}
.entity lgbeam, exteriorlgbeam;
-.float nextdamagethink;
+.float prevlgfire;
void lgbeam_think()
{
- if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.BUTTON_ATCK == 0)
+ self.owner.prevlgfire = time;
+ if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK)
{
remove(self);
return;
vector angle;
angle = v_forward;
- vector force;
- force = angle * cvar("g_balance_electro_primary_force");
-
traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
- self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
-}
-
-// execute each frame to update the beam visuals, but only apply damage at intervals of "refire" to prevent massive hitsound spam
-void exteriorlgbeam_think()
-{
- if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.exteriorlgbeam || self.owner.BUTTON_ATCK == 0)
- {
- sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM);
- remove(self);
- return;
- }
+ if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
- if (time - self.shot_spread + random() * 0.2 > 0)
+ // apply the damage
+ if(trace_fraction < 1)
{
- self.shot_spread = time + 2;
- sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM);
+ vector force;
+ force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
+ Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
+ W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
}
- self.nextthink = time;
-
- makevectors(self.owner.v_angle);
- vector angle;
- angle = v_forward;
-
- traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
-
- if(self.nextdamagethink <= time)
+ // draw effect
+ vector vecs, org;
+ if(self.owner.weaponentity.movedir_x > 0)
{
- if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
- self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire"));
-
- // apply the damage
- if(trace_fraction < 1)
- {
- vector force;
- force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
- Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * cvar("g_balance_electro_primary_refire"), WEP_ELECTRO, trace_endpos, force * cvar("g_balance_electro_primary_refire"));
- W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
- }
- self.nextdamagethink = time + cvar("g_balance_electro_primary_refire");
+ vecs = self.owner.weaponentity.movedir;
+ vecs_y = -vecs_y;
}
-
- self.angles = '0 0 0';
- self.scale = vlen(gettaginfo(self, 0) - trace_endpos) / 256 * (0.75 + 0.75 * random());
-
- // v_forward, v_right, v_up now are the ACTUAL directions
- // express self.angles in terms of them to aim at target!
- self.angles = vectoangles('1 0 0' * (angle * v_forward) + '0 -1 0' * (angle * v_right) + '0 0 1' * (angle * v_up));
+ else
+ vecs = '0 0 0';
+ org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z;
+
+ // TODO turn into a csqc entity
+ WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+ WriteByte(MSG_BROADCAST, TE_CSQC_BEAM);
+ WriteByte(MSG_BROADCAST, num_for_edict(self.owner));
+ WriteByte(MSG_BROADCAST, sound_allowed(MSG_BROADCAST, self.owner) ? 1 : 2);
+ WriteCoord(MSG_BROADCAST, trace_endpos_x);
+ WriteCoord(MSG_BROADCAST, trace_endpos_y);
+ WriteCoord(MSG_BROADCAST, trace_endpos_z);
+ WriteCoord(MSG_BROADCAST, org_x);
+ WriteCoord(MSG_BROADCAST, org_y);
+ WriteCoord(MSG_BROADCAST, org_z);
}
// experimental lightning gun
void W_Electro_Attack3 (void)
{
+ // 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();
- setmodel(beam,"models/turrets/phaser_beam.md3");
- beam.effects = EF_LOWPRECISION;
beam.solid = SOLID_NOT;
beam.think = lgbeam_think;
beam.owner = self;
beam.movetype = MOVETYPE_NONE;
- if(gettagindex(self.weaponentity, "shot"))
- setattachment(beam, self.weaponentity, "shot");
- else
- setattachment(beam, self.weaponentity, "tag_shot");
-
- oldself = self;
- self = beam;
- self.think();
- self = oldself;
-
- self.exteriorlgbeam = beam = spawn();
- setmodel(beam,"models/turrets/phaser_beam.md3");
- beam.effects = EF_LOWPRECISION;
- beam.solid = SOLID_NOT;
- beam.think = exteriorlgbeam_think;
- beam.owner = self;
- beam.movetype = MOVETYPE_NONE;
- //beam.viewmodelforclient = self;
- if(self.weaponentity.oldorigin_x > 0)
- {
- setattachment(beam, self.exteriorweaponentity, "");
- setorigin(beam, self.weaponentity.oldorigin);
- }
- else
- {
- if(gettagindex(self.exteriorweaponentity, "shot"))
- setattachment(beam, self.exteriorweaponentity, "shot");
- else
- setattachment(beam, self.exteriorweaponentity, "tag_shot");
- }
-
beam.shot_spread = 0;
beam.bot_dodge = TRUE;
beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
self = oldself;
}
+void ElectroInit()
+{
+ weapon_action(WEP_ELECTRO, WR_PRECACHE);
+ electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
+ electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
+ electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
+ electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
+}
+
void spawnfunc_weapon_electro (void)
{
weapon_defaultspawnfunc(WEP_ELECTRO);
precache_sound ("weapons/electro_impact.wav");
precache_sound ("weapons/electro_impact_combo.wav");
if(cvar("g_balance_electro_lightning"))
- precache_sound ("weapons/crylink_fire2.wav");
+ {
+ precache_sound ("weapons/lgbeam_fire.wav");
+ }
}
else if (req == WR_SETUP)
weapon_setup(WEP_ELECTRO);