#ifdef REGISTER_WEAPON
REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
#else
+#ifdef SVQC
.float electro_count;
.float electro_secondarytime;
void W_Plasma_Explode_Combo (void)
{
-
W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner);
self.event_damage = SUB_Null;
else
{
self.use = W_Plasma_Explode;
- self.think = adaptor_think2use;
+ self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
}
}
}
proj.bot_dodge = TRUE;
proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
proj.use = W_Plasma_Explode;
- proj.think = adaptor_think2use;
+ proj.think = adaptor_think2use_hittype_splash;
proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO;
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
+ W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj.classname = "plasma";
proj.owner = self;
proj.use = W_Plasma_Explode;
- proj.think = adaptor_think2use;
+ proj.think = adaptor_think2use_hittype_splash;
proj.bot_dodge = TRUE;
proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
proj.movetype = MOVETYPE_BOUNCE;
W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
proj.touch = W_Plasma_Touch;
- setsize(proj, '0 0 -3', '0 0 -3');
+ setsize(proj, '0 0 -4', '0 0 -4');
proj.takedamage = DAMAGE_YES;
proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
proj.health = cvar("g_balance_electro_secondary_health");
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
}
+.entity lgbeam, exteriorlgbeam;
+.float nextdamagethink;
+void lgbeam_think()
+{
+ 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)
+ {
+ remove(self);
+ return;
+ }
+
+ self.nextthink = time;
+
+ makevectors(self.owner.v_angle);
+ vector angle;
+ angle = v_forward;
+
+ vector force;
+ force = angle * cvar("g_balance_electro_primary_force");
+
+ 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));
+
+ self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
+}
+
+// execute each frame to update the beam visuals, but only apply damage at intervals of "refire" to prevent massive hitsound spam
+void exteriorlgbeam_think()
+{
+ 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)
+ {
+ sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM);
+ remove(self);
+ return;
+ }
+
+ if (time - self.shot_spread + random() * 0.2 > 0)
+ {
+ self.shot_spread = time + 2;
+ sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM);
+ }
+
+ self.nextthink = time;
+
+ makevectors(self.owner.v_angle);
+ vector angle;
+ angle = v_forward;
+
+ 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));
+
+ if(self.nextdamagethink <= time)
+ {
+ if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire"));
+
+ // apply the damage
+ if(trace_fraction < 1)
+ {
+ vector force;
+ force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
+ Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * cvar("g_balance_electro_primary_refire"), WEP_ELECTRO, trace_endpos, force * cvar("g_balance_electro_primary_refire"));
+ W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
+ }
+ self.nextdamagethink = time + cvar("g_balance_electro_primary_refire");
+ }
+
+ self.angles = '0 0 0';
+ self.scale = vlen(gettaginfo(self, 0) - trace_endpos) / 256 * (0.75 + 0.75 * random());
+
+ // v_forward, v_right, v_up now are the ACTUAL directions
+ // express self.angles in terms of them to aim at target!
+ self.angles = vectoangles('1 0 0' * (angle * v_forward) + '0 -1 0' * (angle * v_right) + '0 0 1' * (angle * v_up));
+}
+
// experimental lightning gun
void W_Electro_Attack3 (void)
{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
- W_SetupShot (self, TRUE, 0, "weapons/crylink_fire2.wav", cvar("g_balance_electro_primary_damage"));
-
- traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_electro_primary_radius"), FALSE, self, ANTILAG_LATENCY(self));
+ entity beam, oldself;
+
+ self.lgbeam = beam = spawn();
+ setmodel(beam,"models/turrets/phaser_beam.md3");
+ beam.effects = EF_LOWPRECISION;
+ beam.solid = SOLID_NOT;
+ beam.think = lgbeam_think;
+ beam.owner = self;
+ beam.movetype = MOVETYPE_NONE;
+ if(gettagindex(self.weaponentity, "shot"))
+ setattachment(beam, self.weaponentity, "shot");
+ else
+ setattachment(beam, self.weaponentity, "tag_shot");
+
+ oldself = self;
+ self = beam;
+ self.think();
+ self = oldself;
+
+ self.exteriorlgbeam = beam = spawn();
+ setmodel(beam,"models/turrets/phaser_beam.md3");
+ beam.effects = EF_LOWPRECISION;
+ beam.solid = SOLID_NOT;
+ beam.think = exteriorlgbeam_think;
+ beam.owner = self;
+ beam.movetype = MOVETYPE_NONE;
+ //beam.viewmodelforclient = self;
+ if(self.weaponentity.oldorigin_x > 0)
+ {
+ setattachment(beam, self.exteriorweaponentity, "");
+ setorigin(beam, self.weaponentity.oldorigin);
+ }
+ else
+ {
+ if(gettagindex(self.exteriorweaponentity, "shot"))
+ setattachment(beam, self.exteriorweaponentity, "shot");
+ else
+ setattachment(beam, self.exteriorweaponentity, "tag_shot");
+ }
- te_lightning1(self, w_shotorg, trace_endpos);
+ beam.shot_spread = 0;
+ beam.bot_dodge = TRUE;
+ beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
- if (trace_fraction < 1)
- Damage(trace_ent, self, self, cvar("g_balance_electro_primary_damage"), WEP_ELECTRO | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_electro_primary_force") * w_shotdir);
+ oldself = self;
+ self = beam;
+ self.think();
+ self = oldself;
}
void spawnfunc_weapon_electro (void)
}
.float bot_secondary_electromooth;
+.float BUTTON_ATCK_prev;
float w_electro(float req)
{
if (req == WR_AIM)
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
{
- if(cvar("g_balance_electro_lightning"))
- W_Electro_Attack3();
- else
- W_Electro_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
+ if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
+ {
+ if(cvar("g_balance_electro_lightning"))
+ {
+ if (self.BUTTON_ATCK_prev == 0)
+ {
+ W_Electro_Attack3();
+ }
+ self.BUTTON_ATCK_prev = 1;
+ }
+ else
+ {
+ W_Electro_Attack();
+ }
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
+ }
+ } else {
+ self.BUTTON_ATCK_prev = 0;
}
- if (self.BUTTON_ATCK2 && !cvar("g_balance_electro_lightning"))
+
+ if (self.BUTTON_ATCK2)
if (time >= self.electro_secondarytime)
if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
{
else if (req == WR_SETUP)
weapon_setup(WEP_ELECTRO);
else if (req == WR_CHECKAMMO1)
- return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+ {
+ if(cvar("g_balance_electro_lightning"))
+ return self.ammo_cells >= cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire");
+ else
+ return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+ }
else if (req == WR_CHECKAMMO2)
return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
+ else if (req == WR_RESETPLAYER)
+ {
+ self.electro_secondarytime = time;
+ }
+ return TRUE;
+};
+#endif
+#ifdef CSQC
+float w_electro(float req)
+{
+ if(req == WR_IMPACTEFFECT)
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_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("electro_combo"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
+ }
+ else
+ {
+ pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
+ }
+ }
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/electro_impact.wav");
+ precache_sound("weapons/electro_impact_combo.wav");
+ }
else if (req == WR_SUICIDEMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
w_deathtypestring = "was blasted by #'s blue beam";
}
}
- else if (req == WR_RESETPLAYER)
- {
- self.electro_secondarytime = time;
- }
return TRUE;
-};
+}
+#endif
#endif