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 vector electro_shotorigin[4];
20 void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
23 .float electro_secondarytime;
25 void W_Plasma_Explode_Combo (void);
27 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
30 e = WarpZone_FindRadius(org, rad, TRUE);
33 if (e.classname == "plasma")
35 // change owner to whoever caused the combo explosion
37 e.takedamage = DAMAGE_NO;
38 e.classname = "plasma_chain";
39 e.think = W_Plasma_Explode_Combo;
40 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
46 void W_Plasma_Explode (void)
48 if(other.takedamage == DAMAGE_AIM)
50 if(IsDifferentTeam(self.realowner, other))
51 if(other.deadflag == DEAD_NO)
53 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
55 self.event_damage = func_null;
56 self.takedamage = DAMAGE_NO;
57 if (self.movetype == MOVETYPE_BOUNCE)
59 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);
63 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
64 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);
70 void W_Plasma_Explode_Combo (void)
72 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
74 self.event_damage = func_null;
75 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
80 void W_Plasma_Touch (void)
82 //self.velocity = self.velocity * 0.1;
85 if (other.takedamage == DAMAGE_AIM) {
88 //UpdateCSQCProjectile(self);
89 spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
90 self.projectiledeathtype |= HITTYPE_BOUNCE;
94 void W_Plasma_TouchExplode (void)
100 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
105 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
106 float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
108 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
109 return; // g_projectiles_damage says to halt
111 self.health = self.health - damage;
112 if (self.health <= 0)
114 self.takedamage = DAMAGE_NO;
115 self.nextthink = time;
118 // change owner to whoever caused the combo explosion
119 self.realowner = inflictor.realowner;
120 self.classname = "plasma_chain";
121 self.think = W_Plasma_Explode_Combo;
122 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
123 // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
127 self.use = W_Plasma_Explode;
128 self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
133 void W_Electro_Attack()
137 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
139 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);
141 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
144 proj.classname = "plasma_prim";
145 proj.owner = proj.realowner = self;
146 proj.bot_dodge = TRUE;
147 proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
148 proj.use = W_Plasma_Explode;
149 proj.think = adaptor_think2use_hittype_splash;
150 proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
151 PROJECTILE_MAKETRIGGER(proj);
152 proj.projectiledeathtype = WEP_ELECTRO;
153 setorigin(proj, w_shotorg);
155 proj.movetype = MOVETYPE_FLY;
156 W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
157 proj.angles = vectoangles(proj.velocity);
158 proj.touch = W_Plasma_TouchExplode;
159 setsize(proj, '0 0 -3', '0 0 -3');
160 proj.flags = FL_PROJECTILE;
161 proj.missile_flags = MIF_SPLASH;
163 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
165 other = proj; MUTATOR_CALLHOOK(EditProjectile);
168 void W_Electro_Attack2()
172 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
174 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);
176 w_shotdir = v_forward; // no TrueAim for grenades please
178 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
181 proj.classname = "plasma";
182 proj.owner = proj.realowner = self;
183 proj.use = W_Plasma_Explode;
184 proj.think = adaptor_think2use_hittype_splash;
185 proj.bot_dodge = TRUE;
186 proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
187 proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
188 PROJECTILE_MAKETRIGGER(proj);
189 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
190 setorigin(proj, w_shotorg);
192 //proj.glow_size = 50;
193 //proj.glow_color = 45;
194 proj.movetype = MOVETYPE_BOUNCE;
195 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
196 proj.touch = W_Plasma_Touch;
197 setsize(proj, '0 0 -4', '0 0 -4');
198 proj.takedamage = DAMAGE_YES;
199 proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
200 proj.health = autocvar_g_balance_electro_secondary_health;
201 proj.event_damage = W_Plasma_Damage;
202 proj.flags = FL_PROJECTILE;
203 proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
205 proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
206 proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
207 proj.missile_flags = MIF_SPLASH | MIF_ARC;
212 copyentity(proj, p2);
213 setmodel(p2, "models/ebomb.mdl");
214 setsize(p2, proj.mins, proj.maxs);
217 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
219 other = proj; MUTATOR_CALLHOOK(EditProjectile);
222 .vector hook_start, hook_end;
223 float lgbeam_send(entity to, float sf)
225 WriteByte(MSG_ENTITY, ENT_CLIENT_ELECTRO_BEAM);
227 if(sound_allowed(MSG_BROADCAST, self.realowner))
229 WriteByte(MSG_ENTITY, sf);
232 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
233 WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
237 WriteCoord(MSG_ENTITY, self.hook_start_x);
238 WriteCoord(MSG_ENTITY, self.hook_start_y);
239 WriteCoord(MSG_ENTITY, self.hook_start_z);
243 WriteCoord(MSG_ENTITY, self.hook_end_x);
244 WriteCoord(MSG_ENTITY, self.hook_end_y);
245 WriteCoord(MSG_ENTITY, self.hook_end_z);
251 float lgbeam_checkammo()
253 if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
255 else if(autocvar_g_balance_electro_reload_ammo)
256 return self.realowner.clip_load > 0;
258 return self.realowner.ammo_cells > 0;
261 entity lgbeam_owner_ent;
265 owner_player = self.realowner;
267 owner_player.prevlgfire = time;
268 if (self != owner_player.lgbeam)
274 if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
276 if(self == owner_player.lgbeam)
277 owner_player.lgbeam = world;
282 self.nextthink = time;
284 makevectors(owner_player.v_angle);
289 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
290 if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
292 if(autocvar_g_balance_electro_primary_ammo)
294 if(autocvar_g_balance_electro_reload_ammo)
296 dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
297 owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
298 owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
302 dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
303 owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
308 W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
309 if(!lgbeam_owner_ent)
311 lgbeam_owner_ent = spawn();
312 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
314 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
320 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
322 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));
324 if(accuracy_isgooddamage(owner_player, trace_ent))
325 accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
326 Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
328 W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
331 if(w_shotorg != self.hook_start)
334 self.hook_start = w_shotorg;
336 if(w_shotend != self.hook_end)
339 self.hook_end = w_shotend;
343 // experimental lightning gun
344 void W_Electro_Attack3 (void)
346 // only play fire sound if 0.5 sec has passed since player let go the fire button
347 if(time - self.prevlgfire > 0.5)
348 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
350 entity beam, oldself;
352 self.lgbeam = beam = spawn();
353 beam.classname = "lgbeam";
354 beam.solid = SOLID_NOT;
355 beam.think = lgbeam_think;
356 beam.owner = beam.realowner = self;
357 beam.movetype = MOVETYPE_NONE;
358 beam.shot_spread = 0;
359 beam.bot_dodge = TRUE;
360 beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
361 Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
371 weapon_action(WEP_ELECTRO, WR_PRECACHE);
372 electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
373 electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
374 electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
375 electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
378 void w_electro_checkattack()
380 if(self.electro_count > 1)
381 if(self.BUTTON_ATCK2)
382 if(weapon_prepareattack(1, -1))
385 self.electro_count -= 1;
386 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
393 .float bot_secondary_electromooth;
394 .float BUTTON_ATCK_prev;
395 float w_electro(float req)
402 self.BUTTON_ATCK=FALSE;
403 self.BUTTON_ATCK2=FALSE;
404 if(vlen(self.origin-self.enemy.origin) > 1000)
405 self.bot_secondary_electromooth = 0;
406 if(self.bot_secondary_electromooth == 0)
410 if(autocvar_g_balance_electro_primary_speed)
411 shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
413 shoot = bot_aim(1000000, 0, 0.001, FALSE);
417 self.BUTTON_ATCK = TRUE;
418 if(random() < 0.01) self.bot_secondary_electromooth = 1;
423 if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_mortar_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
425 self.BUTTON_ATCK2 = TRUE;
426 if(random() < 0.03) self.bot_secondary_electromooth = 0;
434 if(autocvar_g_balance_electro_reload_ammo) // forced reload
437 if(autocvar_g_balance_electro_lightning)
439 if(self.clip_load > 0)
442 else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
444 if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
449 weapon_action(self.weapon, WR_RELOAD);
455 if (self.BUTTON_ATCK)
457 if(autocvar_g_balance_electro_lightning)
458 if(self.BUTTON_ATCK_prev)
459 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
461 if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
463 if(autocvar_g_balance_electro_lightning)
465 if ((!self.lgbeam) || wasfreed(self.lgbeam))
469 if(!self.BUTTON_ATCK_prev)
471 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
472 self.BUTTON_ATCK_prev = 1;
478 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
482 if(autocvar_g_balance_electro_lightning)
484 if (self.BUTTON_ATCK_prev != 0)
486 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
487 ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
489 self.BUTTON_ATCK_prev = 0;
492 if (self.BUTTON_ATCK2)
494 if (time >= self.electro_secondarytime)
495 if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
498 self.electro_count = autocvar_g_balance_electro_secondary_count;
499 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
500 self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
509 precache_model ("models/weapons/g_electro.md3");
510 precache_model ("models/weapons/v_electro.md3");
511 precache_model ("models/weapons/h_electro.iqm");
512 precache_sound ("weapons/electro_bounce.wav");
513 precache_sound ("weapons/electro_fire.wav");
514 precache_sound ("weapons/electro_fire2.wav");
515 precache_sound ("weapons/electro_impact.wav");
516 precache_sound ("weapons/electro_impact_combo.wav");
518 if(autocvar_g_balance_electro_lightning)
519 precache_sound ("weapons/lgbeam_fire.wav");
525 weapon_setup(WEP_ELECTRO);
526 self.current_ammo = ammo_cells;
531 if(autocvar_g_balance_electro_lightning)
533 if(!autocvar_g_balance_electro_primary_ammo)
536 ammo_amount = self.ammo_cells > 0;
537 ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
541 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
542 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
548 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.
550 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
551 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
555 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
556 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
562 self.electro_secondarytime = time;
567 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");
570 case WR_SUICIDEMESSAGE:
572 if(w_deathtype & HITTYPE_SECONDARY)
573 return WEAPON_ELECTRO_SUICIDE_ORBS;
575 return WEAPON_ELECTRO_SUICIDE_BOLT;
579 if(w_deathtype & HITTYPE_SECONDARY)
581 return WEAPON_ELECTRO_MURDER_ORBS;
585 if(w_deathtype & HITTYPE_BOUNCE)
586 return WEAPON_ELECTRO_MURDER_COMBO;
588 return WEAPON_ELECTRO_MURDER_BOLT;
596 float w_electro(float req)
600 case WR_IMPACTEFFECT:
603 org2 = w_org + w_backoff * 6;
604 if(w_deathtype & HITTYPE_SECONDARY)
606 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
608 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
612 if(w_deathtype & HITTYPE_BOUNCE)
614 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
615 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
617 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
621 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
623 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
631 precache_sound("weapons/electro_impact.wav");
632 precache_sound("weapons/electro_impact_combo.wav");