#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ ELECTRO, /* function */ w_electro, /* ammotype */ IT_CELLS, /* impulse */ 5, /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, /* rating */ BOT_PICKUP_RATING_MID, /* model */ "electro", /* netname */ "electro", /* fullname */ _("Electro") ); #define ELECTRO_SETTINGS(w_cvar,w_prop) \ w_cvar(WEP_ELECTRO, electro, MO_BOTH, ammo) \ w_cvar(WEP_ELECTRO, electro, MO_BOTH, damage) \ w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \ w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \ w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \ w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \ w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \ w_cvar(WEP_ELECTRO, electro, MO_BOTH, damageforcescale) \ w_cvar(WEP_ELECTRO, electro, MO_BOTH, health) \ w_cvar(WEP_ELECTRO, electro, MO_PRI, lifetime) \ w_cvar(WEP_ELECTRO, electro, MO_NONE, secondary) \ w_cvar(WEP_ELECTRO, electro, MO_SEC, spread) \ w_cvar(WEP_ELECTRO, electro, MO_SEC, lifetime_min) \ w_cvar(WEP_ELECTRO, electro, MO_SEC, lifetime_rand) \ w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \ w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \ w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \ w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop) #ifdef SVQC //ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) var float autocvar_g_balance_electro_combo_comboradius_thruwall = 200; #endif #else #ifdef SVQC void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); } .float electro_count; .float electro_secondarytime; void W_Plasma_Explode_Combo(void); void W_Plasma_TriggerCombo(vector org, float rad, entity own) { entity e = WarpZone_FindRadius(org, rad, !autocvar_g_balance_electro_combo_comboradius_thruwall); while(e) { if(e.classname == "plasma") { // change owner to whoever caused the combo explosion WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e); if( (trace_fraction == 1) || (autocvar_g_balance_electro_combo_comboradius_thruwall >= vlen(e.WarpZone_findradius_dist)) ) { e.realowner = own; e.takedamage = DAMAGE_NO; e.classname = "plasma_chain"; e.think = W_Plasma_Explode_Combo; e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler } } e = e.chain; } } void W_Plasma_Explode(void) { if(other.takedamage == DAMAGE_AIM) if(IS_PLAYER(other)) if(DIFF_TEAM(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); self.event_damage = func_null; self.takedamage = DAMAGE_NO; if(self.movetype == MOVETYPE_BOUNCE) { RadiusDamage( self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other ); } else { W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner); RadiusDamage( self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other ); } remove(self); } void W_Plasma_Explode_Combo(void) { W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner); self.event_damage = func_null; RadiusDamage( self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce world ); remove (self); } void W_Plasma_Touch(void) { PROJECTILE_TOUCH; if(other.takedamage == DAMAGE_AIM) { W_Plasma_Explode(); } else { //UpdateCSQCProjectile(self); spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM); self.projectiledeathtype |= HITTYPE_BOUNCE; } } void W_Plasma_TouchExplode(void) { PROJECTILE_TOUCH; W_Plasma_Explode(); } void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.health <= 0) return; // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim"); if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1))) return; // g_projectiles_damage says to halt self.health = self.health - damage; if(self.health <= 0) { self.takedamage = DAMAGE_NO; self.nextthink = time; if(is_combo) { // change owner to whoever caused the combo explosion self.realowner = inflictor.realowner; self.classname = "plasma_chain"; self.think = W_Plasma_Explode_Combo; self.nextthink = time + ( // bound the length, inflictor may be in a galaxy far far away (warpzones) min( autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin) ) / // delay combo chains, looks cooler autocvar_g_balance_electro_combo_speed ); } else { self.use = W_Plasma_Explode; self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately" } } } void W_Electro_Attack() { entity proj; W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo); W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, autocvar_g_balance_electro_primary_damage); pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); proj = spawn (); proj.classname = "plasma_prim"; proj.owner = proj.realowner = self; proj.bot_dodge = TRUE; proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage; proj.use = W_Plasma_Explode; proj.think = adaptor_think2use_hittype_splash; proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO; setorigin(proj, w_shotorg); proj.movetype = MOVETYPE_FLY; W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary); proj.angles = vectoangles(proj.velocity); proj.touch = W_Plasma_TouchExplode; setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE); other = proj; MUTATOR_CALLHOOK(EditProjectile); } void W_Electro_Attack2() { W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo); W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_g_balance_electro_secondary_damage); w_shotdir = v_forward; // no TrueAim for grenades please pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); entity proj = spawn(); proj.classname = "plasma"; proj.owner = proj.realowner = self; proj.use = W_Plasma_Explode; proj.think = adaptor_think2use_hittype_splash; proj.bot_dodge = TRUE; proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage; proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY; setorigin(proj, w_shotorg); //proj.glow_size = 50; //proj.glow_color = 45; proj.movetype = MOVETYPE_BOUNCE; W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary); proj.touch = W_Plasma_Touch; setsize(proj, '0 0 -4', '0 0 -4'); proj.takedamage = DAMAGE_YES; proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale; proj.health = autocvar_g_balance_electro_secondary_health; proj.event_damage = W_Plasma_Damage; proj.flags = FL_PROJECTILE; proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents); proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor; proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop; proj.missile_flags = MIF_SPLASH | MIF_ARC; #if 0 entity p2; p2 = spawn(); copyentity(proj, p2); setmodel(p2, "models/ebomb.mdl"); setsize(p2, proj.mins, proj.maxs); #endif CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound other = proj; MUTATOR_CALLHOOK(EditProjectile); } void w_electro_checkattack() { if(self.electro_count > 1) if(self.BUTTON_ATCK2) if(weapon_prepareattack(1, -1)) { W_Electro_Attack2(); self.electro_count -= 1; weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack); return; } w_ready(); } .float bot_secondary_electromooth; float w_electro(float req) { float ammo_amount; switch(req) { case WR_AIM: { self.BUTTON_ATCK=FALSE; self.BUTTON_ATCK2=FALSE; if(vlen(self.origin-self.enemy.origin) > 1000) self.bot_secondary_electromooth = 0; if(self.bot_secondary_electromooth == 0) { float shoot; if(autocvar_g_balance_electro_primary_speed) shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE); else shoot = bot_aim(1000000, 0, 0.001, FALSE); if(shoot) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_electromooth = 1; } } else { if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_mortar_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO { self.BUTTON_ATCK2 = TRUE; if(random() < 0.03) self.bot_secondary_electromooth = 0; } } return TRUE; } case WR_THINK: { if(autocvar_g_balance_electro_reload_ammo) // forced reload { ammo_amount = 0; if(self.clip_load >= autocvar_g_balance_electro_primary_ammo) ammo_amount = 1; if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo) ammo_amount += 1; if(!ammo_amount) { WEP_ACTION(self.weapon, WR_RELOAD); return FALSE; } return TRUE; } if (self.BUTTON_ATCK) { if(weapon_prepareattack(0, autocvar_g_balance_electro_primary_refire)) { W_Electro_Attack(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready); } } else if(self.BUTTON_ATCK2) { if (time >= self.electro_secondarytime) if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire)) { W_Electro_Attack2(); self.electro_count = autocvar_g_balance_electro_secondary_count; weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack); self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor(); } } return TRUE; } case WR_INIT: { precache_model ("models/weapons/g_electro.md3"); precache_model ("models/weapons/v_electro.md3"); precache_model ("models/weapons/h_electro.iqm"); precache_sound ("weapons/electro_bounce.wav"); precache_sound ("weapons/electro_fire.wav"); precache_sound ("weapons/electro_fire2.wav"); precache_sound ("weapons/electro_impact.wav"); precache_sound ("weapons/electro_impact_combo.wav"); return TRUE; } case WR_SETUP: { self.current_ammo = ammo_cells; return TRUE; } case WR_CHECKAMMO1: { ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo; ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo; return ammo_amount; } case WR_CHECKAMMO2: { if(autocvar_g_balance_electro_combo_safeammocheck) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false. { ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo; ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo; } else { ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo; ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo; } return ammo_amount; } case WR_RESETPLAYER: { self.electro_secondarytime = time; return TRUE; } case WR_RELOAD: { W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_ELECTRO_SUICIDE_ORBS; else return WEAPON_ELECTRO_SUICIDE_BOLT; } case WR_KILLMESSAGE: { if(w_deathtype & HITTYPE_SECONDARY) { return WEAPON_ELECTRO_MURDER_ORBS; } else { if(w_deathtype & HITTYPE_BOUNCE) return WEAPON_ELECTRO_MURDER_COMBO; else return WEAPON_ELECTRO_MURDER_BOLT; } } } return TRUE; } #endif #ifdef CSQC float w_electro(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 6; if(w_deathtype & HITTYPE_SECONDARY) { pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM); } else { if(w_deathtype & HITTYPE_BOUNCE) { // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM); } else { pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM); } } return TRUE; } case WR_INIT: { precache_sound("weapons/electro_impact.wav"); precache_sound("weapons/electro_impact_combo.wav"); return TRUE; } } return TRUE; } #endif #endif