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 /* netname */ "electro",
11 /* fullname */ _("Electro")
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_SEC, bouncefactor) \
27 w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncestop) \
28 w_cvar(WEP_ELECTRO, electro, MO_SEC, count) \
29 w_cvar(WEP_ELECTRO, electro, MO_SEC, damageforcescale) \
30 w_cvar(WEP_ELECTRO, electro, MO_SEC, damagedbycontents) \
31 w_cvar(WEP_ELECTRO, electro, MO_SEC, health) \
32 w_cvar(WEP_ELECTRO, electro, MO_SEC, refire2) \
33 w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_up) \
34 w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_z) \
35 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \
36 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \
37 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \
38 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_edgedamage) \
39 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_force) \
40 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_radius) \
41 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_speed) \
42 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_safeammocheck) \
43 w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \
44 w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \
45 w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \
46 w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop)
49 ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
53 void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
56 .float electro_secondarytime;
58 void W_Plasma_Explode_Combo(void);
60 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
62 entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
65 if(e.classname == "plasma")
67 // change owner to whoever caused the combo explosion
68 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
73 (WEP_CVAR(electro, combo_comboradius_thruwall) >= vlen(e.WarpZone_findradius_dist))
77 e.takedamage = DAMAGE_NO;
78 e.classname = "plasma_chain";
79 e.think = W_Plasma_Explode_Combo;
80 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed); // delay combo chains, looks cooler
87 void W_Plasma_Explode(void)
89 if(other.takedamage == DAMAGE_AIM)
91 if(DIFF_TEAM(self.realowner, other))
92 if(other.deadflag == DEAD_NO)
94 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
96 self.event_damage = func_null;
97 self.takedamage = DAMAGE_NO;
99 if(self.movetype == MOVETYPE_BOUNCE)
104 WEP_CVAR_SEC(electro, damage),
105 WEP_CVAR_SEC(electro, edgedamage),
106 WEP_CVAR_SEC(electro, radius),
109 WEP_CVAR_SEC(electro, force),
110 self.projectiledeathtype,
116 W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
120 WEP_CVAR_PRI(electro, damage),
121 WEP_CVAR_PRI(electro, edgedamage),
122 WEP_CVAR_PRI(electro, radius),
125 WEP_CVAR_PRI(electro, force),
126 self.projectiledeathtype,
134 void W_Plasma_Explode_Combo(void)
136 W_Plasma_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
138 self.event_damage = func_null;
143 WEP_CVAR(electro, combo_damage),
144 WEP_CVAR(electro, combo_edgedamage),
145 WEP_CVAR(electro, combo_radius),
148 WEP_CVAR(electro, combo_force),
149 WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
156 void W_Plasma_Touch(void)
159 if(other.takedamage == DAMAGE_AIM)
160 { W_Plasma_Explode(); }
163 //UpdateCSQCProjectile(self);
164 spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
165 self.projectiledeathtype |= HITTYPE_BOUNCE;
169 void W_Plasma_TouchExplode(void)
175 void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
180 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
181 float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
183 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
184 return; // g_projectiles_damage says to halt
186 self.health = self.health - damage;
189 self.takedamage = DAMAGE_NO;
190 self.nextthink = time;
193 // change owner to whoever caused the combo explosion
194 self.realowner = inflictor.realowner;
195 self.classname = "plasma_chain";
196 self.think = W_Plasma_Explode_Combo;
197 self.nextthink = time +
199 // bound the length, inflictor may be in a galaxy far far away (warpzones)
201 WEP_CVAR(electro, combo_radius),
202 vlen(self.origin - inflictor.origin)
205 // delay combo chains, looks cooler
206 WEP_CVAR(electro, combo_speed)
211 self.use = W_Plasma_Explode;
212 self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
217 void W_Electro_Attack_Bolt(void)
221 W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
223 W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(electro, damage));
225 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
228 proj.classname = "plasma_prim";
229 proj.owner = proj.realowner = self;
230 proj.bot_dodge = TRUE;
231 proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
232 proj.use = W_Plasma_Explode;
233 proj.think = adaptor_think2use_hittype_splash;
234 proj.nextthink = time + WEP_CVAR_PRI(electro, lifetime);
235 PROJECTILE_MAKETRIGGER(proj);
236 proj.projectiledeathtype = WEP_ELECTRO;
237 setorigin(proj, w_shotorg);
239 proj.movetype = MOVETYPE_FLY;
240 WEP_SETUPPROJVELOCITY_PRI(proj, electro);
241 proj.angles = vectoangles(proj.velocity);
242 proj.touch = W_Plasma_TouchExplode;
243 setsize(proj, '0 0 -3', '0 0 -3');
244 proj.flags = FL_PROJECTILE;
245 proj.missile_flags = MIF_SPLASH;
247 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
249 other = proj; MUTATOR_CALLHOOK(EditProjectile);
252 void W_Electro_Attack_Orbs(void)
254 W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
256 W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, WEP_CVAR_SEC(electro, damage));
258 w_shotdir = v_forward; // no TrueAim for grenades please
260 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
262 entity proj = spawn();
263 proj.classname = "plasma";
264 proj.owner = proj.realowner = self;
265 proj.use = W_Plasma_Explode;
266 proj.think = adaptor_think2use_hittype_splash;
267 proj.bot_dodge = TRUE;
268 proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
269 proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
270 PROJECTILE_MAKETRIGGER(proj);
271 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
272 setorigin(proj, w_shotorg);
274 //proj.glow_size = 50;
275 //proj.glow_color = 45;
276 proj.movetype = MOVETYPE_BOUNCE;
277 WEP_SETUPPROJVELOCITY_UP_SEC(proj, electro);
278 proj.touch = W_Plasma_Touch;
279 setsize(proj, '0 0 -4', '0 0 -4');
280 proj.takedamage = DAMAGE_YES;
281 proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
282 proj.health = WEP_CVAR_SEC(electro, health);
283 proj.event_damage = W_Plasma_Damage;
284 proj.flags = FL_PROJECTILE;
285 proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
287 proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
288 proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
289 proj.missile_flags = MIF_SPLASH | MIF_ARC;
294 copyentity(proj, p2);
295 setmodel(p2, "models/ebomb.mdl");
296 setsize(p2, proj.mins, proj.maxs);
299 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
301 other = proj; MUTATOR_CALLHOOK(EditProjectile);
304 void W_Electro_CheckAttack()
306 if(self.electro_count > 1)
307 if(self.BUTTON_ATCK2)
308 if(weapon_prepareattack(1, -1))
310 W_Electro_Attack_Orbs();
311 self.electro_count -= 1;
312 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
318 .float bot_secondary_electromooth;
319 float W_Electro(float req)
326 self.BUTTON_ATCK = self.BUTTON_ATCK2 = FALSE;
327 if(vlen(self.origin-self.enemy.origin) > 1000)
328 self.bot_secondary_electromooth = 0;
329 if(self.bot_secondary_electromooth == 0)
333 if(WEP_CVAR_PRI(electro, speed))
334 shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), FALSE);
336 shoot = bot_aim(1000000, 0, 0.001, FALSE);
340 self.BUTTON_ATCK = TRUE;
341 if(random() < 0.01) self.bot_secondary_electromooth = 1;
346 if(bot_aim(WEP_CVAR_SEC(electro, speed), autocvar_g_balance_mortar_secondary_speed_up, WEP_CVAR_SEC(electro, lifetime), TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
348 self.BUTTON_ATCK2 = TRUE;
349 if(random() < 0.03) self.bot_secondary_electromooth = 0;
357 if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
360 if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
362 if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
367 WEP_ACTION(self.weapon, WR_RELOAD);
373 if (self.BUTTON_ATCK)
375 if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
377 W_Electro_Attack_Bolt();
378 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
381 else if(self.BUTTON_ATCK2)
383 if(time >= self.electro_secondarytime)
384 if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
386 W_Electro_Attack_Orbs();
387 self.electro_count = WEP_CVAR_SEC(electro, count);
388 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
389 self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
397 precache_model("models/weapons/g_electro.md3");
398 precache_model("models/weapons/v_electro.md3");
399 precache_model("models/weapons/h_electro.iqm");
400 precache_sound("weapons/electro_bounce.wav");
401 precache_sound("weapons/electro_fire.wav");
402 precache_sound("weapons/electro_fire2.wav");
403 precache_sound("weapons/electro_impact.wav");
404 precache_sound("weapons/electro_impact_combo.wav");
405 ELECTRO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
410 self.current_ammo = ammo_cells;
415 ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(electro, ammo);
416 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
421 if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
423 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
424 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
428 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo);
429 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
435 ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
440 self.electro_secondarytime = time;
445 W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav");
448 case WR_SUICIDEMESSAGE:
450 if(w_deathtype & HITTYPE_SECONDARY)
451 return WEAPON_ELECTRO_SUICIDE_ORBS;
453 return WEAPON_ELECTRO_SUICIDE_BOLT;
457 if(w_deathtype & HITTYPE_SECONDARY)
459 return WEAPON_ELECTRO_MURDER_ORBS;
463 if(w_deathtype & HITTYPE_BOUNCE)
464 return WEAPON_ELECTRO_MURDER_COMBO;
466 return WEAPON_ELECTRO_MURDER_BOLT;
474 float W_Electro(float req)
478 case WR_IMPACTEFFECT:
481 org2 = w_org + w_backoff * 6;
482 if(w_deathtype & HITTYPE_SECONDARY)
484 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
486 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
490 if(w_deathtype & HITTYPE_BOUNCE)
492 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
493 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
495 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
499 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
501 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
509 precache_sound("weapons/electro_impact.wav");
510 precache_sound("weapons/electro_impact_combo.wav");