#ifndef IMPLEMENTATION REGISTER_WEAPON( /* WEP_##id */ ELECTRO, /* function */ W_Electro, /* ammotype */ ammo_cells, /* impulse */ 5, /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_MID, /* color */ '0 0.5 1', /* modelname */ "electro", /* model */ MDL_ELECTRO_ITEM, /* crosshair */ "gfx/crosshairelectro 0.6", /* wepimg */ "weaponelectro", /* refname */ "electro", /* wepname */ _("Electro") ); #define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro) #define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, BOTH, ammo) \ w_cvar(id, sn, BOTH, animtime) \ w_cvar(id, sn, BOTH, damage) \ w_cvar(id, sn, BOTH, edgedamage) \ w_cvar(id, sn, BOTH, force) \ w_cvar(id, sn, BOTH, radius) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, BOTH, speed) \ w_cvar(id, sn, BOTH, spread) \ w_cvar(id, sn, BOTH, lifetime) \ w_cvar(id, sn, PRI, comboradius) \ w_cvar(id, sn, PRI, midaircombo_explode) \ w_cvar(id, sn, PRI, midaircombo_interval) \ w_cvar(id, sn, PRI, midaircombo_radius) \ w_cvar(id, sn, SEC, bouncefactor) \ w_cvar(id, sn, SEC, bouncestop) \ w_cvar(id, sn, SEC, count) \ w_cvar(id, sn, SEC, damageforcescale) \ w_cvar(id, sn, SEC, damagedbycontents) \ w_cvar(id, sn, SEC, health) \ w_cvar(id, sn, SEC, refire2) \ w_cvar(id, sn, SEC, speed_up) \ w_cvar(id, sn, SEC, speed_z) \ w_cvar(id, sn, SEC, touchexplode) \ w_cvar(id, sn, NONE, combo_comboradius) \ w_cvar(id, sn, NONE, combo_comboradius_thruwall) \ w_cvar(id, sn, NONE, combo_damage) \ w_cvar(id, sn, NONE, combo_edgedamage) \ w_cvar(id, sn, NONE, combo_force) \ w_cvar(id, sn, NONE, combo_radius) \ w_cvar(id, sn, NONE, combo_speed) \ w_cvar(id, sn, NONE, combo_safeammocheck) \ w_prop(id, sn, float, reloading_ammo, reload_ammo) \ w_prop(id, sn, float, reloading_time, reload_time) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float electro_count; .float electro_secondarytime; void W_Electro_ExplodeCombo(void); #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC void spawnfunc_weapon_electro(void) { weapon_defaultspawnfunc(WEP_ELECTRO.m_id); } 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(vlen(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(void) {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(void) {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); 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(void) { PROJECTILE_TOUCH; W_Electro_Explode(); } void W_Electro_Bolt_Think(void) {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(void) {SELFPARAM(); entity proj; W_DecreaseAmmo(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 = spawn(); proj.classname = "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(void) {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 inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) {SELFPARAM(); if(self.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))) return; // g_projectiles_damage says to halt self.health = self.health - damage; if(self.health <= 0) { self.takedamage = DAMAGE_NO; self.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 + ( // bound the length, inflictor may be in a galaxy far far away (warpzones) min( WEP_CVAR(electro, combo_radius), vlen(self.origin - inflictor.origin) ) / // delay combo chains, looks cooler WEP_CVAR(electro, combo_speed) ); } else { self.use = W_Electro_Explode; self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately" } } } void W_Electro_Attack_Orb(void) {SELFPARAM(); W_DecreaseAmmo(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 = spawn(); proj.classname = "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(void) {SELFPARAM(); if(self.electro_count > 1) if(self.BUTTON_ATCK2) if(weapon_prepareattack(1, -1)) { W_Electro_Attack_Orb(); self.electro_count -= 1; weapon_thinkf(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(); } .float bot_secondary_electromooth; bool W_Electro(entity thiswep, int req) {SELFPARAM(); float ammo_amount; switch(req) { case WR_AIM: { 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; } } return true; } case WR_THINK: { if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO { ammo_amount = 0; if(self.clip_load >= WEP_CVAR_PRI(electro, ammo)) ammo_amount = 1; if(self.clip_load >= WEP_CVAR_SEC(electro, ammo)) ammo_amount += 1; if(!ammo_amount) { _WEP_ACTION(self.weapon, WR_RELOAD); return false; } return true; } if(self.BUTTON_ATCK) { if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire))) { W_Electro_Attack_Bolt(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); } } else if(self.BUTTON_ATCK2) { if(time >= self.electro_secondarytime) if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire))) { W_Electro_Attack_Orb(); self.electro_count = WEP_CVAR_SEC(electro, count); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack); self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(); } } return true; } case WR_INIT: { ELECTRO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); return true; } case WR_CHECKAMMO1: { ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_PRI(electro, ammo); ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo); return ammo_amount; } case WR_CHECKAMMO2: { 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.WEP_AMMO(ELECTRO) >= 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.WEP_AMMO(ELECTRO) >= WEP_CVAR_SEC(electro, ammo); ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo); } return ammo_amount; } case WR_CONFIG: { ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); return true; } case WR_RESETPLAYER: { self.electro_secondarytime = time; return true; } case WR_RELOAD: { W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD)); return true; } case WR_SUICIDEMESSAGE: { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_ELECTRO_SUICIDE_ORBS; else return WEAPON_ELECTRO_SUICIDE_BOLT; } case WR_KILLMESSAGE: { 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; } } } return false; } #endif #ifdef CSQC bool W_Electro(entity thiswep, int req) {SELFPARAM(); switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 6; if(w_deathtype & HITTYPE_SECONDARY) { pointparticles(particleeffectnum(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(particleeffectnum(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(particleeffectnum(EFFECT_ELECTRO_IMPACT), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM); } } return true; } case WR_INIT: { return true; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon return false; } } return false; } #endif #endif