3 /* WEP_##id */ ELECTRO,
4 /* function */ w_electro,
5 /* ammotype */ IT_CELLS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* shortname */ "electro",
11 /* fullname */ _("Electro")
16 .float electro_secondarytime;
18 void W_Plasma_Explode_Combo (void);
20 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
23 e = WarpZone_FindRadius(org, rad, TRUE);
26 if (e.classname == "plasma")
28 // change owner to whoever caused the combo explosion
30 e.takedamage = DAMAGE_NO;
31 e.classname = "plasma_chain";
32 e.think = W_Plasma_Explode_Combo;
33 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
39 void W_Plasma_Explode (void)
41 if(other.takedamage == DAMAGE_AIM)
43 if(IsDifferentTeam(self.realowner, other))
44 if(other.deadflag == DEAD_NO)
46 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
48 self.event_damage = func_null;
49 self.takedamage = DAMAGE_NO;
50 if (self.movetype == MOVETYPE_BOUNCE)
52 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
56 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
57 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
63 void W_Plasma_Explode_Combo (void)
65 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
67 self.event_damage = func_null;
68 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
73 void W_Plasma_Touch (void)
75 //self.velocity = self.velocity * 0.1;
78 if (other.takedamage == DAMAGE_AIM) {
81 //UpdateCSQCProjectile(self);
82 spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
83 self.projectiledeathtype |= HITTYPE_BOUNCE;
87 void W_Plasma_TouchExplode (void)
93 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
98 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
99 float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
101 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
102 return; // g_projectiles_damage says to halt
104 self.health = self.health - damage;
105 if (self.health <= 0)
107 self.takedamage = DAMAGE_NO;
108 self.nextthink = time;
111 // change owner to whoever caused the combo explosion
112 self.realowner = inflictor.realowner;
113 self.classname = "plasma_chain";
114 self.think = W_Plasma_Explode_Combo;
115 self.nextthink = time + min(autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin)) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
116 // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
120 self.use = W_Plasma_Explode;
121 self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
126 void W_Electro_Attack()
130 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
132 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, autocvar_g_balance_electro_primary_damage);
134 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
137 proj.classname = "plasma_prim";
138 proj.owner = proj.realowner = self;
139 proj.bot_dodge = TRUE;
140 proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
141 proj.use = W_Plasma_Explode;
142 proj.think = adaptor_think2use_hittype_splash;
143 proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
144 PROJECTILE_MAKETRIGGER(proj);
145 proj.projectiledeathtype = WEP_ELECTRO;
146 setorigin(proj, w_shotorg);
148 proj.movetype = MOVETYPE_FLY;
149 W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
150 proj.angles = vectoangles(proj.velocity);
151 proj.touch = W_Plasma_TouchExplode;
152 setsize(proj, '0 0 -3', '0 0 -3');
153 proj.flags = FL_PROJECTILE;
154 proj.missile_flags = MIF_SPLASH;
156 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
158 other = proj; MUTATOR_CALLHOOK(EditProjectile);
161 void W_Electro_Attack2()
165 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
167 W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_g_balance_electro_secondary_damage);
169 w_shotdir = v_forward; // no TrueAim for grenades please
171 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
174 proj.classname = "plasma";
175 proj.owner = proj.realowner = self;
176 proj.use = W_Plasma_Explode;
177 proj.think = adaptor_think2use_hittype_splash;
178 proj.bot_dodge = TRUE;
179 proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
180 proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
181 PROJECTILE_MAKETRIGGER(proj);
182 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
183 setorigin(proj, w_shotorg);
185 //proj.glow_size = 50;
186 //proj.glow_color = 45;
187 proj.movetype = MOVETYPE_BOUNCE;
188 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
189 proj.touch = W_Plasma_Touch;
190 setsize(proj, '0 0 -4', '0 0 -4');
191 proj.takedamage = DAMAGE_YES;
192 proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
193 proj.health = autocvar_g_balance_electro_secondary_health;
194 proj.event_damage = W_Plasma_Damage;
195 proj.flags = FL_PROJECTILE;
196 proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
198 proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
199 proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
200 proj.missile_flags = MIF_SPLASH | MIF_ARC;
205 copyentity(proj, p2);
206 setmodel(p2, "models/ebomb.mdl");
207 setsize(p2, proj.mins, proj.maxs);
210 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
212 other = proj; MUTATOR_CALLHOOK(EditProjectile);
215 .vector hook_start, hook_end;
216 float lgbeam_send(entity to, float sf)
218 WriteByte(MSG_ENTITY, ENT_CLIENT_ELECTRO_BEAM);
220 if(sound_allowed(MSG_BROADCAST, self.realowner))
222 WriteByte(MSG_ENTITY, sf);
225 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
226 WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
230 WriteCoord(MSG_ENTITY, self.hook_start_x);
231 WriteCoord(MSG_ENTITY, self.hook_start_y);
232 WriteCoord(MSG_ENTITY, self.hook_start_z);
236 WriteCoord(MSG_ENTITY, self.hook_end_x);
237 WriteCoord(MSG_ENTITY, self.hook_end_y);
238 WriteCoord(MSG_ENTITY, self.hook_end_z);
244 float lgbeam_checkammo()
246 if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
248 else if(autocvar_g_balance_electro_reload_ammo)
249 return self.realowner.clip_load > 0;
251 return self.realowner.ammo_cells > 0;
254 entity lgbeam_owner_ent;
258 owner_player = self.realowner;
260 owner_player.prevlgfire = time;
261 if (self != owner_player.lgbeam)
267 if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
269 if(self == owner_player.lgbeam)
270 owner_player.lgbeam = world;
275 self.nextthink = time;
277 makevectors(owner_player.v_angle);
282 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
283 if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
285 if(autocvar_g_balance_electro_primary_ammo)
287 if(autocvar_g_balance_electro_reload_ammo)
289 dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
290 owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
291 owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
295 dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
296 owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
301 W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
302 if(!lgbeam_owner_ent)
304 lgbeam_owner_ent = spawn();
305 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
307 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
313 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
315 f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
317 if(accuracy_isgooddamage(owner_player, trace_ent))
318 accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
319 Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
321 W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
324 if(w_shotorg != self.hook_start)
327 self.hook_start = w_shotorg;
329 if(w_shotend != self.hook_end)
332 self.hook_end = w_shotend;
336 // experimental lightning gun
337 void W_Electro_Attack3 (void)
339 // only play fire sound if 0.5 sec has passed since player let go the fire button
340 if(time - self.prevlgfire > 0.5)
341 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
343 entity beam, oldself;
345 self.lgbeam = beam = spawn();
346 beam.classname = "lgbeam";
347 beam.solid = SOLID_NOT;
348 beam.think = lgbeam_think;
349 beam.owner = beam.realowner = self;
350 beam.movetype = MOVETYPE_NONE;
351 beam.shot_spread = 0;
352 beam.bot_dodge = TRUE;
353 beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
354 Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
364 weapon_action(WEP_ELECTRO, WR_PRECACHE);
365 electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
366 electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
367 electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
368 electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
371 void spawnfunc_weapon_electro (void)
373 weapon_defaultspawnfunc(WEP_ELECTRO);
376 void w_electro_checkattack()
378 if(self.electro_count > 1)
379 if(self.BUTTON_ATCK2)
380 if(weapon_prepareattack(1, -1))
383 self.electro_count -= 1;
384 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
391 .float bot_secondary_electromooth;
392 .float BUTTON_ATCK_prev;
393 float w_electro(float req)
398 self.BUTTON_ATCK=FALSE;
399 self.BUTTON_ATCK2=FALSE;
400 if(vlen(self.origin-self.enemy.origin) > 1000)
401 self.bot_secondary_electromooth = 0;
402 if(self.bot_secondary_electromooth == 0)
406 if(autocvar_g_balance_electro_primary_speed)
407 shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
409 shoot = bot_aim(1000000, 0, 0.001, FALSE);
413 self.BUTTON_ATCK = TRUE;
414 if(random() < 0.01) self.bot_secondary_electromooth = 1;
419 if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
421 self.BUTTON_ATCK2 = TRUE;
422 if(random() < 0.03) self.bot_secondary_electromooth = 0;
426 else if (req == WR_THINK)
428 if(autocvar_g_balance_electro_reload_ammo) // forced reload
431 if(autocvar_g_balance_electro_lightning)
433 if(self.clip_load > 0)
436 else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
438 if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
443 weapon_action(self.weapon, WR_RELOAD);
447 if (self.BUTTON_ATCK)
449 if(autocvar_g_balance_electro_lightning)
450 if(self.BUTTON_ATCK_prev)
451 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
453 if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
455 if(autocvar_g_balance_electro_lightning)
457 if ((!self.lgbeam) || wasfreed(self.lgbeam))
461 if(!self.BUTTON_ATCK_prev)
463 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
464 self.BUTTON_ATCK_prev = 1;
470 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
474 if(autocvar_g_balance_electro_lightning)
476 if (self.BUTTON_ATCK_prev != 0)
478 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
479 ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
481 self.BUTTON_ATCK_prev = 0;
484 if (self.BUTTON_ATCK2)
486 if (time >= self.electro_secondarytime)
487 if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
490 self.electro_count = autocvar_g_balance_electro_secondary_count;
491 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
492 self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
497 else if (req == WR_PRECACHE)
499 precache_model ("models/weapons/g_electro.md3");
500 precache_model ("models/weapons/v_electro.md3");
501 precache_model ("models/weapons/h_electro.iqm");
502 precache_sound ("weapons/electro_bounce.wav");
503 precache_sound ("weapons/electro_fire.wav");
504 precache_sound ("weapons/electro_fire2.wav");
505 precache_sound ("weapons/electro_impact.wav");
506 precache_sound ("weapons/electro_impact_combo.wav");
507 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
508 if(autocvar_g_balance_electro_lightning)
510 precache_sound ("weapons/lgbeam_fire.wav");
513 else if (req == WR_SETUP)
515 weapon_setup(WEP_ELECTRO);
516 self.current_ammo = ammo_cells;
518 else if (req == WR_CHECKAMMO1)
520 if(autocvar_g_balance_electro_lightning)
522 if(!autocvar_g_balance_electro_primary_ammo)
525 ammo_amount = self.ammo_cells > 0;
526 ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
530 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
531 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
535 else if (req == WR_CHECKAMMO2)
537 if(autocvar_g_balance_electro_combo_safeammocheck) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
539 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
540 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
544 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
545 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
549 else if (req == WR_RESETPLAYER)
551 self.electro_secondarytime = time;
553 else if (req == WR_RELOAD)
555 W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), autocvar_g_balance_electro_reload_ammo, autocvar_g_balance_electro_reload_time, "weapons/reload.wav");
557 else if (req == WR_SUICIDEMESSAGE)
559 if(w_deathtype & HITTYPE_SECONDARY)
560 return WEAPON_ELECTRO_SUICIDE_ORBS;
562 return WEAPON_ELECTRO_SUICIDE_BOLT;
564 else if (req == WR_KILLMESSAGE)
566 if(w_deathtype & HITTYPE_SECONDARY)
568 return WEAPON_ELECTRO_MURDER_ORBS;
572 if(w_deathtype & HITTYPE_BOUNCE)
573 return WEAPON_ELECTRO_MURDER_COMBO;
575 return WEAPON_ELECTRO_MURDER_BOLT;
582 float w_electro(float req)
584 if(req == WR_IMPACTEFFECT)
587 org2 = w_org + w_backoff * 6;
588 if(w_deathtype & HITTYPE_SECONDARY)
590 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
592 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
596 if(w_deathtype & HITTYPE_BOUNCE)
598 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
599 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
601 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
605 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
607 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
611 else if(req == WR_PRECACHE)
613 precache_sound("weapons/electro_impact.wav");
614 precache_sound("weapons/electro_impact_combo.wav");