e.takedamage = DAMAGE_NO;
e.classname = "plasma_chain";
e.think = W_Plasma_Explode_Combo;
- e.nextthink = time + vlen(e.WarpZone_findradius_dist) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
+ e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
}
e = e.chain;
}
self.takedamage = DAMAGE_NO;
if (self.movetype == MOVETYPE_BOUNCE)
{
- 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);
+ RadiusDamage (self, self.owner, 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);
}
else
{
- W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner);
- 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);
+ W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.owner);
+ RadiusDamage (self, self.owner, 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);
}
remove (self);
void W_Plasma_Explode_Combo (void)
{
- W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner);
+ W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.owner);
self.event_damage = SUB_Null;
- 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
+ RadiusDamage (self, self.owner, 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
remove (self);
}
void W_Plasma_Touch (void)
{
+ //self.velocity = self.velocity * 0.1;
+
PROJECTILE_TOUCH;
if (other.takedamage == DAMAGE_AIM) {
W_Plasma_Explode ();
} else {
+ //UpdateCSQCProjectile(self);
spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
self.projectiledeathtype |= HITTYPE_BOUNCE;
}
self.owner = inflictor.owner;
self.classname = "plasma_chain";
self.think = W_Plasma_Explode_Combo;
- 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
+ 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
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
}
else
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage);
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj.classname = "plasma_prim";
proj.owner = self;
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
+ proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
proj.use = W_Plasma_Explode;
proj.think = adaptor_think2use_hittype_splash;
- proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
+ proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO;
setorigin(proj, w_shotorg);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_primary_ammo;
proj.movetype = MOVETYPE_FLY;
W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
proj.angles = vectoangles(proj.velocity);
//sounds bad
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
void W_Electro_Attack2()
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
+ W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, 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);
proj.use = W_Plasma_Explode;
proj.think = adaptor_think2use_hittype_splash;
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
- proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
+ 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);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_secondary_ammo;
//proj.glow_size = 50;
//proj.glow_color = 45;
proj.movetype = MOVETYPE_BOUNCE;
proj.touch = W_Plasma_Touch;
setsize(proj, '0 0 -4', '0 0 -4');
proj.takedamage = DAMAGE_YES;
- proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
- proj.health = cvar("g_balance_electro_secondary_health");
+ 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.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
+ proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
+
#if 0
entity p2;
p2 = spawn();
#endif
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
-}
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+ }
.vector hook_start, hook_end;
float lgbeam_send(entity to, float sf)
if(sf & 1)
{
WriteByte(MSG_ENTITY, num_for_edict(self.owner));
- WriteCoord(MSG_ENTITY, cvar("g_balance_electro_primary_range"));
+ WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
}
if(sf & 2)
{
remove(self);
return;
}
- if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK)
+ if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || (g_freezetag && self.owner.freezetag_frozen))
{
if(self == self.owner.lgbeam)
self.owner.lgbeam = world;
dt = frametime;
if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
{
- if(cvar("g_balance_electro_primary_ammo"))
- dt = min(frametime, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo"));
- self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
+ if(autocvar_g_balance_electro_primary_ammo)
+ {
+ dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
+ self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+ }
}
- W_SetupShot_Range(self.owner, TRUE, 0, "", cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_primary_range"));
+ W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
// apply the damage
if(trace_ent)
{
vector force;
- force = w_shotdir * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
+ force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
- f = ExponentialFalloff(cvar("g_balance_electro_primary_falloff_mindist"), cvar("g_balance_electro_primary_falloff_maxdist"), cvar("g_balance_electro_primary_falloff_halflifedist"), vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
+ 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));
- Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
- Damage_RecordDamage(self.owner, WEP_ELECTRO, cvar("g_balance_electro_primary_damage") * dt * f);
+ if(accuracy_isgooddamage(self.owner, trace_ent))
+ accuracy_add(self.owner, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
+ Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
}
- W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
+ W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, self.owner);
// draw effect
if(w_shotorg != self.hook_start)
{
// only play fire sound if 0.5 sec has passed since player let go the fire button
if(time - self.prevlgfire > 0.5)
- {
sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
- }
entity beam, oldself;
self.lgbeam = beam = spawn();
+ beam.classname = "lgbeam";
beam.solid = SOLID_NOT;
beam.think = lgbeam_think;
beam.owner = self;
beam.movetype = MOVETYPE_NONE;
beam.shot_spread = 0;
beam.bot_dodge = TRUE;
- beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
+ beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
oldself = self;
{
W_Electro_Attack2();
self.electro_count -= 1;
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
return;
}
self.bot_secondary_electromooth = 0;
if(self.bot_secondary_electromooth == 0)
{
- if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
+ 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(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
+ if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
{
self.BUTTON_ATCK2 = TRUE;
if(random() < 0.03) self.bot_secondary_electromooth = 0;
{
if (self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, (cvar("g_balance_electro_lightning") ? 0 : cvar("g_balance_electro_primary_refire"))))
+ if(autocvar_g_balance_electro_lightning)
+ if(self.BUTTON_ATCK_prev)
+ {
+ // prolong the animtime while the gun is being fired
+ if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+ weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready);
+ else
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+ }
+ if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
{
- if(cvar("g_balance_electro_lightning"))
+ if(autocvar_g_balance_electro_lightning)
{
if ((!self.lgbeam) || wasfreed(self.lgbeam))
{
W_Electro_Attack3();
}
- self.BUTTON_ATCK_prev = 1;
+ if(!self.BUTTON_ATCK_prev)
+ {
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+ self.BUTTON_ATCK_prev = 1;
+ }
}
else
{
W_Electro_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
}
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
}
} else {
- if(cvar("g_balance_electro_lightning"))
+ if(autocvar_g_balance_electro_lightning)
{
if (self.BUTTON_ATCK_prev != 0)
{
- ATTACK_FINISHED(self) = time + cvar("g_balance_electro_primary_refire") * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
}
self.BUTTON_ATCK_prev = 0;
}
if (self.BUTTON_ATCK2)
if (time >= self.electro_secondarytime)
- if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
+ if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
{
W_Electro_Attack2();
- self.electro_count = cvar("g_balance_electro_secondary_count");
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
- self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
+ 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();
}
}
else if (req == WR_PRECACHE)
precache_sound ("weapons/electro_fire2.wav");
precache_sound ("weapons/electro_impact.wav");
precache_sound ("weapons/electro_impact_combo.wav");
- if(cvar("g_balance_electro_lightning"))
+ if(autocvar_g_balance_electro_lightning)
{
precache_sound ("weapons/lgbeam_fire.wav");
}
weapon_setup(WEP_ELECTRO);
else if (req == WR_CHECKAMMO1)
{
- if(cvar("g_balance_electro_lightning"))
- return !cvar("g_balance_electro_primary_ammo") || (self.ammo_cells > 0);
+ if(autocvar_g_balance_electro_lightning)
+ return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
else
- return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
}
else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
else if (req == WR_RESETPLAYER)
{
self.electro_secondarytime = time;