4 #include <common/effects/qc/_mod.qh>
6 void W_Electro_TriggerCombo(vector org, float rad, entity own)
8 entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
11 if(e.classname == "electro_orb")
13 // do we allow thruwall triggering?
14 if(WEP_CVAR(electro, combo_comboradius_thruwall))
16 // if distance is greater than thruwall distance, check to make sure it's not through a wall
17 if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall)))
19 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
20 if(trace_fraction != 1)
22 // trigger is through a wall and outside of thruwall range, abort
29 // change owner to whoever caused the combo explosion
31 e.takedamage = DAMAGE_NO;
32 e.classname = "electro_orb_chain";
34 // now set the next one to trigger as well
35 setthink(e, W_Electro_ExplodeCombo);
37 // delay combo chains, looks cooler
39 if (WEP_CVAR(electro, combo_speed))
40 delay = vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed);
41 e.nextthink = time + delay;
47 void W_Electro_ExplodeCombo(entity this)
49 W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
51 this.event_damage = func_null;
52 this.velocity = this.movedir; // particle fx and decals need .velocity
57 WEP_CVAR(electro, combo_damage),
58 WEP_CVAR(electro, combo_edgedamage),
59 WEP_CVAR(electro, combo_radius),
62 WEP_CVAR(electro, combo_force),
63 WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
64 this.weaponentity_fld,
71 void W_Electro_Explode(entity this, entity directhitentity)
73 /*if(directhitentity.takedamage == DAMAGE_AIM)
74 if(IS_PLAYER(directhitentity))
75 if(DIFF_TEAM(this.realowner, directhitentity))
76 if(!IS_DEAD(directhitentity))
77 if(IsFlying(directhitentity)) {
78 Give_Medal(this.realowner, ELECTROBITCH);
82 this.event_damage = func_null;
83 this.takedamage = DAMAGE_NO;
84 this.velocity = this.movedir; // particle fx and decals need .velocity
86 if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
91 WEP_CVAR_SEC(electro, damage),
92 WEP_CVAR_SEC(electro, edgedamage),
93 WEP_CVAR_SEC(electro, radius),
96 WEP_CVAR_SEC(electro, force),
97 this.projectiledeathtype,
98 this.weaponentity_fld,
104 W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner);
108 WEP_CVAR_PRI(electro, damage),
109 WEP_CVAR_PRI(electro, edgedamage),
110 WEP_CVAR_PRI(electro, radius),
113 WEP_CVAR_PRI(electro, force),
114 this.projectiledeathtype,
115 this.weaponentity_fld,
123 void W_Electro_Explode_use(entity this, entity actor, entity trigger)
125 W_Electro_Explode(this, trigger);
128 void W_Electro_TouchExplode(entity this, entity toucher)
130 PROJECTILE_TOUCH(this, toucher);
131 W_Electro_Explode(this, toucher);
135 //void sys_phys_update_single(entity this);
137 void W_Electro_Bolt_Think(entity this)
139 // sys_phys_update_single(this);
140 if(time >= this.ltime)
142 this.use(this, NULL, NULL);
146 if(WEP_CVAR_PRI(electro, midaircombo_radius))
149 entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
151 // loop through nearby orbs and trigger them
154 if(e.classname == "electro_orb")
157 if (this.owner == e.owner)
159 explode = WEP_CVAR_PRI(electro, midaircombo_own);
161 else if (SAME_TEAM(this.owner, e.owner))
163 explode = WEP_CVAR_PRI(electro, midaircombo_teammate);
167 explode = WEP_CVAR_PRI(electro, midaircombo_enemy);
172 // change owner to whoever caused the combo explosion
173 e.realowner = this.realowner;
174 e.takedamage = DAMAGE_NO;
175 e.classname = "electro_orb_chain";
177 // Only first orb explosion uses midaircombo_speed, others use the normal combo_speed.
178 // This allows to avoid the delay on the first explosion which looks better
179 // (the bolt and orb should explode together because they interacted together)
180 // while keeping the chaining delay.
181 setthink(e, W_Electro_ExplodeCombo);
183 if (WEP_CVAR_PRI(electro, midaircombo_speed))
184 delay = vlen(e.WarpZone_findradius_dist) / WEP_CVAR_PRI(electro, midaircombo_speed);
185 e.nextthink = time + delay;
193 // if we triggered an orb, should we explode? if not, lets try again next time
194 if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
195 { this.use(this, NULL, NULL); }
197 { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
199 else { this.nextthink = this.ltime; }
200 // this.nextthink = time;
203 void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
207 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo), weaponentity);
209 W_SetupShot_ProjectileSize(
218 WEP_CVAR_PRI(electro, damage),
222 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
224 proj = new(electro_bolt);
225 proj.owner = proj.realowner = actor;
226 proj.bot_dodge = true;
227 proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
228 proj.use = W_Electro_Explode_use;
229 setthink(proj, W_Electro_Bolt_Think);
230 proj.nextthink = time;
231 proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
232 PROJECTILE_MAKETRIGGER(proj);
233 proj.projectiledeathtype = thiswep.m_id;
234 proj.weaponentity_fld = weaponentity;
235 setorigin(proj, w_shotorg);
238 set_movetype(proj, MOVETYPE_FLY);
239 W_SetupProjVelocity_PRI(proj, electro);
240 proj.angles = vectoangles(proj.velocity);
241 settouch(proj, W_Electro_TouchExplode);
242 setsize(proj, '0 0 -3', '0 0 -3');
243 proj.flags = FL_PROJECTILE;
244 IL_PUSH(g_projectiles, proj);
245 IL_PUSH(g_bot_dodge, proj);
246 proj.missile_flags = MIF_SPLASH;
248 CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
250 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
251 // proj.com_phys_pos = proj.origin;
252 // proj.com_phys_vel = proj.velocity;
255 void W_Electro_Orb_Follow_Think(entity this)
257 if (time > this.death_time)
259 adaptor_think2use_hittype_splash(this);
262 if (this.move_movetype == MOVETYPE_FOLLOW)
264 int lost = LostMovetypeFollow(this);
267 // FIXME if player disconnected, it isn't possible to drop the orb at player's origin
268 // see comment in LostMovetypeFollow implementation
274 // drop the orb at the corpse's location
275 PROJECTILE_MAKETRIGGER(this);
276 set_movetype(this, MOVETYPE_TOSS);
278 setthink(this, adaptor_think2use_hittype_splash);
279 this.nextthink = this.death_time;
283 this.nextthink = time;
286 void W_Electro_Orb_Stick(entity this, entity to)
288 entity newproj = spawn();
289 newproj.classname = this.classname;
291 newproj.bot_dodge = this.bot_dodge;
292 newproj.bot_dodgerating = this.bot_dodgerating;
294 newproj.owner = this.owner;
295 newproj.realowner = this.realowner;
296 setorigin(newproj, this.origin);
297 setmodel(newproj, MDL_PROJECTILE_ELECTRO);
298 setsize(newproj, this.mins, this.maxs);
299 newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
300 newproj.traileffectnum = _particleeffectnum(EFFECT_TR_NEXUIZPLASMA.eent_eff_name);
302 newproj.movedir = -trace_plane_normal;
304 newproj.takedamage = this.takedamage;
305 newproj.damageforcescale = this.damageforcescale;
306 SetResourceExplicit(newproj, RES_HEALTH, GetResource(this, RES_HEALTH));
307 newproj.event_damage = this.event_damage;
308 newproj.spawnshieldtime = this.spawnshieldtime;
309 newproj.damagedbycontents = true;
310 IL_PUSH(g_damagedbycontents, newproj);
312 set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
313 newproj.projectiledeathtype = this.projectiledeathtype;
314 newproj.weaponentity_fld = this.weaponentity_fld;
316 settouch(newproj, func_null);
317 if(WEP_CVAR_SEC(electro, stick_lifetime) > 0){
318 newproj.death_time = time + WEP_CVAR_SEC(electro, stick_lifetime);
320 newproj.death_time = this.death_time;
322 newproj.use = this.use;
323 newproj.flags = this.flags;
324 IL_PUSH(g_projectiles, newproj);
325 IL_PUSH(g_bot_dodge, newproj);
327 // check if limits are enabled (we can tell by checking if the original orb is listed) and push it to the list if so
328 if(LimitedElectroBallRubbleList && IL_CONTAINS(LimitedElectroBallRubbleList, this))
330 ReplaceOldListedChildRubble(LimitedElectroBallRubbleList, newproj, this);
337 SetMovetypeFollow(newproj, to);
339 setthink(newproj, W_Electro_Orb_Follow_Think);
340 newproj.nextthink = time;
344 setthink(newproj, adaptor_think2use_hittype_splash);
345 newproj.nextthink = newproj.death_time;
349 void W_Electro_Orb_Touch(entity this, entity toucher)
351 PROJECTILE_TOUCH(this, toucher);
352 if(toucher.takedamage == DAMAGE_AIM && WEP_CVAR_SEC(electro, touchexplode))
353 { W_Electro_Explode(this, toucher); }
354 else if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles!
356 //UpdateCSQCProjectile(this);
357 spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
358 this.projectiledeathtype |= HITTYPE_BOUNCE;
360 if(WEP_CVAR_SEC(electro, stick)){
361 if(WEP_CVAR_SEC(electro, stick_lifetime) == 0){
362 W_Electro_Explode(this, toucher);
364 W_Electro_Orb_Stick(this, toucher);
370 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
372 if(GetResource(this, RES_HEALTH) <= 0)
375 // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
376 float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
378 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
379 return; // g_projectiles_damage says to halt
381 TakeResource(this, RES_HEALTH, damage);
382 if(GetResource(this, RES_HEALTH) <= 0)
384 this.takedamage = DAMAGE_NO;
385 this.nextthink = time;
388 // change owner to whoever caused the combo explosion
389 this.realowner = inflictor.realowner;
390 this.classname = "electro_orb_chain";
391 setthink(this, W_Electro_ExplodeCombo);
392 // delay combo chains, looks cooler
393 // bound the length, inflictor may be in a galaxy far far away (warpzones)
394 float len = min(WEP_CVAR(electro, combo_radius), vlen(this.origin - inflictor.origin));
395 float delay = len / WEP_CVAR(electro, combo_speed);
396 this.nextthink = time + delay;
400 this.use = W_Electro_Explode_use;
401 setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
406 void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
408 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo), weaponentity);
410 W_SetupShot_ProjectileSize(
419 WEP_CVAR_SEC(electro, damage),
420 thiswep.m_id | HITTYPE_SECONDARY
423 w_shotdir = v_forward; // no TrueAim for grenades please
425 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
427 entity proj = new(electro_orb);
428 proj.owner = proj.realowner = actor;
429 proj.use = W_Electro_Explode_use;
430 setthink(proj, adaptor_think2use_hittype_splash);
431 proj.bot_dodge = true;
432 proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
433 proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
434 proj.death_time = time + WEP_CVAR_SEC(electro, lifetime);
435 PROJECTILE_MAKETRIGGER(proj);
436 proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
437 proj.weaponentity_fld = weaponentity;
438 setorigin(proj, w_shotorg);
440 //proj.glow_size = 50;
441 //proj.glow_color = 45;
442 set_movetype(proj, MOVETYPE_BOUNCE);
443 W_SetupProjVelocity_UP_SEC(proj, electro);
444 settouch(proj, W_Electro_Orb_Touch);
445 setsize(proj, '-4 -4 -4', '4 4 4');
446 proj.takedamage = DAMAGE_YES;
447 proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
448 SetResourceExplicit(proj, RES_HEALTH, WEP_CVAR_SEC(electro, health));
449 proj.event_damage = W_Electro_Orb_Damage;
450 proj.flags = FL_PROJECTILE;
451 IL_PUSH(g_projectiles, proj);
452 IL_PUSH(g_bot_dodge, proj);
453 proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
454 if(proj.damagedbycontents)
455 IL_PUSH(g_damagedbycontents, proj);
457 proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
458 proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
459 proj.missile_flags = MIF_SPLASH | MIF_ARC;
461 if(WEP_CVAR_SEC(electro, limit) > 0)
463 if (!LimitedElectroBallRubbleList)
464 LimitedElectroBallRubbleList = IL_NEW();
465 ListNewChildRubble(LimitedElectroBallRubbleList, proj);
466 LimitedChildrenRubble(LimitedElectroBallRubbleList, "electro_orb", WEP_CVAR_SEC(electro, limit), adaptor_think2use_hittype_splash, actor);
469 CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
471 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
474 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
476 if(actor.(weaponentity).electro_count > 1)
477 if(PHYS_INPUT_BUTTON_ATCK2(actor))
478 if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
480 W_Electro_Attack_Orb(thiswep, actor, weaponentity);
481 actor.(weaponentity).electro_count -= 1;
482 actor.(weaponentity).electro_secondarytime = time;
483 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
486 w_ready(thiswep, actor, weaponentity, fire);
489 .float bot_secondary_electromooth;
491 METHOD(Electro, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
493 PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
494 if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
495 if(actor.bot_secondary_electromooth == 0)
499 if(WEP_CVAR_PRI(electro, speed))
500 shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
502 shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
506 PHYS_INPUT_BUTTON_ATCK(actor) = true;
507 if(random() < 0.01) actor.bot_secondary_electromooth = 1;
512 if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
514 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
515 if(random() < 0.03) actor.bot_secondary_electromooth = 0;
519 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
521 if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
523 float ammo_amount = 0;
524 if(actor.(weaponentity).clip_load >= WEP_CVAR_PRI(electro, ammo))
526 if(actor.(weaponentity).clip_load >= WEP_CVAR_SEC(electro, ammo))
531 thiswep.wr_reload(thiswep, actor, weaponentity);
538 if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor))
539 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
541 W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
542 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
547 if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(electro, refire) * W_WeaponRateFactor(actor))
548 if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
550 W_Electro_Attack_Orb(thiswep, actor, weaponentity);
551 actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count);
552 actor.(weaponentity).electro_secondarytime = time;
553 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
557 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
559 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo);
560 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(electro, ammo);
563 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
566 if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
568 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
569 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
573 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo);
574 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo);
578 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
580 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
582 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
584 if(w_deathtype & HITTYPE_SECONDARY)
585 return WEAPON_ELECTRO_SUICIDE_ORBS;
587 return WEAPON_ELECTRO_SUICIDE_BOLT;
589 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
591 if(w_deathtype & HITTYPE_SECONDARY)
593 return WEAPON_ELECTRO_MURDER_ORBS;
597 if(w_deathtype & HITTYPE_BOUNCE)
598 return WEAPON_ELECTRO_MURDER_COMBO;
600 return WEAPON_ELECTRO_MURDER_BOLT;
607 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
610 org2 = w_org + w_backoff * 6;
611 if(w_deathtype & HITTYPE_SECONDARY)
613 pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
615 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
619 if(w_deathtype & HITTYPE_BOUNCE)
621 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
622 pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
624 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
628 pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
630 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);