2 REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
5 .float electro_secondarytime;
7 void W_Plasma_Explode_Combo (void);
9 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
12 e = WarpZone_FindRadius(org, rad, TRUE);
15 if (e.classname == "plasma")
17 // change owner to whoever caused the combo explosion
19 e.takedamage = DAMAGE_NO;
20 e.classname = "plasma_chain";
21 e.think = W_Plasma_Explode_Combo;
22 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
28 void W_Plasma_Explode (void)
30 if(other.takedamage == DAMAGE_AIM)
31 if(other.classname == "player")
32 if(IsDifferentTeam(self.owner, other))
33 if(other.deadflag == DEAD_NO)
35 AnnounceTo(self.owner, "electrobitch");
37 self.event_damage = SUB_Null;
38 self.takedamage = DAMAGE_NO;
39 if (self.movetype == MOVETYPE_BOUNCE)
41 RadiusDamage (self, self.owner, cvar("g_balance_electro_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), self.projectiledeathtype, other);
45 W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner);
46 RadiusDamage (self, self.owner, cvar("g_balance_electro_primary_damage"), cvar("g_balance_electro_primary_edgedamage"), cvar("g_balance_electro_primary_radius"), world, cvar("g_balance_electro_primary_force"), self.projectiledeathtype, other);
52 void W_Plasma_Explode_Combo (void)
55 W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner);
57 self.event_damage = SUB_Null;
58 RadiusDamage (self, self.owner, cvar("g_balance_electro_combo_damage"), cvar("g_balance_electro_combo_edgedamage"), cvar("g_balance_electro_combo_radius"), world, cvar("g_balance_electro_combo_force"), WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
62 void W_Plasma_Touch (void)
65 if (other.takedamage == DAMAGE_AIM) {
68 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
69 self.projectiledeathtype |= HITTYPE_BOUNCE;
73 void W_Plasma_TouchExplode (void)
79 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
83 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
84 self.health = self.health - damage;
87 self.takedamage = DAMAGE_NO;
88 self.nextthink = time;
89 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
91 // change owner to whoever caused the combo explosion
92 self.owner = inflictor.owner;
93 self.classname = "plasma_chain";
94 self.think = W_Plasma_Explode_Combo;
95 self.nextthink = time + min(cvar("g_balance_electro_combo_radius"), vlen(self.origin - inflictor.origin)) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
96 // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
100 self.use = W_Plasma_Explode;
101 self.think = adaptor_think2use;
106 void W_Electro_Attack()
110 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
112 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
115 proj.classname = "plasma_prim";
117 proj.bot_dodge = TRUE;
118 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
119 proj.use = W_Plasma_Explode;
120 proj.think = adaptor_think2use;
121 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
122 PROJECTILE_MAKETRIGGER(proj);
123 proj.projectiledeathtype = WEP_ELECTRO;
124 setorigin(proj, w_shotorg);
126 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
127 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
128 proj.movetype = MOVETYPE_FLY;
129 W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
130 proj.angles = vectoangles(proj.velocity);
131 proj.touch = W_Plasma_TouchExplode;
132 setsize(proj, '0 0 -3', '0 0 -3');
133 proj.flags = FL_PROJECTILE;
135 //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
138 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
141 void W_Electro_Attack2()
145 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
146 w_shotdir = v_forward; // no TrueAim for grenades please
148 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
151 proj.classname = "plasma";
153 proj.use = W_Plasma_Explode;
154 proj.think = adaptor_think2use;
155 proj.bot_dodge = TRUE;
156 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
157 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
158 PROJECTILE_MAKETRIGGER(proj);
159 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
160 setorigin(proj, w_shotorg);
162 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
163 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
164 //proj.glow_size = 50;
165 //proj.glow_color = 45;
166 proj.movetype = MOVETYPE_BOUNCE;
167 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
168 proj.touch = W_Plasma_Touch;
169 setsize(proj, '0 0 -3', '0 0 -3');
170 proj.takedamage = DAMAGE_YES;
171 proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
172 proj.health = cvar("g_balance_electro_secondary_health");
173 proj.event_damage = W_Plasma_Damage;
174 proj.flags = FL_PROJECTILE;
179 copyentity(proj, p2);
180 setmodel(p2, "models/ebomb.mdl");
181 setsize(p2, proj.mins, proj.maxs);
184 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
187 // experimental lightning gun
188 void W_Electro_Attack3 (void)
190 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
191 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
192 W_SetupShot (self, TRUE, 0, "weapons/crylink_fire2.wav", cvar("g_balance_electro_primary_damage"));
194 traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_electro_primary_radius"), FALSE, self, ANTILAG_LATENCY(self));
196 te_lightning1(self, w_shotorg, trace_endpos);
198 if (trace_fraction < 1)
199 Damage(trace_ent, self, self, cvar("g_balance_electro_primary_damage"), WEP_ELECTRO | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_electro_primary_force") * w_shotdir);
202 void spawnfunc_weapon_electro (void)
204 weapon_defaultspawnfunc(WEP_ELECTRO);
207 void w_electro_checkattack()
209 if(self.electro_count > 1)
210 if(self.BUTTON_ATCK2)
211 if(weapon_prepareattack(1, -1))
214 self.electro_count -= 1;
215 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
222 .float bot_secondary_electromooth;
223 float w_electro(float req)
227 self.BUTTON_ATCK=FALSE;
228 self.BUTTON_ATCK2=FALSE;
229 if(vlen(self.origin-self.enemy.origin) > 1000)
230 self.bot_secondary_electromooth = 0;
231 if(self.bot_secondary_electromooth == 0)
233 if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
235 self.BUTTON_ATCK = TRUE;
236 if(random() < 0.01) self.bot_secondary_electromooth = 1;
241 if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
243 self.BUTTON_ATCK2 = TRUE;
244 if(random() < 0.03) self.bot_secondary_electromooth = 0;
248 else if (req == WR_THINK)
250 if (self.BUTTON_ATCK)
251 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
253 if(cvar("g_balance_electro_lightning"))
257 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
259 if (self.BUTTON_ATCK2 && !cvar("g_balance_electro_lightning"))
260 if (time >= self.electro_secondarytime)
261 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
264 self.electro_count = cvar("g_balance_electro_secondary_count");
265 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
266 self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
269 else if (req == WR_PRECACHE)
271 precache_model ("models/weapons/g_electro.md3");
272 precache_model ("models/weapons/v_electro.md3");
273 precache_model ("models/weapons/h_electro.iqm");
274 precache_sound ("weapons/electro_bounce.wav");
275 precache_sound ("weapons/electro_fire.wav");
276 precache_sound ("weapons/electro_fire2.wav");
277 precache_sound ("weapons/electro_impact.wav");
278 precache_sound ("weapons/electro_impact_combo.wav");
279 if(cvar("g_balance_electro_lightning"))
280 precache_sound ("weapons/crylink_fire2.wav");
282 else if (req == WR_SETUP)
283 weapon_setup(WEP_ELECTRO);
284 else if (req == WR_CHECKAMMO1)
285 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
286 else if (req == WR_CHECKAMMO2)
287 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
288 else if (req == WR_SUICIDEMESSAGE)
290 if(w_deathtype & HITTYPE_SECONDARY)
291 w_deathtypestring = "could not remember where they put plasma";
293 w_deathtypestring = "played with plasma";
295 else if (req == WR_KILLMESSAGE)
297 if(w_deathtype & HITTYPE_SECONDARY)
299 if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
300 w_deathtypestring = "just noticed #'s blue ball";
301 else // unchecked: BOUNCE
302 w_deathtypestring = "got in touch with #'s blue ball";
306 if(w_deathtype & HITTYPE_BOUNCE) // combo
307 w_deathtypestring = "felt the electrifying air of #'s combo";
308 else if(w_deathtype & HITTYPE_SPLASH)
309 w_deathtypestring = "got too close to #'s blue beam";
311 w_deathtypestring = "was blasted by #'s blue beam";
314 else if (req == WR_RESETPLAYER)
316 self.electro_secondarytime = time;