set g_balance_electro_reload_ammo 0 //default: 20
set g_balance_electro_reload_time 2
// }}}
+// {{{ lightning
+set g_balance_lightning_primary_ammo 5
+set g_balance_lightning_primary_animtime 0.2
+set g_balance_lightning_primary_damage 100
+set g_balance_lightning_primary_edgedamage 0
+set g_balance_lightning_primary_falloff_mindist 0
+set g_balance_lightning_primary_falloff_maxdist 0
+set g_balance_lightning_primary_falloff_halflifedist 0
+set g_balance_lightning_primary_force 425
+set g_balance_lightning_primary_lifetime 0
+set g_balance_lightning_primary_radius 850
+set g_balance_lightning_primary_range 800
+set g_balance_lightning_primary_refire 0.4
+set g_balance_lightning_primary_speed 0
+set g_balance_lightning_primary_spread 0
+set g_balance_lightning_secondary_ammo 5
+set g_balance_lightning_secondary_animtime 0.5
+set g_balance_lightning_secondary_damage 100
+set g_balance_lightning_secondary_damageforcescale 4
+set g_balance_lightning_secondary_edgedamage 80
+set g_balance_lightning_secondary_flyingdamage 1
+set g_balance_lightning_secondary_flyingforce -80
+set g_balance_lightning_secondary_flyingradius 200
+set g_balance_lightning_secondary_force -200
+set g_balance_lightning_secondary_health 1
+set g_balance_lightning_secondary_lifetime 30
+set g_balance_lightning_secondary_radius 300
+set g_balance_lightning_secondary_refire 5
+set g_balance_lightning_secondary_speed 600
+// }}}
// {{{ crylink
set g_balance_crylink_primary_damage 18
set g_balance_crylink_primary_edgedamage 0
set g_balance_electro_reload_ammo 0 //default: 20
set g_balance_electro_reload_time 2
// }}}
+// {{{ lightning
+set g_balance_lightning_primary_ammo 5
+set g_balance_lightning_primary_animtime 0.2
+set g_balance_lightning_primary_damage 100
+set g_balance_lightning_primary_edgedamage 0
+set g_balance_lightning_primary_falloff_mindist 0
+set g_balance_lightning_primary_falloff_maxdist 0
+set g_balance_lightning_primary_falloff_halflifedist 0
+set g_balance_lightning_primary_force 425
+set g_balance_lightning_primary_lifetime 0
+set g_balance_lightning_primary_radius 850
+set g_balance_lightning_primary_range 800
+set g_balance_lightning_primary_refire 0.4
+set g_balance_lightning_primary_speed 0
+set g_balance_lightning_primary_spread 0
+set g_balance_lightning_secondary_ammo 5
+set g_balance_lightning_secondary_animtime 0.5
+set g_balance_lightning_secondary_damage 100
+set g_balance_lightning_secondary_damageforcescale 4
+set g_balance_lightning_secondary_edgedamage 80
+set g_balance_lightning_secondary_flyingdamage 1
+set g_balance_lightning_secondary_flyingforce -80
+set g_balance_lightning_secondary_flyingradius 200
+set g_balance_lightning_secondary_force -200
+set g_balance_lightning_secondary_health 1
+set g_balance_lightning_secondary_lifetime 30
+set g_balance_lightning_secondary_radius 300
+set g_balance_lightning_secondary_refire 5
+set g_balance_lightning_secondary_speed 600
+// }}}
// {{{ crylink
set g_balance_crylink_primary_damage 7 // LOG: 10 -> 7
set g_balance_crylink_primary_edgedamage 4 // LOG: 6 -> 4
set g_balance_electro_reload_ammo 0 //default: 20
set g_balance_electro_reload_time 2
// }}}
+// {{{ lightning
+set g_balance_lightning_primary_ammo 5
+set g_balance_lightning_primary_animtime 0.2
+set g_balance_lightning_primary_damage 100
+set g_balance_lightning_primary_edgedamage 0
+set g_balance_lightning_primary_falloff_mindist 0
+set g_balance_lightning_primary_falloff_maxdist 0
+set g_balance_lightning_primary_falloff_halflifedist 0
+set g_balance_lightning_primary_force 425
+set g_balance_lightning_primary_lifetime 0
+set g_balance_lightning_primary_radius 850
+set g_balance_lightning_primary_range 800
+set g_balance_lightning_primary_refire 0.4
+set g_balance_lightning_primary_speed 0
+set g_balance_lightning_primary_spread 0
+set g_balance_lightning_secondary_ammo 5
+set g_balance_lightning_secondary_animtime 0.5
+set g_balance_lightning_secondary_damage 100
+set g_balance_lightning_secondary_damageforcescale 4
+set g_balance_lightning_secondary_edgedamage 80
+set g_balance_lightning_secondary_flyingdamage 1
+set g_balance_lightning_secondary_flyingforce -80
+set g_balance_lightning_secondary_flyingradius 200
+set g_balance_lightning_secondary_force -200
+set g_balance_lightning_secondary_health 1
+set g_balance_lightning_secondary_lifetime 30
+set g_balance_lightning_secondary_radius 300
+set g_balance_lightning_secondary_refire 5
+set g_balance_lightning_secondary_speed 600
+// }}}
// {{{ crylink
set g_balance_crylink_primary_damage 12
set g_balance_crylink_primary_edgedamage 6
set g_balance_electro_reload_ammo 0 //default: 20
set g_balance_electro_reload_time 2
// }}}
+// {{{ lightning
+set g_balance_lightning_primary_ammo 5
+set g_balance_lightning_primary_animtime 0.2
+set g_balance_lightning_primary_damage 100
+set g_balance_lightning_primary_edgedamage 0
+set g_balance_lightning_primary_falloff_mindist 0
+set g_balance_lightning_primary_falloff_maxdist 0
+set g_balance_lightning_primary_falloff_halflifedist 0
+set g_balance_lightning_primary_force 425
+set g_balance_lightning_primary_lifetime 0
+set g_balance_lightning_primary_radius 850
+set g_balance_lightning_primary_range 800
+set g_balance_lightning_primary_refire 0.4
+set g_balance_lightning_primary_speed 0
+set g_balance_lightning_primary_spread 0
+set g_balance_lightning_secondary_ammo 5
+set g_balance_lightning_secondary_animtime 0.5
+set g_balance_lightning_secondary_damage 100
+set g_balance_lightning_secondary_damageforcescale 4
+set g_balance_lightning_secondary_edgedamage 80
+set g_balance_lightning_secondary_flyingdamage 1
+set g_balance_lightning_secondary_flyingforce -80
+set g_balance_lightning_secondary_flyingradius 200
+set g_balance_lightning_secondary_force -200
+set g_balance_lightning_secondary_health 1
+set g_balance_lightning_secondary_lifetime 30
+set g_balance_lightning_secondary_radius 300
+set g_balance_lightning_secondary_refire 5
+set g_balance_lightning_secondary_speed 600
+// }}}
// {{{ crylink
set g_balance_crylink_primary_damage 12
set g_balance_crylink_primary_edgedamage 6
--- /dev/null
+1 8 20 0 // fire
+9 5 20 0 // fire2
+15 200 20 1 // idle
+215 40 20 0 // reload
float ClientProgsDB;
vector hook_shotorigin[4];
vector electro_shotorigin[4];
+vector lightning_shotorigin[4];
vector gauntlet_shotorigin[4];
#ifdef BLURTEST
case ENT_CLIENT_WARPZONE_TELEPORTED: WarpZone_Teleported_Read(bIsNewEntity); break;
case ENT_CLIENT_TRIGGER_MUSIC: Ent_ReadTriggerMusic(); break;
case ENT_CLIENT_HOOK: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_HOOK); break;
- case ENT_CLIENT_LGBEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_LGBEAM); break;
+ case ENT_CLIENT_ELECTRO_BEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_ELECTRO_BEAM); break;
+ case ENT_CLIENT_LIGHTNING_BEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_LIGHTNING_BEAM); break;
case ENT_CLIENT_GAUNTLET: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_GAUNTLET); break;
case ENT_CLIENT_ACCURACY: Ent_ReadAccuracy(); break;
case ENT_CLIENT_AUXILIARYXHAIR: Net_AuXair2(bIsNewEntity); break;
electro_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
electro_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
electro_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
+ lightning_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
+ lightning_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
+ lightning_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
+ lightning_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
gauntlet_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
gauntlet_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
gauntlet_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
case ENT_CLIENT_HOOK:
vs = hook_shotorigin[s];
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
vs = electro_shotorigin[s];
break;
+ case ENT_CLIENT_LIGHTNING_BEAM:
+ vs = lightning_shotorigin[s];
+ break;
case ENT_CLIENT_GAUNTLET:
vs = gauntlet_shotorigin[s];
break;
a = view_origin + view_forward * vs_x + view_right * -vs_y + view_up * vs_z;
b = self.origin;
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
+ case ENT_CLIENT_LIGHTNING_BEAM:
case ENT_CLIENT_GAUNTLET:
if(self.HookRange)
b = view_origin + view_forward * self.HookRange;
a = self.velocity;
b = self.origin;
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
+ case ENT_CLIENT_LIGHTNING_BEAM:
case ENT_CLIENT_GAUNTLET:
a = self.origin;
b = self.velocity;
rgb = '.3 1 .3';
}
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
+ intensity = bound(0.2, 1 + Noise_Pink(self, frametime) * 1 + Noise_Burst(self, frametime, 0.03) * 0.3, 2);
+ offset = Noise_Brown(self, frametime) * 10;
+ tex = "particles/lgbeam";
+ rgb = '1 1 1';
+ break;
+ case ENT_CLIENT_LIGHTNING_BEAM: // todo
intensity = bound(0.2, 1 + Noise_Pink(self, frametime) * 1 + Noise_Burst(self, frametime, 0.03) * 0.3, 2);
offset = Noise_Brown(self, frametime) * 10;
tex = "particles/lgbeam";
self.drawmask = 0;
}
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
+ case ENT_CLIENT_LIGHTNING_BEAM:
case ENT_CLIENT_GAUNTLET:
setorigin(self, a); // beam origin!
break;
default:
case ENT_CLIENT_HOOK:
break;
- case ENT_CLIENT_LGBEAM:
- pointparticles(particleeffectnum("electro_lightning"), trace_endpos, normalize(atrans - trace_endpos), frametime * intensity);
+ case ENT_CLIENT_ELECTRO_BEAM:
+ pointparticles(particleeffectnum("electro_lightning"), trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
+ break;
+ case ENT_CLIENT_LIGHTNING_BEAM:
+ pointparticles(particleeffectnum("electro_lightning"), trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
break;
case ENT_CLIENT_GAUNTLET:
pointparticles(particleeffectnum("gauntlet_lightning"), b, normalize(a - b), frametime * intensity);
case ENT_CLIENT_GAUNTLET:
self.HookRange = 0;
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
+ case ENT_CLIENT_LIGHTNING_BEAM:
self.HookRange = ReadCoord();
break;
}
setmodel(self, "models/hook.md3");
self.drawmask = MASK_NORMAL;
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
+ sound (self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTN_NORM);
+ break;
+ case ENT_CLIENT_LIGHTNING_BEAM:
sound (self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTN_NORM);
break;
case ENT_CLIENT_GAUNTLET:
const float ENT_CLIENT_WARPZONE_CAMERA = 25;
const float ENT_CLIENT_TRIGGER_MUSIC = 26;
const float ENT_CLIENT_HOOK = 27;
-const float ENT_CLIENT_LGBEAM = 28;
-const float ENT_CLIENT_GAUNTLET = 29;
-const float ENT_CLIENT_ACCURACY = 30;
-const float ENT_CLIENT_SHOWNAMES = 31;
-const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
-const float ENT_CLIENT_MODEL = 33;
-const float ENT_CLIENT_ITEM = 34;
-const float ENT_CLIENT_BUMBLE_RAYGUN = 35;
-const float ENT_CLIENT_SPAWNPOINT = 36;
-const float ENT_CLIENT_SPAWNEVENT = 37;
-const float ENT_CLIENT_NOTIFICATION = 38;
+const float ENT_CLIENT_ELECTRO_BEAM = 28;
+const float ENT_CLIENT_LIGHTNING_BEAM = 29;
+const float ENT_CLIENT_GAUNTLET = 30;
+const float ENT_CLIENT_ACCURACY = 31;
+const float ENT_CLIENT_SHOWNAMES = 32;
+const float ENT_CLIENT_WARPZONE_TELEPORTED = 33;
+const float ENT_CLIENT_MODEL = 34;
+const float ENT_CLIENT_ITEM = 35;
+const float ENT_CLIENT_BUMBLE_RAYGUN = 36;
+const float ENT_CLIENT_SPAWNPOINT = 37;
+const float ENT_CLIENT_SPAWNEVENT = 38;
+const float ENT_CLIENT_NOTIFICATION = 39;
const float ENT_CLIENT_TURRET = 40;
const float ENT_CLIENT_AUXILIARYXHAIR = 50;
float autocvar_g_balance_laser_secondary_speed;
float autocvar_g_balance_laser_reload_ammo;
float autocvar_g_balance_laser_reload_time;
+float autocvar_g_balance_lightning_primary_ammo;
+float autocvar_g_balance_lightning_primary_animtime;
+float autocvar_g_balance_lightning_primary_damage;
+float autocvar_g_balance_lightning_primary_edgedamage;
+float autocvar_g_balance_lightning_primary_falloff_halflifedist;
+float autocvar_g_balance_lightning_primary_falloff_maxdist;
+float autocvar_g_balance_lightning_primary_falloff_mindist;
+float autocvar_g_balance_lightning_primary_force;
+float autocvar_g_balance_lightning_primary_lifetime;
+float autocvar_g_balance_lightning_primary_radius;
+float autocvar_g_balance_lightning_primary_range;
+float autocvar_g_balance_lightning_primary_refire;
+float autocvar_g_balance_lightning_primary_speed;
+float autocvar_g_balance_lightning_secondary_ammo;
+float autocvar_g_balance_lightning_secondary_animtime;
+float autocvar_g_balance_lightning_secondary_damage;
+float autocvar_g_balance_lightning_secondary_damageforcescale;
+float autocvar_g_balance_lightning_secondary_edgedamage;
+float autocvar_g_balance_lightning_secondary_flyingdamage;
+float autocvar_g_balance_lightning_secondary_flyingforce;
+float autocvar_g_balance_lightning_secondary_flyingradius;
+float autocvar_g_balance_lightning_secondary_force;
+float autocvar_g_balance_lightning_secondary_health;
+float autocvar_g_balance_lightning_secondary_lifetime;
+float autocvar_g_balance_lightning_secondary_radius;
+float autocvar_g_balance_lightning_secondary_refire;
+float autocvar_g_balance_lightning_secondary_speed;
float autocvar_g_balance_minelayer_ammo;
float autocvar_g_balance_minelayer_animtime;
float autocvar_g_balance_minelayer_damage;
WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(lightning_shotorigin[0]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(lightning_shotorigin[1]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(lightning_shotorigin[2]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(lightning_shotorigin[3]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
InitGameplayMode();
readlevelcvars();
GrappleHookInit();
+ LightningInit();
ElectroInit();
LaserInit();
g_hook.qh
w_electro.qh
+w_lightning.qh
w_laser.qh
scores.qh
// GL -> Mortar
void spawnfunc_ammo_grenades() { spawnfunc_item_rockets(); }
-// LG -> Electro
-void spawnfunc_weapon_lightning() { spawnfunc_weapon_electro(); }
+// LG -> Lightning
+//void spawnfunc_weapon_lightning() { spawnfunc_weapon_electro(); }
void spawnfunc_ammo_lightning() { spawnfunc_item_cells(); }
// Plasma -> Hagar
#include "w_grenadelauncher.qc"
#include "w_minelayer.qc"
#include "w_electro.qc"
+#include "w_lightning.qc"
#include "w_crylink.qc"
#include "w_nex.qc"
#include "w_hagar.qc"
.vector hook_start, hook_end;
float lgbeam_send(entity to, float sf)
{
- WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
+ WriteByte(MSG_ENTITY, ENT_CLIENT_ELECTRO_BEAM);
sf = sf & 0x7F;
if(sound_allowed(MSG_BROADCAST, self.realowner))
sf |= 0x80;
--- /dev/null
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(LIGHTNING, w_lightning, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "lightning", "lightning", _("Lightning"));
+#else
+#ifdef SVQC
+
+// Declarations =========================
+.vector hook_start, hook_end; // used for beam
+.entity lightning_beam; // used for beam
+.float BUTTON_ATCK_prev; // for better animation control
+.float lg_fire_prev; // for better animation control
+
+// Lightning functions =========================
+float W_Lightning_Beam_Send(entity to, float sf)
+{
+ WriteByte(MSG_ENTITY, ENT_CLIENT_LIGHTNING_BEAM);
+ sf = sf & 0x7F;
+ if(sound_allowed(MSG_BROADCAST, self.owner))
+ sf |= 0x80;
+ WriteByte(MSG_ENTITY, sf);
+ if(sf & 1)
+ {
+ WriteByte(MSG_ENTITY, num_for_edict(self.owner));
+ WriteCoord(MSG_ENTITY, autocvar_g_balance_lightning_primary_range);
+ }
+ if(sf & 2)
+ {
+ WriteCoord(MSG_ENTITY, self.hook_start_x);
+ WriteCoord(MSG_ENTITY, self.hook_start_y);
+ WriteCoord(MSG_ENTITY, self.hook_start_z);
+ }
+ if(sf & 4)
+ {
+ WriteCoord(MSG_ENTITY, self.hook_end_x);
+ WriteCoord(MSG_ENTITY, self.hook_end_y);
+ WriteCoord(MSG_ENTITY, self.hook_end_z);
+ }
+ return TRUE;
+}
+
+void W_Lightning_Beam_Think()
+{
+ self.owner.lg_fire_prev = time;
+ if (self != self.owner.lightning_beam)
+ {
+ 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 || self.owner.freezetag_frozen)
+ {
+ if(self == self.owner.lightning_beam)
+ self.owner.lightning_beam = world;
+ remove(self);
+ return;
+ }
+
+ self.nextthink = time;
+
+ makevectors(self.owner.v_angle);
+
+ float dt, f;
+ dt = frametime;
+ if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_lightning_primary_ammo)
+ {
+ dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_lightning_primary_ammo);
+ self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_lightning_primary_ammo * frametime);
+ }
+ }
+
+ W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_lightning_primary_damage * dt, autocvar_g_balance_lightning_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 * autocvar_g_balance_lightning_primary_force;
+
+ f = ExponentialFalloff(autocvar_g_balance_lightning_primary_falloff_mindist, autocvar_g_balance_lightning_primary_falloff_maxdist, autocvar_g_balance_lightning_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
+
+ if(accuracy_isgooddamage(self.owner, trace_ent))
+ accuracy_add(self.owner, WEP_LIGHTNING, 0, autocvar_g_balance_lightning_primary_damage * dt * f);
+ Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_lightning_primary_damage * dt * f, WEP_LIGHTNING, trace_endpos, force * dt);
+ }
+
+ // draw effect
+ if(w_shotorg != self.hook_start)
+ {
+ self.SendFlags |= 2;
+ self.hook_start = w_shotorg;
+ }
+ if(w_shotend != self.hook_end)
+ {
+ self.SendFlags |= 4;
+ self.hook_end = w_shotend;
+ }
+}
+
+// Attack functions =========================
+void W_Lightning_Attack1 (void)
+{
+ // only play fire sound if 0.5 sec has passed since player let go the fire button
+ if(time - self.lg_fire_prev > 0.5)
+ sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+
+ entity beam, oldself;
+
+ self.lightning_beam = beam = spawn();
+ beam.classname = "W_Lightning_Beam";
+ beam.solid = SOLID_NOT;
+ beam.think = W_Lightning_Beam_Think;
+ beam.owner = self;
+ beam.movetype = MOVETYPE_NONE;
+ beam.shot_spread = 1;
+ beam.bot_dodge = TRUE;
+ beam.bot_dodgerating = autocvar_g_balance_lightning_primary_damage;
+ Net_LinkEntity(beam, FALSE, 0, W_Lightning_Beam_Send);
+
+ oldself = self;
+ self = beam;
+ self.think();
+ self = oldself;
+}
+
+float w_lightning(float req)
+{
+ if (req == WR_AIM)
+ {
+ self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+ /*
+ self.BUTTON_ATCK=FALSE;
+ self.BUTTON_ATCK2=FALSE;
+ if(vlen(self.origin-self.enemy.origin) > 1000)
+ self.bot_aim_whichfiretype = 0;
+ if(self.bot_aim_whichfiretype == 0)
+ {
+ float shoot;
+
+ if(autocvar_g_balance_lightning_primary_speed)
+ shoot = bot_aim(autocvar_g_balance_lightning_primary_speed, 0, autocvar_g_balance_lightning_primary_lifetime, FALSE);
+ else
+ shoot = bot_aim(1000000, 0, 0.001, FALSE);
+
+ if(shoot)
+ {
+ self.BUTTON_ATCK = TRUE;
+ if(random() < 0.01) self.bot_aim_whichfiretype = 1;
+ }
+ }
+ else // todo
+ {
+ //if(bot_aim(autocvar_g_balance_lightning_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_lightning_secondary_lifetime, TRUE))
+ //{
+ // self.BUTTON_ATCK2 = TRUE;
+ // if(random() < 0.03) self.bot_aim_whichfiretype = 0;
+ //}
+ }
+ */
+ }
+ else if (req == WR_THINK)
+ {
+ if (self.BUTTON_ATCK)
+ {
+ if(self.BUTTON_ATCK_prev)
+ if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+ weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_lightning_primary_animtime, w_ready);
+ else
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
+
+ if (weapon_prepareattack(0, 0))
+ {
+ if ((!self.lightning_beam) || wasfreed(self.lightning_beam))
+ W_Lightning_Attack1();
+
+ if(!self.BUTTON_ATCK_prev)
+ {
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
+ self.BUTTON_ATCK_prev = 1;
+ }
+ }
+ }
+ else // todo
+ {
+ if (self.BUTTON_ATCK_prev != 0)
+ {
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_lightning_primary_refire * W_WeaponRateFactor();
+ }
+ self.BUTTON_ATCK_prev = 0;
+ }
+
+ //if (self.BUTTON_ATCK2)
+ //if (weapon_prepareattack(1, autocvar_g_balance_lightning_secondary_refire))
+ //{
+ // W_Lightning_Attack2();
+ // self.lightning_count = autocvar_g_balance_lightning_secondary_count;
+ // weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_lightning_secondary_animtime, w_lightning_checkattack);
+ // self.lightning_secondarytime = time + autocvar_g_balance_lightning_secondary_refire2 * W_WeaponRateFactor();
+ //}
+ }
+ else if (req == WR_PRECACHE)
+ {
+ precache_model ("models/weapons/g_lightning.md3");
+ precache_model ("models/weapons/v_lightning.md3");
+ precache_model ("models/weapons/h_lightning.iqm");
+ //precache_sound ("weapons/lightning_bounce.wav");
+ precache_sound ("weapons/lightning_fire.wav");
+ precache_sound ("weapons/lightning_fire2.wav");
+ precache_sound ("weapons/lightning_impact.wav");
+ //precache_sound ("weapons/lightning_impact_combo.wav");
+ //precache_sound ("weapons/W_Lightning_Beam_fire.wav");
+ }
+ else if (req == WR_SETUP)
+ weapon_setup(WEP_LIGHTNING);
+ else if (req == WR_CHECKAMMO1)
+ {
+ return !autocvar_g_balance_lightning_primary_ammo || (self.ammo_cells > 0);
+ }
+ else if (req == WR_CHECKAMMO2)
+ return self.ammo_cells >= autocvar_g_balance_lightning_secondary_ammo;
+ else if (req == WR_RESETPLAYER)
+ {
+ //self.lightning_secondarytime = time;
+ }
+ return TRUE;
+};
+
+void LightningInit()
+{
+ weapon_action(WEP_LIGHTNING, WR_PRECACHE);
+ lightning_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 1);
+ lightning_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 2);
+ lightning_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 3);
+ lightning_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 4);
+}
+
+void spawnfunc_weapon_lightning (void) // should this really be here?
+{
+ weapon_defaultspawnfunc(WEP_LIGHTNING);
+}
+#endif
+#ifdef CSQC
+float w_lightning(float req)
+{
+ if(req == WR_IMPACTEFFECT)
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ pointparticles(particleeffectnum("lightning_ballexplode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CHAN_PROJECTILE, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
+ }
+ else
+ {
+ pointparticles(particleeffectnum("lightning_impact"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CHAN_PROJECTILE, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
+ }
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/lightning_impact.wav");
+ precache_sound("weapons/lightning_impact_combo.wav");
+ }
+ else if (req == WR_SUICIDEMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ w_deathtypestring = _("%s could not remember where they put plasma");
+ else
+ w_deathtypestring = _("%s played with plasma");
+ }
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
+ w_deathtypestring = _("%s just noticed %s's blue ball");
+ else // unchecked: BOUNCE
+ w_deathtypestring = _("%s got in touch with %s's blue ball");
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE) // combo
+ w_deathtypestring = _("%s felt the electrifying air of %s's combo");
+ else if(w_deathtype & HITTYPE_SPLASH)
+ w_deathtypestring = _("%s got too close to %s's blue beam");
+ else
+ w_deathtypestring = _("%s was blasted by %s's blue beam");
+ }
+ }
+ return TRUE;
+}
+#endif
+#endif
--- /dev/null
+void LightningInit();
+vector lightning_shotorigin[4];