4 #include <common/effects/qc/_mod.qh>
6 void W_Electro_TriggerCombo(vector org, float rad, entity own)
8 entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
11 if(e.classname == "electro_orb")
13 // do we allow thruwall triggering?
14 if(WEP_CVAR(electro, combo_comboradius_thruwall))
16 // if distance is greater than thruwall distance, check to make sure it's not through a wall
17 if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall)))
19 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
20 if(trace_fraction != 1)
22 // trigger is through a wall and outside of thruwall range, abort
29 // change owner to whoever caused the combo explosion
31 e.takedamage = DAMAGE_NO;
32 e.classname = "electro_orb_chain";
34 // now set the next one to trigger as well
35 setthink(e, W_Electro_ExplodeCombo);
37 // delay combo chains, looks cooler
39 if (WEP_CVAR(electro, combo_speed))
40 delay = vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed);
41 e.nextthink = time + delay;
47 void W_Electro_ExplodeCombo(entity this)
49 W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
51 this.event_damage = func_null;
52 this.velocity = this.movedir; // particle fx and decals need .velocity
57 WEP_CVAR(electro, combo_damage),
58 WEP_CVAR(electro, combo_edgedamage),
59 WEP_CVAR(electro, combo_radius),
62 WEP_CVAR(electro, combo_force),
63 WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
64 this.weaponentity_fld,
71 void W_Electro_Explode(entity this, entity directhitentity)
73 if(directhitentity.takedamage == DAMAGE_AIM)
74 if(IS_PLAYER(directhitentity))
75 if(DIFF_TEAM(this.realowner, directhitentity))
76 if(!IS_DEAD(directhitentity))
77 if(IsFlying(directhitentity))
78 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
80 this.event_damage = func_null;
81 this.takedamage = DAMAGE_NO;
82 this.velocity = this.movedir; // particle fx and decals need .velocity
84 if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
89 WEP_CVAR_SEC(electro, damage),
90 WEP_CVAR_SEC(electro, edgedamage),
91 WEP_CVAR_SEC(electro, radius),
94 WEP_CVAR_SEC(electro, force),
95 this.projectiledeathtype,
96 this.weaponentity_fld,
102 W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner);
106 WEP_CVAR_PRI(electro, damage),
107 WEP_CVAR_PRI(electro, edgedamage),
108 WEP_CVAR_PRI(electro, radius),
111 WEP_CVAR_PRI(electro, force),
112 this.projectiledeathtype,
113 this.weaponentity_fld,
121 void W_Electro_Explode_use(entity this, entity actor, entity trigger)
123 W_Electro_Explode(this, trigger);
126 void W_Electro_TouchExplode(entity this, entity toucher)
128 PROJECTILE_TOUCH(this, toucher);
129 W_Electro_Explode(this, toucher);
133 //void sys_phys_update_single(entity this);
135 void W_Electro_Bolt_Think(entity this)
137 // sys_phys_update_single(this);
138 if(time >= this.ltime)
140 this.use(this, NULL, NULL);
144 if(WEP_CVAR_PRI(electro, midaircombo_radius))
147 entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
149 // loop through nearby orbs and trigger them
152 if(e.classname == "electro_orb")
155 if (this.owner == e.owner)
157 explode = WEP_CVAR_PRI(electro, midaircombo_own);
159 else if (SAME_TEAM(this.owner, e.owner))
161 explode = WEP_CVAR_PRI(electro, midaircombo_teammate);
165 explode = WEP_CVAR_PRI(electro, midaircombo_enemy);
170 // change owner to whoever caused the combo explosion
171 e.realowner = this.realowner;
172 e.takedamage = DAMAGE_NO;
173 e.classname = "electro_orb_chain";
175 // Only first orb explosion uses midaircombo_speed, others use the normal combo_speed.
176 // This allows to avoid the delay on the first explosion which looks better
177 // (the bolt and orb should explode together because they interacted together)
178 // while keeping the chaining delay.
179 setthink(e, W_Electro_ExplodeCombo);
181 if (WEP_CVAR_PRI(electro, midaircombo_speed))
182 delay = vlen(e.WarpZone_findradius_dist) / WEP_CVAR_PRI(electro, midaircombo_speed);
183 e.nextthink = time + delay;
191 // if we triggered an orb, should we explode? if not, lets try again next time
192 if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
193 { this.use(this, NULL, NULL); }
195 { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
197 else { this.nextthink = this.ltime; }
198 // this.nextthink = time;
201 void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
205 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo), weaponentity);
207 W_SetupShot_ProjectileSize(
216 WEP_CVAR_PRI(electro, damage),
220 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
222 proj = new(electro_bolt);
223 proj.owner = proj.realowner = actor;
224 proj.bot_dodge = true;
225 proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
226 proj.use = W_Electro_Explode_use;
227 setthink(proj, W_Electro_Bolt_Think);
228 proj.nextthink = time;
229 proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
230 PROJECTILE_MAKETRIGGER(proj);
231 proj.projectiledeathtype = thiswep.m_id;
232 proj.weaponentity_fld = weaponentity;
233 setorigin(proj, w_shotorg);
236 set_movetype(proj, MOVETYPE_FLY);
237 W_SetupProjVelocity_PRI(proj, electro);
238 proj.angles = vectoangles(proj.velocity);
239 settouch(proj, W_Electro_TouchExplode);
240 setsize(proj, '0 0 -3', '0 0 -3');
241 proj.flags = FL_PROJECTILE;
242 IL_PUSH(g_projectiles, proj);
243 IL_PUSH(g_bot_dodge, proj);
244 proj.missile_flags = MIF_SPLASH;
246 CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
248 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
249 // proj.com_phys_pos = proj.origin;
250 // proj.com_phys_vel = proj.velocity;
253 void W_Electro_Orb_Follow_Think(entity this)
255 if (time > this.death_time)
257 adaptor_think2use_hittype_splash(this);
260 if (this.move_movetype == MOVETYPE_FOLLOW)
262 int lost = LostMovetypeFollow(this);
265 // FIXME if player disconnected, it isn't possible to drop the orb at player's origin
266 // see comment in LostMovetypeFollow implementation
272 // drop the orb at the corpse's location
273 PROJECTILE_MAKETRIGGER(this);
274 set_movetype(this, MOVETYPE_TOSS);
276 setthink(this, adaptor_think2use_hittype_splash);
277 this.nextthink = this.death_time;
281 this.nextthink = time;
284 void W_Electro_Orb_Stick(entity this, entity to)
286 entity newproj = spawn();
287 newproj.classname = this.classname;
289 newproj.bot_dodge = this.bot_dodge;
290 newproj.bot_dodgerating = this.bot_dodgerating;
292 newproj.owner = this.owner;
293 newproj.realowner = this.realowner;
294 setorigin(newproj, this.origin);
295 setmodel(newproj, MDL_PROJECTILE_ELECTRO);
296 setsize(newproj, this.mins, this.maxs);
297 newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
298 newproj.traileffectnum = _particleeffectnum(EFFECT_TR_NEXUIZPLASMA.eent_eff_name);
300 newproj.movedir = -trace_plane_normal;
302 newproj.takedamage = this.takedamage;
303 newproj.damageforcescale = this.damageforcescale;
304 SetResourceExplicit(newproj, RES_HEALTH, GetResource(this, RES_HEALTH));
305 newproj.event_damage = this.event_damage;
306 newproj.spawnshieldtime = this.spawnshieldtime;
307 newproj.damagedbycontents = true;
308 IL_PUSH(g_damagedbycontents, newproj);
310 set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
311 newproj.projectiledeathtype = this.projectiledeathtype;
312 newproj.weaponentity_fld = this.weaponentity_fld;
314 settouch(newproj, func_null);
315 newproj.death_time = this.death_time;
316 newproj.use = this.use;
317 newproj.flags = this.flags;
318 IL_PUSH(g_projectiles, newproj);
319 IL_PUSH(g_bot_dodge, newproj);
321 // check if limits are enabled (we can tell by checking if the original orb is listed) and push it to the list if so
322 if(LimitedElectroBallRubbleList && IL_CONTAINS(LimitedElectroBallRubbleList, this))
324 ReplaceOldListedChildRubble(LimitedElectroBallRubbleList, newproj, this);
331 SetMovetypeFollow(newproj, to);
333 setthink(newproj, W_Electro_Orb_Follow_Think);
334 newproj.nextthink = time;
338 setthink(newproj, adaptor_think2use_hittype_splash);
339 newproj.nextthink = newproj.death_time;
343 void W_Electro_Orb_Touch(entity this, entity toucher)
345 PROJECTILE_TOUCH(this, toucher);
346 if(toucher.takedamage == DAMAGE_AIM && WEP_CVAR_SEC(electro, touchexplode))
347 { W_Electro_Explode(this, toucher); }
348 else if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles!
350 //UpdateCSQCProjectile(this);
351 spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
352 this.projectiledeathtype |= HITTYPE_BOUNCE;
354 if(WEP_CVAR_SEC(electro, stick))
355 W_Electro_Orb_Stick(this, toucher);
359 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
361 if(GetResource(this, RES_HEALTH) <= 0)
364 // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
365 float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
367 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
368 return; // g_projectiles_damage says to halt
370 TakeResource(this, RES_HEALTH, damage);
371 if(GetResource(this, RES_HEALTH) <= 0)
373 this.takedamage = DAMAGE_NO;
374 this.nextthink = time;
377 // change owner to whoever caused the combo explosion
378 this.realowner = inflictor.realowner;
379 this.classname = "electro_orb_chain";
380 setthink(this, W_Electro_ExplodeCombo);
381 // delay combo chains, looks cooler
382 // bound the length, inflictor may be in a galaxy far far away (warpzones)
383 float len = min(WEP_CVAR(electro, combo_radius), vlen(this.origin - inflictor.origin));
384 float delay = len / WEP_CVAR(electro, combo_speed);
385 this.nextthink = time + delay;
389 this.use = W_Electro_Explode_use;
390 setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
395 void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
397 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo), weaponentity);
399 W_SetupShot_ProjectileSize(
408 WEP_CVAR_SEC(electro, damage),
409 thiswep.m_id | HITTYPE_SECONDARY
412 w_shotdir = v_forward; // no TrueAim for grenades please
414 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
416 entity proj = new(electro_orb);
417 proj.owner = proj.realowner = actor;
418 proj.use = W_Electro_Explode_use;
419 setthink(proj, adaptor_think2use_hittype_splash);
420 proj.bot_dodge = true;
421 proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
422 proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
423 proj.death_time = time + WEP_CVAR_SEC(electro, lifetime);
424 PROJECTILE_MAKETRIGGER(proj);
425 proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
426 proj.weaponentity_fld = weaponentity;
427 setorigin(proj, w_shotorg);
429 //proj.glow_size = 50;
430 //proj.glow_color = 45;
431 set_movetype(proj, MOVETYPE_BOUNCE);
432 W_SetupProjVelocity_UP_SEC(proj, electro);
433 settouch(proj, W_Electro_Orb_Touch);
434 setsize(proj, '-4 -4 -4', '4 4 4');
435 proj.takedamage = DAMAGE_YES;
436 proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
437 SetResourceExplicit(proj, RES_HEALTH, WEP_CVAR_SEC(electro, health));
438 proj.event_damage = W_Electro_Orb_Damage;
439 proj.flags = FL_PROJECTILE;
440 IL_PUSH(g_projectiles, proj);
441 IL_PUSH(g_bot_dodge, proj);
442 proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
443 if(proj.damagedbycontents)
444 IL_PUSH(g_damagedbycontents, proj);
446 proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
447 proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
448 proj.missile_flags = MIF_SPLASH | MIF_ARC;
450 if(WEP_CVAR_SEC(electro, limit) > 0)
452 if (!LimitedElectroBallRubbleList)
453 LimitedElectroBallRubbleList = IL_NEW();
454 ListNewChildRubble(LimitedElectroBallRubbleList, proj);
455 LimitedChildrenRubble(LimitedElectroBallRubbleList, "electro_orb", WEP_CVAR_SEC(electro, limit), adaptor_think2use_hittype_splash, actor);
458 CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
460 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
463 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
465 if(actor.(weaponentity).electro_count > 1)
466 if(PHYS_INPUT_BUTTON_ATCK2(actor))
467 if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
469 W_Electro_Attack_Orb(thiswep, actor, weaponentity);
470 actor.(weaponentity).electro_count -= 1;
471 actor.(weaponentity).electro_secondarytime = time;
472 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
475 w_ready(thiswep, actor, weaponentity, fire);
478 .float bot_secondary_electromooth;
480 METHOD(Electro, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
482 PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
483 if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
484 if(actor.bot_secondary_electromooth == 0)
488 if(WEP_CVAR_PRI(electro, speed))
489 shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
491 shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
495 PHYS_INPUT_BUTTON_ATCK(actor) = true;
496 if(random() < 0.01) actor.bot_secondary_electromooth = 1;
501 if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
503 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
504 if(random() < 0.03) actor.bot_secondary_electromooth = 0;
508 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
510 if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
512 float ammo_amount = 0;
513 if(actor.(weaponentity).clip_load >= WEP_CVAR_PRI(electro, ammo))
515 if(actor.(weaponentity).clip_load >= WEP_CVAR_SEC(electro, ammo))
520 thiswep.wr_reload(thiswep, actor, weaponentity);
527 if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor))
528 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
530 W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
531 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
536 if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(electro, refire) * W_WeaponRateFactor(actor))
537 if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
539 W_Electro_Attack_Orb(thiswep, actor, weaponentity);
540 actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count);
541 actor.(weaponentity).electro_secondarytime = time;
542 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
546 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
548 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo);
549 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(electro, ammo);
552 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
555 if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
557 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
558 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
562 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo);
563 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo);
567 METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
569 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
571 .entity weaponentity = weaponentities[slot];
572 actor.(weaponentity).electro_secondarytime = time;
575 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
577 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
579 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
581 if(w_deathtype & HITTYPE_SECONDARY)
582 return WEAPON_ELECTRO_SUICIDE_ORBS;
584 return WEAPON_ELECTRO_SUICIDE_BOLT;
586 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
588 if(w_deathtype & HITTYPE_SECONDARY)
590 return WEAPON_ELECTRO_MURDER_ORBS;
594 if(w_deathtype & HITTYPE_BOUNCE)
595 return WEAPON_ELECTRO_MURDER_COMBO;
597 return WEAPON_ELECTRO_MURDER_BOLT;
604 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
607 org2 = w_org + w_backoff * 6;
608 if(w_deathtype & HITTYPE_SECONDARY)
610 pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
612 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
616 if(w_deathtype & HITTYPE_BOUNCE)
618 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
619 pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
621 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
625 pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
627 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);