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yikes, ugly electro lg effects, also fail through warpzones :p
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
3 #else
4 #ifdef SVQC
5 .float electro_count;
6 .float electro_secondarytime;
7
8 void W_Plasma_Explode_Combo (void);
9
10 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
11 {
12         local entity e;
13         e = WarpZone_FindRadius(org, rad, TRUE);
14         while (e)
15         {
16                 if (e.classname == "plasma")
17                 {
18                         // change owner to whoever caused the combo explosion
19                         e.owner = own;
20                         e.takedamage = DAMAGE_NO;
21                         e.classname = "plasma_chain";
22                         e.think = W_Plasma_Explode_Combo;
23                         e.nextthink = time + vlen(e.WarpZone_findradius_dist) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
24                 }
25                 e = e.chain;
26         }
27 }
28
29 void W_Plasma_Explode (void)
30 {
31         if(other.takedamage == DAMAGE_AIM)
32                 if(other.classname == "player")
33                         if(IsDifferentTeam(self.owner, other))
34                                 if(other.deadflag == DEAD_NO)
35                                         if(IsFlying(other))
36                                                 AnnounceTo(self.owner, "electrobitch");
37
38         self.event_damage = SUB_Null;
39         self.takedamage = DAMAGE_NO;
40         if (self.movetype == MOVETYPE_BOUNCE)
41         {
42                 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);
43         }
44         else
45         {
46                 W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner);
47                 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);
48         }
49
50         remove (self);
51 }
52
53 void W_Plasma_Explode_Combo (void)
54 {
55         W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner);
56
57         self.event_damage = SUB_Null;
58         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
59         remove (self);
60 }
61
62 void W_Plasma_Touch (void)
63 {
64         PROJECTILE_TOUCH;
65         if (other.takedamage == DAMAGE_AIM) {
66                 W_Plasma_Explode ();
67         } else {
68                 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
69                 self.projectiledeathtype |= HITTYPE_BOUNCE;
70         }
71 }
72
73 void W_Plasma_TouchExplode (void)
74 {
75         PROJECTILE_TOUCH;
76         W_Plasma_Explode ();
77 }
78
79 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
80 {
81         if(self.health <= 0)
82                 return;
83         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
84         self.health = self.health - damage;
85         if (self.health <= 0)
86         {
87                 self.takedamage = DAMAGE_NO;
88                 self.nextthink = time;
89                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
90                 {
91                         // change owner to whoever caused the combo explosion
92                         self.owner = inflictor.owner;
93                         self.classname = "plasma_chain";
94                         self.think = W_Plasma_Explode_Combo;
95                         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
96                                 //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
97                 }
98                 else
99                 {
100                         self.use = W_Plasma_Explode;
101                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
102                 }
103         }
104 }
105
106 void W_Electro_Attack()
107 {
108         local entity proj;
109
110         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
111
112         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
113
114         proj = spawn ();
115         proj.classname = "plasma_prim";
116         proj.owner = self;
117         proj.bot_dodge = TRUE;
118         proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
119         proj.use = W_Plasma_Explode;
120         proj.think = adaptor_think2use_hittype_splash;
121         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
122         PROJECTILE_MAKETRIGGER(proj);
123         proj.projectiledeathtype = WEP_ELECTRO;
124         setorigin(proj, w_shotorg);
125
126         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
127                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
128         proj.movetype = MOVETYPE_FLY;
129         W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
130         proj.angles = vectoangles(proj.velocity);
131         proj.touch = W_Plasma_TouchExplode;
132         setsize(proj, '0 0 -3', '0 0 -3');
133         proj.flags = FL_PROJECTILE;
134
135         //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
136         //sounds bad
137
138         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
139 }
140
141 void W_Electro_Attack2()
142 {
143         local entity proj;
144
145         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
146         w_shotdir = v_forward; // no TrueAim for grenades please
147
148         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
149
150         proj = spawn ();
151         proj.classname = "plasma";
152         proj.owner = self;
153         proj.use = W_Plasma_Explode;
154         proj.think = adaptor_think2use_hittype_splash;
155         proj.bot_dodge = TRUE;
156         proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
157         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
158         PROJECTILE_MAKETRIGGER(proj);
159         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
160         setorigin(proj, w_shotorg);
161
162         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
163                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
164         //proj.glow_size = 50;
165         //proj.glow_color = 45;
166         proj.movetype = MOVETYPE_BOUNCE;
167         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
168         proj.touch = W_Plasma_Touch;
169         setsize(proj, '0 0 -3', '0 0 -3');
170         proj.takedamage = DAMAGE_YES;
171         proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
172         proj.health = cvar("g_balance_electro_secondary_health");
173         proj.event_damage = W_Plasma_Damage;
174         proj.flags = FL_PROJECTILE;
175
176 #if 0
177         entity p2;
178         p2 = spawn();
179         copyentity(proj, p2);
180         setmodel(p2, "models/ebomb.mdl");
181         setsize(p2, proj.mins, proj.maxs);
182 #endif
183
184         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
185 }
186
187 // experimental lightning gun
188 void W_Electro_Attack3 (void)
189 {
190         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
191                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
192         W_SetupShot (self, TRUE, 0, "weapons/crylink_fire2.wav", cvar("g_balance_electro_primary_damage"));
193
194         WarpZone_traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_electro_primary_radius"), FALSE, self, ANTILAG_LATENCY(self));
195
196         float i;
197         for (i = 0; i < vlen(trace_endpos - w_shotorg)/25; ++i)
198         {
199                 pointparticles(particleeffectnum("electro_lightning"), w_shotorg + (i / floor(vlen(w_shotorg - trace_endpos)/25)) * (trace_endpos - w_shotorg), w_shotdir * 1000, 1);
200         }
201
202         if (trace_fraction < 1)
203                 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);
204 }
205
206 void spawnfunc_weapon_electro (void)
207 {
208         weapon_defaultspawnfunc(WEP_ELECTRO);
209 }
210
211 void w_electro_checkattack()
212 {
213         if(self.electro_count > 1)
214         if(self.BUTTON_ATCK2)
215         if(weapon_prepareattack(1, -1))
216         {
217                 W_Electro_Attack2();
218                 self.electro_count -= 1;
219                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
220                 return;
221         }
222
223         w_ready();
224 }
225
226 .float bot_secondary_electromooth;
227 float w_electro(float req)
228 {
229         if (req == WR_AIM)
230         {
231                 self.BUTTON_ATCK=FALSE;
232                 self.BUTTON_ATCK2=FALSE;
233                 if(vlen(self.origin-self.enemy.origin) > 1000)
234                         self.bot_secondary_electromooth = 0;
235                 if(self.bot_secondary_electromooth == 0)
236                 {
237                         if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
238                         {
239                                 self.BUTTON_ATCK = TRUE;
240                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
241                         }
242                 }
243                 else
244                 {
245                         if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
246                         {
247                                 self.BUTTON_ATCK2 = TRUE;
248                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
249                         }
250                 }
251         }
252         else if (req == WR_THINK)
253         {
254                 if (self.BUTTON_ATCK)
255                 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
256                 {
257                         if(cvar("g_balance_electro_lightning"))
258                                 W_Electro_Attack3();
259                         else
260                                 W_Electro_Attack();
261                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
262                 }
263                 if (self.BUTTON_ATCK2)
264                 if (time >= self.electro_secondarytime)
265                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
266                 {
267                         W_Electro_Attack2();
268                         self.electro_count = cvar("g_balance_electro_secondary_count");
269                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
270                         self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
271                 }
272         }
273         else if (req == WR_PRECACHE)
274         {
275                 precache_model ("models/weapons/g_electro.md3");
276                 precache_model ("models/weapons/v_electro.md3");
277                 precache_model ("models/weapons/h_electro.iqm");
278                 precache_sound ("weapons/electro_bounce.wav");
279                 precache_sound ("weapons/electro_fire.wav");
280                 precache_sound ("weapons/electro_fire2.wav");
281                 precache_sound ("weapons/electro_impact.wav");
282                 precache_sound ("weapons/electro_impact_combo.wav");
283                 if(cvar("g_balance_electro_lightning"))
284                         precache_sound ("weapons/crylink_fire2.wav");
285         }
286         else if (req == WR_SETUP)
287                 weapon_setup(WEP_ELECTRO);
288         else if (req == WR_CHECKAMMO1)
289                 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
290         else if (req == WR_CHECKAMMO2)
291                 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
292         else if (req == WR_RESETPLAYER)
293         {
294                 self.electro_secondarytime = time;
295         }
296         return TRUE;
297 };
298 #endif
299 #ifdef CSQC
300 float w_electro(float req)
301 {
302         if(req == WR_IMPACTEFFECT)
303         {
304                 vector org2;
305                 org2 = w_org + w_backoff * 6;
306                 if(w_deathtype & HITTYPE_SECONDARY)
307                 {
308                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
309                         if(!w_issilent)
310                                 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
311                 }
312                 else
313                 {
314                         if(w_deathtype & HITTYPE_BOUNCE)
315                         {
316                                 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
317                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
318                                 if(!w_issilent)
319                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
320                         }
321                         else
322                         {
323                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
324                                 if(!w_issilent)
325                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
326                         }
327                 }
328         }
329         else if(req == WR_PRECACHE)
330         {
331                 precache_sound("weapons/electro_impact.wav");
332                 precache_sound("weapons/electro_impact_combo.wav");
333         }
334         else if (req == WR_SUICIDEMESSAGE)
335         {
336                 if(w_deathtype & HITTYPE_SECONDARY)
337                         w_deathtypestring = "could not remember where they put plasma";
338                 else
339                         w_deathtypestring = "played with plasma";
340         }
341         else if (req == WR_KILLMESSAGE)
342         {
343                 if(w_deathtype & HITTYPE_SECONDARY)
344                 {
345                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
346                                 w_deathtypestring = "just noticed #'s blue ball";
347                         else // unchecked: BOUNCE
348                                 w_deathtypestring = "got in touch with #'s blue ball";
349                 }
350                 else
351                 {
352                         if(w_deathtype & HITTYPE_BOUNCE) // combo
353                                 w_deathtypestring = "felt the electrifying air of #'s combo";
354                         else if(w_deathtype & HITTYPE_SPLASH)
355                                 w_deathtypestring = "got too close to #'s blue beam";
356                         else
357                                 w_deathtypestring = "was blasted by #'s blue beam";
358                 }
359         }
360         return TRUE;
361 }
362 #endif
363 #endif