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Avoid some unnecessary thinking
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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ ELECTRO,
4 /* function */ W_Electro,
5 /* ammotype */ IT_CELLS,
6 /* impulse  */ 5,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "electro",
10 /* netname  */ "electro",
11 /* fullname */ _("Electro")
12 );
13
14 #define ELECTRO_SETTINGS(w_cvar,w_prop) \
15         w_cvar(WEP_ELECTRO, electro, MO_BOTH, ammo) \
16         w_cvar(WEP_ELECTRO, electro, MO_BOTH, animtime) \
17         w_cvar(WEP_ELECTRO, electro, MO_BOTH, damage) \
18         w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \
19         w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \
20         w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \
21         w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \
22         w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \
23         w_cvar(WEP_ELECTRO, electro, MO_BOTH, spread) \
24         w_cvar(WEP_ELECTRO, electro, MO_BOTH, lifetime) \
25         w_cvar(WEP_ELECTRO, electro, MO_PRI,  comboradius) \
26         w_cvar(WEP_ELECTRO, electro, MO_PRI,  midaircombo_interval) \
27         w_cvar(WEP_ELECTRO, electro, MO_PRI,  midaircombo_radius) \
28         w_cvar(WEP_ELECTRO, electro, MO_SEC,  bouncefactor) \
29         w_cvar(WEP_ELECTRO, electro, MO_SEC,  bouncestop) \
30         w_cvar(WEP_ELECTRO, electro, MO_SEC,  count) \
31         w_cvar(WEP_ELECTRO, electro, MO_SEC,  damageforcescale) \
32         w_cvar(WEP_ELECTRO, electro, MO_SEC,  damagedbycontents) \
33         w_cvar(WEP_ELECTRO, electro, MO_SEC,  takedamageexplode) \
34         w_cvar(WEP_ELECTRO, electro, MO_SEC,  health) \
35         w_cvar(WEP_ELECTRO, electro, MO_SEC,  refire2) \
36         w_cvar(WEP_ELECTRO, electro, MO_SEC,  speed_up) \
37         w_cvar(WEP_ELECTRO, electro, MO_SEC,  speed_z) \
38         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \
39         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \
40         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \
41         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_edgedamage) \
42         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_force) \
43         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_radius) \
44         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_speed) \
45         w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_safeammocheck) \
46         w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \
47         w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \
48         w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \
49         w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop)
50
51 #ifdef SVQC
52 ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
53 .float electro_count;
54 .float electro_secondarytime;
55 void W_Plasma_Explode_Combo(void);
56 #endif
57 #else
58 #ifdef SVQC
59 void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
60
61 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
62 {
63         entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
64         while(e)
65         {
66                 if(e.classname == "plasma")
67                 {
68                         // change owner to whoever caused the combo explosion
69                         WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
70
71                         if(
72                                 (trace_fraction == 1)
73                                 ||
74                                 (WEP_CVAR(electro, combo_comboradius_thruwall) >= vlen(e.WarpZone_findradius_dist))
75                         )
76                         {
77                                 e.realowner = own;
78                                 e.takedamage = DAMAGE_NO;
79                                 e.classname = "plasma_chain";
80                                 e.think = W_Plasma_Explode_Combo;
81                                 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed); // delay combo chains, looks cooler
82                         }
83                 }
84                 e = e.chain;
85         }
86 }
87
88 void W_Plasma_Explode(void)
89 {
90         if(other.takedamage == DAMAGE_AIM)
91                 if(IS_PLAYER(other))
92                         if(DIFF_TEAM(self.realowner, other))
93                                 if(other.deadflag == DEAD_NO)
94                                         if(IsFlying(other))
95                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
96
97         self.event_damage = func_null;
98         self.takedamage = DAMAGE_NO;
99         
100         if(self.movetype == MOVETYPE_BOUNCE)
101         {
102                 RadiusDamage(
103                         self,
104                         self.realowner,
105                         WEP_CVAR_SEC(electro, damage),
106                         WEP_CVAR_SEC(electro, edgedamage),
107                         WEP_CVAR_SEC(electro, radius),
108                         world,
109                         world,
110                         WEP_CVAR_SEC(electro, force),
111                         self.projectiledeathtype,
112                         other
113                 );
114         }
115         else
116         {
117                 W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
118                 RadiusDamage(
119                         self,
120                         self.realowner,
121                         WEP_CVAR_PRI(electro, damage),
122                         WEP_CVAR_PRI(electro, edgedamage),
123                         WEP_CVAR_PRI(electro, radius),
124                         world,
125                         world,
126                         WEP_CVAR_PRI(electro, force),
127                         self.projectiledeathtype,
128                         other
129                 );
130         }
131
132         remove(self);
133 }
134
135 void W_Plasma_Explode_Combo(void)
136 {
137         W_Plasma_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
138
139         self.event_damage = func_null;
140         
141         RadiusDamage(
142                 self,
143                 self.realowner,
144                 WEP_CVAR(electro, combo_damage),
145                 WEP_CVAR(electro, combo_edgedamage),
146                 WEP_CVAR(electro, combo_radius),
147                 world,
148                 world,
149                 WEP_CVAR(electro, combo_force),
150                 WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
151                 world
152         );
153
154         remove (self);
155 }
156
157 void W_Plasma_Touch(void)
158 {
159         PROJECTILE_TOUCH;
160         if(other.takedamage == DAMAGE_AIM)
161                 { if(WEP_CVAR_SEC(electro, takedamageexplode)) { W_Plasma_Explode(); } }
162         else
163         {
164                 //UpdateCSQCProjectile(self);
165                 spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
166                 self.projectiledeathtype |= HITTYPE_BOUNCE;
167         }
168 }
169
170 void W_Plasma_TouchExplode(void)
171 {
172         PROJECTILE_TOUCH;
173         W_Plasma_Explode();
174 }
175
176 void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
177 {
178         if(self.health <= 0)
179                 return;
180
181         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
182         float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
183
184         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
185                 return; // g_projectiles_damage says to halt
186
187         self.health = self.health - damage;
188         if(self.health <= 0)
189         {
190                 self.takedamage = DAMAGE_NO;
191                 self.nextthink = time;
192                 if(is_combo)
193                 {
194                         // change owner to whoever caused the combo explosion
195                         self.realowner = inflictor.realowner;
196                         self.classname = "plasma_chain";
197                         self.think = W_Plasma_Explode_Combo;
198                         self.nextthink = time +
199                                 (
200                                         // bound the length, inflictor may be in a galaxy far far away (warpzones)
201                                         min(
202                                                 WEP_CVAR(electro, combo_radius),
203                                                 vlen(self.origin - inflictor.origin)
204                                         )
205                                         /
206                                         // delay combo chains, looks cooler
207                                         WEP_CVAR(electro, combo_speed)
208                                 );
209                 }
210                 else
211                 {
212                         self.use = W_Plasma_Explode;
213                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
214                 }
215         }
216 }
217
218 void W_Plasma_Think()
219 {
220         if(time >= self.ltime)
221         {
222                 self.use();
223                 return;
224         }
225
226         if(WEP_CVAR_PRI(electro, midaircombo_radius))
227         {
228                 self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime);
229                 W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), self.realowner);
230         }
231         else { self.nextthink = self.ltime; }
232 }
233
234 void W_Electro_Attack_Bolt(void)
235 {
236         entity proj;
237
238         W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
239
240         W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(electro, damage));
241
242         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
243
244         proj = spawn ();
245         proj.classname = "plasma_prim";
246         proj.owner = proj.realowner = self;
247         proj.bot_dodge = TRUE;
248         proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
249         proj.use = W_Plasma_Explode;
250         proj.think = W_Plasma_Think;
251         proj.nextthink = time;
252         proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
253         PROJECTILE_MAKETRIGGER(proj);
254         proj.projectiledeathtype = WEP_ELECTRO;
255         setorigin(proj, w_shotorg);
256
257         proj.movetype = MOVETYPE_FLY;
258         WEP_SETUPPROJVELOCITY_PRI(proj, electro);
259         proj.angles = vectoangles(proj.velocity);
260         proj.touch = W_Plasma_TouchExplode;
261         setsize(proj, '0 0 -3', '0 0 -3');
262         proj.flags = FL_PROJECTILE;
263         proj.missile_flags = MIF_SPLASH;
264
265         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
266
267         other = proj; MUTATOR_CALLHOOK(EditProjectile);
268 }
269
270 void W_Electro_Attack_Orbs(void)
271 {
272         W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
273
274         W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, WEP_CVAR_SEC(electro, damage));
275
276         w_shotdir = v_forward; // no TrueAim for grenades please
277
278         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
279
280         entity proj = spawn();
281         proj.classname = "plasma";
282         proj.owner = proj.realowner = self;
283         proj.use = W_Plasma_Explode;
284         proj.think = adaptor_think2use_hittype_splash;
285         proj.bot_dodge = TRUE;
286         proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
287         proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
288         PROJECTILE_MAKETRIGGER(proj);
289         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
290         setorigin(proj, w_shotorg);
291
292         //proj.glow_size = 50;
293         //proj.glow_color = 45;
294         proj.movetype = MOVETYPE_BOUNCE;
295         WEP_SETUPPROJVELOCITY_UP_SEC(proj, electro);
296         proj.touch = W_Plasma_Touch;
297         setsize(proj, '0 0 -4', '0 0 -4');
298         proj.takedamage = DAMAGE_YES;
299         proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
300         proj.health = WEP_CVAR_SEC(electro, health);
301         proj.event_damage = W_Plasma_Damage;
302         proj.flags = FL_PROJECTILE;
303         proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
304
305         proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
306         proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
307         proj.missile_flags = MIF_SPLASH | MIF_ARC;
308
309 #if 0
310         entity p2;
311         p2 = spawn();
312         copyentity(proj, p2);
313         setmodel(p2, "models/ebomb.mdl");
314         setsize(p2, proj.mins, proj.maxs);
315 #endif
316
317         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
318
319         other = proj; MUTATOR_CALLHOOK(EditProjectile);
320 }
321
322 void W_Electro_CheckAttack()
323 {
324         if(self.electro_count > 1)
325         if(self.BUTTON_ATCK2)
326         if(weapon_prepareattack(1, -1))
327         {
328                 W_Electro_Attack_Orbs();
329                 self.electro_count -= 1;
330                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
331                 return;
332         }
333         w_ready();
334 }
335
336 .float bot_secondary_electromooth;
337 float W_Electro(float req)
338 {
339         float ammo_amount;
340         switch(req)
341         {
342                 case WR_AIM:
343                 {
344                         self.BUTTON_ATCK = self.BUTTON_ATCK2 = FALSE;
345                         if(vlen(self.origin-self.enemy.origin) > 1000) { self.bot_secondary_electromooth = 0; }
346                         if(self.bot_secondary_electromooth == 0)
347                         {
348                                 float shoot;
349
350                                 if(WEP_CVAR_PRI(electro, speed))
351                                         shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), FALSE);
352                                 else
353                                         shoot = bot_aim(1000000, 0, 0.001, FALSE);
354
355                                 if(shoot)
356                                 {
357                                         self.BUTTON_ATCK = TRUE;
358                                         if(random() < 0.01) self.bot_secondary_electromooth = 1;
359                                 }
360                         }
361                         else
362                         {
363                                 if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), TRUE))
364                                 {
365                                         self.BUTTON_ATCK2 = TRUE;
366                                         if(random() < 0.03) self.bot_secondary_electromooth = 0;
367                                 }
368                         }
369                         
370                         return TRUE;
371                 }
372                 case WR_THINK:
373                 {
374                         if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
375                         {
376                                 ammo_amount = 0;
377                                 if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
378                                         ammo_amount = 1;
379                                 if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
380                                         ammo_amount += 1;
381
382                                 if(!ammo_amount)
383                                 {
384                                         WEP_ACTION(self.weapon, WR_RELOAD);
385                                         return FALSE;
386                                 }
387                                 
388                                 return TRUE;
389                         }
390                         
391                         if(self.BUTTON_ATCK)
392                         {
393                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
394                                 {
395                                                 W_Electro_Attack_Bolt();
396                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
397                                 }
398                         }
399                         else if(self.BUTTON_ATCK2)
400                         {
401                                 if(time >= self.electro_secondarytime)
402                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
403                                 {
404                                         W_Electro_Attack_Orbs();
405                                         self.electro_count = WEP_CVAR_SEC(electro, count);
406                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
407                                         self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
408                                 }
409                         }
410
411                         return TRUE;
412                 }
413                 case WR_INIT:
414                 {
415                         precache_model("models/weapons/g_electro.md3");
416                         precache_model("models/weapons/v_electro.md3");
417                         precache_model("models/weapons/h_electro.iqm");
418                         precache_sound("weapons/electro_bounce.wav");
419                         precache_sound("weapons/electro_fire.wav");
420                         precache_sound("weapons/electro_fire2.wav");
421                         precache_sound("weapons/electro_impact.wav");
422                         precache_sound("weapons/electro_impact_combo.wav");
423                         ELECTRO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
424                         return TRUE;
425                 }
426                 case WR_SETUP:
427                 {
428                         self.current_ammo = ammo_cells;
429                         return TRUE;
430                 }
431                 case WR_CHECKAMMO1:
432                 {
433                         ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(electro, ammo);
434                         ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
435                         return ammo_amount;
436                 }
437                 case WR_CHECKAMMO2:
438                 {
439                         if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
440                         {
441                                 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
442                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
443                         }
444                         else
445                         {
446                                 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo);
447                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
448                         }
449                         return ammo_amount;
450                 }
451                 case WR_CONFIG:
452                 {
453                         ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
454                         return TRUE;
455                 }
456                 case WR_RESETPLAYER:
457                 {
458                         self.electro_secondarytime = time;
459                         return TRUE;
460                 }
461                 case WR_RELOAD:
462                 {
463                         W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav");
464                         return TRUE;
465                 }
466                 case WR_SUICIDEMESSAGE:
467                 {
468                         if(w_deathtype & HITTYPE_SECONDARY)
469                                 return WEAPON_ELECTRO_SUICIDE_ORBS;
470                         else
471                                 return WEAPON_ELECTRO_SUICIDE_BOLT;
472                 }
473                 case WR_KILLMESSAGE:
474                 {
475                         if(w_deathtype & HITTYPE_SECONDARY)
476                         {
477                                 return WEAPON_ELECTRO_MURDER_ORBS;
478                         }
479                         else
480                         {
481                                 if(w_deathtype & HITTYPE_BOUNCE)
482                                         return WEAPON_ELECTRO_MURDER_COMBO;
483                                 else
484                                         return WEAPON_ELECTRO_MURDER_BOLT;
485                         }
486                 }
487         }
488         return TRUE;
489 }
490 #endif
491 #ifdef CSQC
492 float W_Electro(float req)
493 {
494         switch(req)
495         {
496                 case WR_IMPACTEFFECT:
497                 {
498                         vector org2;
499                         org2 = w_org + w_backoff * 6;
500                         if(w_deathtype & HITTYPE_SECONDARY)
501                         {
502                                 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
503                                 if(!w_issilent)
504                                         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
505                         }
506                         else
507                         {
508                                 if(w_deathtype & HITTYPE_BOUNCE)
509                                 {
510                                         // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
511                                         pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
512                                         if(!w_issilent)
513                                                 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
514                                 }
515                                 else
516                                 {
517                                         pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
518                                         if(!w_issilent)
519                                                 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
520                                 }
521                         }
522                         
523                         return TRUE;
524                 }
525                 case WR_INIT:
526                 {
527                         precache_sound("weapons/electro_impact.wav");
528                         precache_sound("weapons/electro_impact_combo.wav");
529                         return TRUE;
530                 }
531         }
532         return TRUE;
533 }
534 #endif
535 #endif