W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
this.event_damage = func_null;
+ this.velocity = this.movedir; // particle fx and decals need .velocity
RadiusDamage(
this,
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
+ this.velocity = this.movedir; // particle fx and decals need .velocity
if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
{
}
-void sys_phys_update_single(entity this);
+//void sys_phys_update_single(entity this);
void W_Electro_Bolt_Think(entity this)
{
// proj.com_phys_vel = proj.velocity;
}
+void W_Electro_Orb_Follow_Think(entity this)
+{
+ if (time > this.death_time)
+ {
+ adaptor_think2use_hittype_splash(this);
+ return;
+ }
+ if (this.move_movetype == MOVETYPE_FOLLOW)
+ {
+ int lost = LostMovetypeFollow(this);
+ if (lost == 2)
+ {
+ // FIXME if player disconnected, it isn't possible to drop the orb at player's origin
+ // see comment in LostMovetypeFollow implementation
+ delete(this);
+ return;
+ }
+ if (lost)
+ {
+ // drop the orb at the corpse's location
+ PROJECTILE_MAKETRIGGER(this);
+ set_movetype(this, MOVETYPE_TOSS);
+
+ setthink(this, adaptor_think2use_hittype_splash);
+ this.nextthink = this.death_time;
+ return;
+ }
+ }
+ this.nextthink = time;
+}
+
void W_Electro_Orb_Stick(entity this, entity to)
{
entity newproj = spawn();
newproj.owner = this.owner;
newproj.realowner = this.realowner;
- setsize(newproj, this.mins, this.maxs);
setorigin(newproj, this.origin);
setmodel(newproj, MDL_PROJECTILE_ELECTRO);
+ setsize(newproj, this.mins, this.maxs);
newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
+ newproj.traileffectnum = _particleeffectnum(EFFECT_TR_NEXUIZPLASMA.eent_eff_name);
+
+ newproj.movedir = -trace_plane_normal;
newproj.takedamage = this.takedamage;
newproj.damageforcescale = this.damageforcescale;
newproj.weaponentity_fld = this.weaponentity_fld;
settouch(newproj, func_null);
- setthink(newproj, getthink(this));
- newproj.nextthink = this.nextthink;
+ if(WEP_CVAR_SEC(electro, stick_lifetime) > 0){
+ newproj.death_time = time + WEP_CVAR_SEC(electro, stick_lifetime);
+ }else{
+ newproj.death_time = this.death_time;
+ }
newproj.use = this.use;
newproj.flags = this.flags;
IL_PUSH(g_projectiles, newproj);
delete(this);
if(to)
+ {
SetMovetypeFollow(newproj, to);
+
+ setthink(newproj, W_Electro_Orb_Follow_Think);
+ newproj.nextthink = time;
+ }
+ else
+ {
+ setthink(newproj, adaptor_think2use_hittype_splash);
+ newproj.nextthink = newproj.death_time;
+ }
}
void W_Electro_Orb_Touch(entity this, entity toucher)
spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
this.projectiledeathtype |= HITTYPE_BOUNCE;
- if(WEP_CVAR_SEC(electro, stick))
- W_Electro_Orb_Stick(this, toucher);
+ if(WEP_CVAR_SEC(electro, stick)){
+ if(WEP_CVAR_SEC(electro, stick_lifetime) == 0){
+ W_Electro_Explode(this, toucher);
+ } else {
+ W_Electro_Orb_Stick(this, toucher);
+ }
+ }
}
}
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
+ proj.death_time = time + WEP_CVAR_SEC(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
proj.weaponentity_fld = weaponentity;
{
W_Electro_Attack_Orb(thiswep, actor, weaponentity);
actor.(weaponentity).electro_count -= 1;
+ actor.(weaponentity).electro_secondarytime = time;
weapon_thinkf(actor, weaponentity, 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(thiswep, actor, weaponentity, fire);
}
if(fire & 1)
{
+ if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor))
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
{
- W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+ W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
}
else if(fire & 2)
{
- if(time >= actor.(weaponentity).electro_secondarytime)
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
+ if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(electro, refire) * W_WeaponRateFactor(actor))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
{
W_Electro_Attack_Orb(thiswep, actor, weaponentity);
actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count);
+ actor.(weaponentity).electro_secondarytime = time;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
- actor.(weaponentity).electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
}
}
}
}
return ammo_amount;
}
-METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
-{
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- actor.(weaponentity).electro_secondarytime = time;
- }
-}
METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);