2 REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", _("Electro"));
6 .float electro_secondarytime;
8 void W_Plasma_Explode_Combo (void);
10 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
13 e = WarpZone_FindRadius(org, rad, TRUE);
16 if (e.classname == "plasma")
18 // change owner to whoever caused the combo explosion
20 e.takedamage = DAMAGE_NO;
21 e.classname = "plasma_chain";
22 e.think = W_Plasma_Explode_Combo;
23 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
29 void W_Plasma_Explode (void)
31 if(other.takedamage == DAMAGE_AIM)
32 if(other.classname == "player")
33 if(IsDifferentTeam(self.realowner, other))
34 if(other.deadflag == DEAD_NO)
36 AnnounceTo(self.realowner, "electrobitch");
38 self.event_damage = SUB_Null;
39 self.takedamage = DAMAGE_NO;
40 if (self.movetype == MOVETYPE_BOUNCE)
42 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
46 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
47 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
53 void W_Plasma_Explode_Combo (void)
55 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
57 self.event_damage = SUB_Null;
58 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, autocvar_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)
64 //self.velocity = self.velocity * 0.1;
67 if (other.takedamage == DAMAGE_AIM) {
70 //UpdateCSQCProjectile(self);
71 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
72 self.projectiledeathtype |= HITTYPE_BOUNCE;
76 void W_Plasma_TouchExplode (void)
82 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
86 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
87 self.health = self.health - damage;
90 self.takedamage = DAMAGE_NO;
91 self.nextthink = time;
92 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
94 // change owner to whoever caused the combo explosion
95 self.realowner = inflictor.realowner;
96 self.classname = "plasma_chain";
97 self.think = W_Plasma_Explode_Combo;
98 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
99 // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
103 self.use = W_Plasma_Explode;
104 self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
109 void W_Electro_Attack()
113 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
115 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage);
117 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
120 proj.classname = "plasma_prim";
121 proj.owner = proj.realowner = self;
122 proj.bot_dodge = TRUE;
123 proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
124 proj.use = W_Plasma_Explode;
125 proj.think = adaptor_think2use_hittype_splash;
126 proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
127 PROJECTILE_MAKETRIGGER(proj);
128 proj.projectiledeathtype = WEP_ELECTRO;
129 setorigin(proj, w_shotorg);
131 proj.movetype = MOVETYPE_FLY;
132 W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
133 proj.angles = vectoangles(proj.velocity);
134 proj.touch = W_Plasma_TouchExplode;
135 setsize(proj, '0 0 -3', '0 0 -3');
136 proj.flags = FL_PROJECTILE;
138 //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
141 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
143 other = proj; MUTATOR_CALLHOOK(EditProjectile);
146 void W_Electro_Attack2()
150 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
152 W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage);
154 w_shotdir = v_forward; // no TrueAim for grenades please
156 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
159 proj.classname = "plasma";
160 proj.owner = proj.realowner = self;
161 proj.use = W_Plasma_Explode;
162 proj.think = adaptor_think2use_hittype_splash;
163 proj.bot_dodge = TRUE;
164 proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
165 proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
166 PROJECTILE_MAKETRIGGER(proj);
167 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
168 setorigin(proj, w_shotorg);
170 //proj.glow_size = 50;
171 //proj.glow_color = 45;
172 proj.movetype = MOVETYPE_BOUNCE;
173 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
174 proj.touch = W_Plasma_Touch;
175 setsize(proj, '0 0 -4', '0 0 -4');
176 proj.takedamage = DAMAGE_YES;
177 proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
178 proj.health = autocvar_g_balance_electro_secondary_health;
179 proj.event_damage = W_Plasma_Damage;
180 proj.flags = FL_PROJECTILE;
182 proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
183 proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
188 copyentity(proj, p2);
189 setmodel(p2, "models/ebomb.mdl");
190 setsize(p2, proj.mins, proj.maxs);
193 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
195 other = proj; MUTATOR_CALLHOOK(EditProjectile);
198 .vector hook_start, hook_end;
199 float lgbeam_send(entity to, float sf)
201 WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
203 if(sound_allowed(MSG_BROADCAST, self.realowner))
205 WriteByte(MSG_ENTITY, sf);
208 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
209 WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
213 WriteCoord(MSG_ENTITY, self.hook_start_x);
214 WriteCoord(MSG_ENTITY, self.hook_start_y);
215 WriteCoord(MSG_ENTITY, self.hook_start_z);
219 WriteCoord(MSG_ENTITY, self.hook_end_x);
220 WriteCoord(MSG_ENTITY, self.hook_end_y);
221 WriteCoord(MSG_ENTITY, self.hook_end_z);
227 float lgbeam_checkammo()
229 if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
231 else if(autocvar_g_balance_electro_reload_ammo)
232 return self.realowner.clip_load > 0;
234 return self.realowner.ammo_cells > 0;
237 entity lgbeam_owner_ent;
241 owner_player = self.realowner;
243 owner_player.prevlgfire = time;
244 if (self != owner_player.lgbeam)
250 if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
252 if(self == owner_player.lgbeam)
253 owner_player.lgbeam = world;
258 self.nextthink = time;
260 makevectors(owner_player.v_angle);
265 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
266 if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
268 if(autocvar_g_balance_electro_primary_ammo)
270 if(autocvar_g_balance_electro_reload_ammo)
272 dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
273 owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
274 owner_player.weapon_load[WEP_ELECTRO] = owner_player.clip_load;
278 dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
279 owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
284 W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
285 if(!lgbeam_owner_ent)
287 lgbeam_owner_ent = spawn();
288 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
290 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
296 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
298 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));
300 if(accuracy_isgooddamage(owner_player, trace_ent))
301 accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
302 Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
304 W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
307 if(w_shotorg != self.hook_start)
310 self.hook_start = w_shotorg;
312 if(w_shotend != self.hook_end)
315 self.hook_end = w_shotend;
319 // experimental lightning gun
320 void W_Electro_Attack3 (void)
322 // only play fire sound if 0.5 sec has passed since player let go the fire button
323 if(time - self.prevlgfire > 0.5)
324 sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
326 entity beam, oldself;
328 self.lgbeam = beam = spawn();
329 beam.classname = "lgbeam";
330 beam.solid = SOLID_NOT;
331 beam.think = lgbeam_think;
332 beam.owner = beam.realowner = self;
333 beam.movetype = MOVETYPE_NONE;
334 beam.shot_spread = 0;
335 beam.bot_dodge = TRUE;
336 beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
337 Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
347 weapon_action(WEP_ELECTRO, WR_PRECACHE);
348 electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
349 electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
350 electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
351 electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
354 void spawnfunc_weapon_electro (void)
356 weapon_defaultspawnfunc(WEP_ELECTRO);
359 void w_electro_checkattack()
361 if(self.electro_count > 1)
362 if(self.BUTTON_ATCK2)
363 if(weapon_prepareattack(1, -1))
366 self.electro_count -= 1;
367 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
374 .float bot_secondary_electromooth;
375 .float BUTTON_ATCK_prev;
376 float w_electro(float req)
381 self.BUTTON_ATCK=FALSE;
382 self.BUTTON_ATCK2=FALSE;
383 if(vlen(self.origin-self.enemy.origin) > 1000)
384 self.bot_secondary_electromooth = 0;
385 if(self.bot_secondary_electromooth == 0)
389 if(autocvar_g_balance_electro_primary_speed)
390 shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
392 shoot = bot_aim(1000000, 0, 0.001, FALSE);
396 self.BUTTON_ATCK = TRUE;
397 if(random() < 0.01) self.bot_secondary_electromooth = 1;
402 if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
404 self.BUTTON_ATCK2 = TRUE;
405 if(random() < 0.03) self.bot_secondary_electromooth = 0;
409 else if (req == WR_THINK)
411 if(autocvar_g_balance_electro_reload_ammo) // forced reload
413 if(autocvar_g_balance_electro_lightning)
415 if(self.clip_load > 0)
418 else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
420 if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
425 weapon_action(self.weapon, WR_RELOAD);
429 if (self.BUTTON_ATCK)
431 if(autocvar_g_balance_electro_lightning)
432 if(self.BUTTON_ATCK_prev)
434 // prolong the animtime while the gun is being fired
435 if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
436 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready);
438 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
440 if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
442 if(autocvar_g_balance_electro_lightning)
444 if ((!self.lgbeam) || wasfreed(self.lgbeam))
448 if(!self.BUTTON_ATCK_prev)
450 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
451 self.BUTTON_ATCK_prev = 1;
457 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
461 if(autocvar_g_balance_electro_lightning)
463 if (self.BUTTON_ATCK_prev != 0)
465 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
466 ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
468 self.BUTTON_ATCK_prev = 0;
471 if (self.BUTTON_ATCK2)
473 if (time >= self.electro_secondarytime)
474 if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
477 self.electro_count = autocvar_g_balance_electro_secondary_count;
478 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
479 self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
484 else if (req == WR_PRECACHE)
486 precache_model ("models/weapons/g_electro.md3");
487 precache_model ("models/weapons/v_electro.md3");
488 precache_model ("models/weapons/h_electro.iqm");
489 precache_sound ("weapons/electro_bounce.wav");
490 precache_sound ("weapons/electro_fire.wav");
491 precache_sound ("weapons/electro_fire2.wav");
492 precache_sound ("weapons/electro_impact.wav");
493 precache_sound ("weapons/electro_impact_combo.wav");
494 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
495 if(autocvar_g_balance_electro_lightning)
497 precache_sound ("weapons/lgbeam_fire.wav");
500 else if (req == WR_SETUP)
502 weapon_setup(WEP_ELECTRO);
503 self.current_ammo = ammo_cells;
505 else if (req == WR_CHECKAMMO1)
507 if(autocvar_g_balance_electro_lightning)
509 if(!autocvar_g_balance_electro_primary_ammo)
512 ammo_amount = self.ammo_cells > 0;
513 ammo_amount += self.weapon_load[WEP_ELECTRO] > 0;
517 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
518 ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_primary_ammo;
522 else if (req == WR_CHECKAMMO2)
524 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
525 ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_secondary_ammo;
528 else if (req == WR_RESETPLAYER)
530 self.electro_secondarytime = time;
532 else if (req == WR_RELOAD)
534 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");
540 float w_electro(float req)
542 if(req == WR_IMPACTEFFECT)
545 org2 = w_org + w_backoff * 6;
546 if(w_deathtype & HITTYPE_SECONDARY)
548 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
550 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
554 if(w_deathtype & HITTYPE_BOUNCE)
556 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
557 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
559 sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
563 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
565 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
569 else if(req == WR_PRECACHE)
571 precache_sound("weapons/electro_impact.wav");
572 precache_sound("weapons/electro_impact_combo.wav");
574 else if (req == WR_SUICIDEMESSAGE)
576 if(w_deathtype & HITTYPE_SECONDARY)
577 w_deathtypestring = _("%s could not remember where they put plasma");
579 w_deathtypestring = _("%s played with plasma");
581 else if (req == WR_KILLMESSAGE)
583 if(w_deathtype & HITTYPE_SECONDARY)
585 if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
586 w_deathtypestring = _("%s just noticed %s's blue ball");
587 else // unchecked: BOUNCE
588 w_deathtypestring = _("%s got in touch with %s's blue ball");
592 if(w_deathtype & HITTYPE_BOUNCE) // combo
593 w_deathtypestring = _("%s felt the electrifying air of %s's combo");
594 else if(w_deathtype & HITTYPE_SPLASH)
595 w_deathtypestring = _("%s got too close to %s's blue beam");
597 w_deathtypestring = _("%s was blasted by %s's blue beam");