.ltime; } } void W_Electro_Attack_Bolt(Weapon thiswep) {SELFPARAM(); entity proj; W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(electro, ammo)); W_SetupShot_ProjectileSize( self, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(electro, damage) ); Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); proj = new(electro_bolt); proj.owner = proj.realowner = self; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage); proj.use = W_Electro_Explode; proj.think = 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; W_SetupProjVelocity_PRI(proj, electro); proj.angles = vectoangles(proj.velocity); proj.touch = W_Electro_TouchExplode; setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true); MUTATOR_CALLHOOK(EditProjectile, self, proj); } void W_Electro_Orb_Touch() {SELFPARAM(); PROJECTILE_TOUCH; if(other.takedamage == DAMAGE_AIM) { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } } else { //UpdateCSQCProjectile(self); spamsound(self, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM); self.projectiledeathtype |= HITTYPE_BOUNCE; } } 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, 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"; this.think = 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; this.think = 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)); W_SetupShot_ProjectileSize( self, '0 0 -4', '0 0 -4', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR_SEC(electro, damage) ); 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 = self; proj.use = W_Electro_Explode; proj.think = 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; setorigin(proj, w_shotorg); //proj.glow_size = 50; //proj.glow_color = 45; proj.movetype = MOVETYPE_BOUNCE; W_SetupProjVelocity_UP_SEC(proj, electro); proj.touch = W_Electro_Orb_Touch; setsize(proj, '0 0 -4', '0 0 -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; proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents)); 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, self, proj); } void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire) {SELFPARAM(); if(self.electro_count > 1) if(PHYS_INPUT_BUTTON_ATCK2(self)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1)) { W_Electro_Attack_Orb(WEP_ELECTRO); self.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)) { SELFPARAM(); PHYS_INPUT_BUTTON_ATCK(self) = PHYS_INPUT_BUTTON_ATCK2(self) = false; if(vdist(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(self, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false); else shoot = bot_aim(self, 1000000, 0, 0.001, false); if(shoot) { PHYS_INPUT_BUTTON_ATCK(self) = true; if(random() < 0.01) self.bot_secondary_electromooth = 1; } } else { if(bot_aim(self, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true)) { PHYS_INPUT_BUTTON_ATCK2(self) = 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)) { SELFPARAM(); 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)) { SELFPARAM(); 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)) { SELFPARAM(); self.electro_secondarytime = time; } METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { SELFPARAM(); W_Reload(self, 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)) { SELFPARAM(); 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); } } } #endif #endif