REGISTER_WEAPON(
/* WEP_##id */ ELECTRO,
/* function */ W_Electro,
-/* ammotype */ IT_CELLS,
+/* ammotype */ ammo_cells,
/* impulse */ 5,
/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
/* rating */ BOT_PICKUP_RATING_MID,
+/* color */ '0 0.5 1',
/* 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, animtime) \
- 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, spread) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, lifetime) \
- w_cvar(WEP_ELECTRO, electro, MO_PRI, comboradius) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncefactor) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncestop) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, count) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, damageforcescale) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, damagedbycontents) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, health) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, refire2) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_up) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_z) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_edgedamage) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_force) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_radius) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_speed) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_safeammocheck) \
- 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)
+#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro)
+#define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, PRI, comboradius) \
+ w_cvar(id, sn, PRI, midaircombo_explode) \
+ w_cvar(id, sn, PRI, midaircombo_interval) \
+ w_cvar(id, sn, PRI, midaircombo_radius) \
+ w_cvar(id, sn, SEC, bouncefactor) \
+ w_cvar(id, sn, SEC, bouncestop) \
+ w_cvar(id, sn, SEC, count) \
+ w_cvar(id, sn, SEC, damageforcescale) \
+ w_cvar(id, sn, SEC, damagedbycontents) \
+ w_cvar(id, sn, SEC, health) \
+ w_cvar(id, sn, SEC, refire2) \
+ w_cvar(id, sn, SEC, speed_up) \
+ w_cvar(id, sn, SEC, speed_z) \
+ w_cvar(id, sn, SEC, touchexplode) \
+ w_cvar(id, sn, NONE, combo_comboradius) \
+ w_cvar(id, sn, NONE, combo_comboradius_thruwall) \
+ w_cvar(id, sn, NONE, combo_damage) \
+ w_cvar(id, sn, NONE, combo_edgedamage) \
+ w_cvar(id, sn, NONE, combo_force) \
+ w_cvar(id, sn, NONE, combo_radius) \
+ w_cvar(id, sn, NONE, combo_speed) \
+ w_cvar(id, sn, NONE, combo_safeammocheck) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float electro_count;
.float electro_secondarytime;
-void W_Plasma_Explode_Combo(void);
+void W_Electro_ExplodeCombo(void);
#endif
#else
#ifdef SVQC
void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
-void W_Plasma_TriggerCombo(vector org, float rad, entity own)
+void W_Electro_TriggerCombo(vector org, float rad, entity own)
{
entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
while(e)
{
- if(e.classname == "plasma")
+ if(e.classname == "electro_orb")
{
- // change owner to whoever caused the combo explosion
- WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
-
- if(
- (trace_fraction == 1)
- ||
- (WEP_CVAR(electro, combo_comboradius_thruwall) >= vlen(e.WarpZone_findradius_dist))
- )
+ // do we allow thruwall triggering?
+ if(WEP_CVAR(electro, combo_comboradius_thruwall))
{
- 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) / WEP_CVAR(electro, combo_speed); // delay combo chains, looks cooler
+ // if distance is greater than thruwall distance, check to make sure it's not through a wall
+ if(vlen(e.WarpZone_findradius_dist) > WEP_CVAR(electro, combo_comboradius_thruwall))
+ {
+ WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
+ if(trace_fraction != 1)
+ {
+ // trigger is through a wall and outside of thruwall range, abort
+ e = e.chain;
+ continue;
+ }
+ }
}
+
+ // change owner to whoever caused the combo explosion
+ e.realowner = own;
+ e.takedamage = DAMAGE_NO;
+ e.classname = "electro_orb_chain";
+
+ // now set the next one to trigger as well
+ e.think = W_Electro_ExplodeCombo;
+
+ // delay combo chains, looks cooler
+ e.nextthink =
+ (
+ time
+ +
+ (WEP_CVAR(electro, combo_speed) ?
+ (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
+ :
+ 0
+ )
+ );
}
e = e.chain;
}
}
-void W_Plasma_Explode(void)
+void W_Electro_ExplodeCombo(void)
+{
+ W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
+
+ self.event_damage = func_null;
+
+ RadiusDamage(
+ self,
+ self.realowner,
+ WEP_CVAR(electro, combo_damage),
+ WEP_CVAR(electro, combo_edgedamage),
+ WEP_CVAR(electro, combo_radius),
+ world,
+ world,
+ WEP_CVAR(electro, combo_force),
+ WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
+ world
+ );
+
+ remove(self);
+}
+
+void W_Electro_Explode(void)
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
}
else
{
- W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
+ W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
RadiusDamage(
self,
self.realowner,
remove(self);
}
-void W_Plasma_Explode_Combo(void)
+void W_Electro_TouchExplode(void)
{
- W_Plasma_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
+ PROJECTILE_TOUCH;
+ W_Electro_Explode();
+}
- self.event_damage = func_null;
-
- RadiusDamage(
- self,
- self.realowner,
- WEP_CVAR(electro, combo_damage),
- WEP_CVAR(electro, combo_edgedamage),
- WEP_CVAR(electro, combo_radius),
- world,
- world,
- WEP_CVAR(electro, combo_force),
- WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
- world
- );
+void W_Electro_Bolt_Think()
+{
+ if(time >= self.ltime)
+ {
+ self.use();
+ return;
+ }
+
+ if(WEP_CVAR_PRI(electro, midaircombo_radius))
+ {
+ float found = 0;
+ entity e = WarpZone_FindRadius(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), TRUE);
+
+ // loop through nearby orbs and trigger them
+ while(e)
+ {
+ if(e.classname == "electro_orb")
+ {
+ // change owner to whoever caused the combo explosion
+ e.realowner = self.realowner;
+ e.takedamage = DAMAGE_NO;
+ e.classname = "electro_orb_chain";
+
+ // now set the next one to trigger as well
+ e.think = W_Electro_ExplodeCombo;
+
+ // delay combo chains, looks cooler
+ e.nextthink =
+ (
+ time
+ +
+ (WEP_CVAR(electro, combo_speed) ?
+ (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
+ :
+ 0
+ )
+ );
+
+ ++found;
+ }
+ e = e.chain;
+ }
+
+ // if we triggered an orb, should we explode? if not, lets try again next time
+ if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
+ { self.use(); }
+ else
+ { self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); }
+ }
+ else { self.nextthink = self.ltime; }
+}
+
+void W_Electro_Attack_Bolt(void)
+{
+ entity proj;
+
+ W_DecreaseAmmo(WEP_CVAR_PRI(electro, ammo));
+
+ W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(electro, damage));
+
+ pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ proj = spawn ();
+ proj.classname = "electro_bolt";
+ proj.owner = proj.realowner = self;
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
+ proj.use = W_Electro_Explode;
+ proj.think = W_Electro_Bolt_Think;
+ proj.nextthink = time;
+ proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
+ PROJECTILE_MAKETRIGGER(proj);
+ proj.projectiledeathtype = WEP_ELECTRO;
+ setorigin(proj, w_shotorg);
+
+ proj.movetype = MOVETYPE_FLY;
+ WEP_SPV_PRI(proj, electro);
+ proj.angles = vectoangles(proj.velocity);
+ proj.touch = W_Electro_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);
- remove (self);
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
-void W_Plasma_Touch(void)
+void W_Electro_Orb_Touch(void)
{
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM)
- { W_Plasma_Explode(); }
+ { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } }
else
{
//UpdateCSQCProjectile(self);
}
}
-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)
+void W_Electro_Orb_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");
+ // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
+ float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
return; // g_projectiles_damage says to halt
{
// change owner to whoever caused the combo explosion
self.realowner = inflictor.realowner;
- self.classname = "plasma_chain";
- self.think = W_Plasma_Explode_Combo;
+ self.classname = "electro_orb_chain";
+ self.think = W_Electro_ExplodeCombo;
self.nextthink = time +
(
// bound the length, inflictor may be in a galaxy far far away (warpzones)
}
else
{
- self.use = W_Plasma_Explode;
+ self.use = W_Electro_Explode;
self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
}
}
}
-void W_Electro_Attack_Bolt(void)
-{
- entity proj;
-
- W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
-
- W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(electro, 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 = WEP_CVAR_PRI(electro, damage);
- proj.use = W_Plasma_Explode;
- proj.think = adaptor_think2use_hittype_splash;
- proj.nextthink = time + WEP_CVAR_PRI(electro, lifetime);
- PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_ELECTRO;
- setorigin(proj, w_shotorg);
-
- proj.movetype = MOVETYPE_FLY;
- WEP_SETUPPROJVELOCITY_PRI(proj, electro);
- 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_Attack_Orbs(void)
+void W_Electro_Attack_Orb(void)
{
- W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
+ W_DecreaseAmmo(WEP_CVAR_SEC(electro, ammo));
W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, WEP_CVAR_SEC(electro, damage));
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
entity proj = spawn();
- proj.classname = "plasma";
+ proj.classname = "electro_orb";
proj.owner = proj.realowner = self;
- proj.use = W_Plasma_Explode;
+ proj.use = W_Electro_Explode;
proj.think = adaptor_think2use_hittype_splash;
proj.bot_dodge = TRUE;
proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
//proj.glow_size = 50;
//proj.glow_color = 45;
proj.movetype = MOVETYPE_BOUNCE;
- WEP_SETUPPROJVELOCITY_UP_SEC(proj, electro);
- proj.touch = W_Plasma_Touch;
+ WEP_SPV_UP_SEC(proj, electro);
+ proj.touch = W_Electro_Orb_Touch;
setsize(proj, '0 0 -4', '0 0 -4');
proj.takedamage = DAMAGE_YES;
proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
proj.health = WEP_CVAR_SEC(electro, health);
- proj.event_damage = W_Plasma_Damage;
+ proj.event_damage = W_Electro_Orb_Damage;
proj.flags = FL_PROJECTILE;
proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
if(self.BUTTON_ATCK2)
if(weapon_prepareattack(1, -1))
{
- W_Electro_Attack_Orbs();
+ W_Electro_Attack_Orb();
self.electro_count -= 1;
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
return;
}
+ // WEAPONTODO: when the player releases the button, cut down the length of refire2?
w_ready();
}
if(time >= self.electro_secondarytime)
if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
{
- W_Electro_Attack_Orbs();
+ W_Electro_Attack_Orb();
self.electro_count = WEP_CVAR_SEC(electro, count);
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
ELECTRO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
- case WR_SETUP:
- {
- self.current_ammo = ammo_cells;
- return TRUE;
- }
case WR_CHECKAMMO1:
{
- ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(electro, ammo);
+ ammo_amount = self.AMMO_VAL(WEP_ELECTRO) >= WEP_CVAR_PRI(electro, ammo);
ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
return ammo_amount;
}
{
if(WEP_CVAR(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 >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+ ammo_amount = self.AMMO_VAL(WEP_ELECTRO) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
}
else
{
- ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo);
+ ammo_amount = self.AMMO_VAL(WEP_ELECTRO) >= WEP_CVAR_SEC(electro, ammo);
ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
}
return ammo_amount;