#ifdef REGISTER_WEAPON
REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
#else
+#ifdef SVQC
.float electro_count;
.float electro_secondarytime;
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', 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", cvar("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.movetype = MOVETYPE_BOUNCE;
W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
proj.touch = W_Plasma_Touch;
- setsize(proj, '0 0 -3', '0 0 -3');
+ 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");
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
}
+.entity lgbeam, exteriorlgbeam;
+.float prevlgfire;
+void lgbeam_think()
+{
+ 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;
+ }
+
+ 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 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);
+
+ // 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") * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
+ W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
+ }
+
+ // draw effect
+ vector vecs, org;
+ if(self.owner.weaponentity.movedir_x > 0)
+ {
+ vecs = self.owner.weaponentity.movedir;
+ vecs_y = -vecs_y;
+ }
+ 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)
{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
- W_SetupShot (self, TRUE, 0, "weapons/crylink_fire2.wav", cvar("g_balance_electro_primary_damage"));
-
- traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_electro_primary_radius"), FALSE, self, ANTILAG_LATENCY(self));
+ // 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);
+ }
- te_lightning1(self, w_shotorg, trace_endpos);
+ entity beam, oldself;
+
+ self.lgbeam = beam = spawn();
+ 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");
+
+ oldself = self;
+ self = beam;
+ self.think();
+ self = oldself;
+}
- if (trace_fraction < 1)
- Damage(trace_ent, self, self, cvar("g_balance_electro_primary_damage"), WEP_ELECTRO | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_electro_primary_force") * w_shotdir);
+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)
}
.float bot_secondary_electromooth;
+.float BUTTON_ATCK_prev;
float w_electro(float req)
{
if (req == WR_AIM)
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
{
- if(cvar("g_balance_electro_lightning"))
- W_Electro_Attack3();
- else
- W_Electro_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
+ if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
+ {
+ if(cvar("g_balance_electro_lightning"))
+ {
+ if (self.BUTTON_ATCK_prev == 0)
+ {
+ W_Electro_Attack3();
+ }
+ self.BUTTON_ATCK_prev = 1;
+ }
+ else
+ {
+ W_Electro_Attack();
+ }
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
+ }
+ } else {
+ self.BUTTON_ATCK_prev = 0;
}
- if (self.BUTTON_ATCK2 && !cvar("g_balance_electro_lightning"))
+
+ if (self.BUTTON_ATCK2)
if (time >= self.electro_secondarytime)
if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
{
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);
else if (req == WR_CHECKAMMO1)
- return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+ {
+ if(cvar("g_balance_electro_lightning"))
+ return self.ammo_cells >= cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire");
+ else
+ return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+ }
else if (req == WR_CHECKAMMO2)
return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
+ else if (req == WR_RESETPLAYER)
+ {
+ self.electro_secondarytime = time;
+ }
+ return TRUE;
+};
+#endif
+#ifdef CSQC
+float w_electro(float req)
+{
+ if(req == 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, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_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, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
+ }
+ else
+ {
+ pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
+ }
+ }
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/electro_impact.wav");
+ precache_sound("weapons/electro_impact_combo.wav");
+ }
else if (req == WR_SUICIDEMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
w_deathtypestring = "was blasted by #'s blue beam";
}
}
- else if (req == WR_RESETPLAYER)
- {
- self.electro_secondarytime = time;
- }
return TRUE;
-};
+}
+#endif
#endif