#include "electro.qh"
-#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, 5000);
-/* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
-/* modelname */ ATTRIB(Electro, mdl, string, "electro");
-#ifdef GAMEQC
-/* 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, stick, float, SEC) \
- 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(entity this);
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-spawnfunc(weapon_electro) { weapon_defaultspawnfunc(this, WEP_ELECTRO); }
void W_Electro_TriggerCombo(vector org, float rad, entity own)
{
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
);
NULL,
WEP_CVAR_SEC(electro, force),
this.projectiledeathtype,
+ this.weaponentity_fld,
directhitentity
);
}
NULL,
WEP_CVAR_PRI(electro, force),
this.projectiledeathtype,
+ this.weaponentity_fld,
directhitentity
);
}
2,
SND_ELECTRO_FIRE,
CH_WEAPON_A,
- WEP_CVAR_PRI(electro, damage)
+ WEP_CVAR_PRI(electro, damage),
+ WEP_ELECTRO.m_id
);
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
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(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));
PROJECTILE_TOUCH(this, toucher);
if(toucher.takedamage == DAMAGE_AIM)
{ if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
- else
+ 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);
+ spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
this.projectiledeathtype |= HITTYPE_BOUNCE;
if(WEP_CVAR_SEC(electro, stick))
}
}
-void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+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;
2,
SND_ELECTRO_FIRE2,
CH_WEAPON_A,
- WEP_CVAR_SEC(electro, damage)
+ WEP_CVAR_SEC(electro, damage),
+ WEP_ELECTRO.m_id | HITTYPE_SECONDARY
);
w_shotdir = v_forward; // no TrueAim for grenades please
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;
}
METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
+ 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;
}
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 = 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 = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
+ 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;
}
#endif
-#endif