2 REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
5 .float electro_secondarytime;
7 void W_Plasma_Explode_Combo (void);
9 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
12 e = WarpZone_FindRadius(org, rad, TRUE);
15 if (e.classname == "plasma")
17 // change owner to whoever caused the combo explosion
19 e.takedamage = DAMAGE_NO;
20 e.classname = "plasma_chain";
21 e.think = W_Plasma_Explode_Combo;
22 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
28 void W_Plasma_Explode (void)
30 if(other.takedamage == DAMAGE_AIM)
31 if(other.classname == "player")
32 if(IsDifferentTeam(self.owner, other))
33 if(other.deadflag == DEAD_NO)
35 AnnounceTo(self.owner, "electrobitch");
37 self.event_damage = SUB_Null;
38 self.takedamage = DAMAGE_NO;
39 if (self.movetype == MOVETYPE_BOUNCE)
41 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);
45 W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner);
46 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);
52 void W_Plasma_Explode_Combo (void)
54 W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner);
56 self.event_damage = SUB_Null;
57 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
61 void W_Plasma_Touch (void)
64 if (other.takedamage == DAMAGE_AIM) {
67 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
68 self.projectiledeathtype |= HITTYPE_BOUNCE;
72 void W_Plasma_TouchExplode (void)
78 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
82 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
83 self.health = self.health - damage;
86 self.takedamage = DAMAGE_NO;
87 self.nextthink = time;
88 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
90 // change owner to whoever caused the combo explosion
91 self.owner = inflictor.owner;
92 self.classname = "plasma_chain";
93 self.think = W_Plasma_Explode_Combo;
94 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
95 // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
99 self.use = W_Plasma_Explode;
100 self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
105 void W_Electro_Attack()
109 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
111 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
114 proj.classname = "plasma_prim";
116 proj.bot_dodge = TRUE;
117 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
118 proj.use = W_Plasma_Explode;
119 proj.think = adaptor_think2use_hittype_splash;
120 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
121 PROJECTILE_MAKETRIGGER(proj);
122 proj.projectiledeathtype = WEP_ELECTRO;
123 setorigin(proj, w_shotorg);
125 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
126 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
127 proj.movetype = MOVETYPE_FLY;
128 W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
129 proj.angles = vectoangles(proj.velocity);
130 proj.touch = W_Plasma_TouchExplode;
131 setsize(proj, '0 0 -3', '0 0 -3');
132 proj.flags = FL_PROJECTILE;
134 //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
137 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
140 void W_Electro_Attack2()
144 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
145 w_shotdir = v_forward; // no TrueAim for grenades please
147 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
150 proj.classname = "plasma";
152 proj.use = W_Plasma_Explode;
153 proj.think = adaptor_think2use_hittype_splash;
154 proj.bot_dodge = TRUE;
155 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
156 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
157 PROJECTILE_MAKETRIGGER(proj);
158 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
159 setorigin(proj, w_shotorg);
161 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
162 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
163 //proj.glow_size = 50;
164 //proj.glow_color = 45;
165 proj.movetype = MOVETYPE_BOUNCE;
166 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
167 proj.touch = W_Plasma_Touch;
168 setsize(proj, '0 0 -3', '0 0 -3');
169 proj.takedamage = DAMAGE_YES;
170 proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
171 proj.health = cvar("g_balance_electro_secondary_health");
172 proj.event_damage = W_Plasma_Damage;
173 proj.flags = FL_PROJECTILE;
178 copyentity(proj, p2);
179 setmodel(p2, "models/ebomb.mdl");
180 setsize(p2, proj.mins, proj.maxs);
183 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
186 // experimental lightning gun
187 void W_Electro_Attack3 (void)
189 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
190 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
191 W_SetupShot (self, TRUE, 0, "weapons/crylink_fire2.wav", cvar("g_balance_electro_primary_damage"));
193 traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_electro_primary_radius"), FALSE, self, ANTILAG_LATENCY(self));
195 te_lightning1(self, w_shotorg, trace_endpos);
197 if (trace_fraction < 1)
198 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);
201 void spawnfunc_weapon_electro (void)
203 weapon_defaultspawnfunc(WEP_ELECTRO);
206 void w_electro_checkattack()
208 if(self.electro_count > 1)
209 if(self.BUTTON_ATCK2)
210 if(weapon_prepareattack(1, -1))
213 self.electro_count -= 1;
214 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
221 .float bot_secondary_electromooth;
222 float w_electro(float req)
226 self.BUTTON_ATCK=FALSE;
227 self.BUTTON_ATCK2=FALSE;
228 if(vlen(self.origin-self.enemy.origin) > 1000)
229 self.bot_secondary_electromooth = 0;
230 if(self.bot_secondary_electromooth == 0)
232 if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
234 self.BUTTON_ATCK = TRUE;
235 if(random() < 0.01) self.bot_secondary_electromooth = 1;
240 if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
242 self.BUTTON_ATCK2 = TRUE;
243 if(random() < 0.03) self.bot_secondary_electromooth = 0;
247 else if (req == WR_THINK)
249 if (self.BUTTON_ATCK)
250 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
252 if(cvar("g_balance_electro_lightning"))
256 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
258 if (self.BUTTON_ATCK2 && !cvar("g_balance_electro_lightning"))
259 if (time >= self.electro_secondarytime)
260 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
263 self.electro_count = cvar("g_balance_electro_secondary_count");
264 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
265 self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
268 else if (req == WR_PRECACHE)
270 precache_model ("models/weapons/g_electro.md3");
271 precache_model ("models/weapons/v_electro.md3");
272 precache_model ("models/weapons/h_electro.iqm");
273 precache_sound ("weapons/electro_bounce.wav");
274 precache_sound ("weapons/electro_fire.wav");
275 precache_sound ("weapons/electro_fire2.wav");
276 precache_sound ("weapons/electro_impact.wav");
277 precache_sound ("weapons/electro_impact_combo.wav");
278 if(cvar("g_balance_electro_lightning"))
279 precache_sound ("weapons/crylink_fire2.wav");
281 else if (req == WR_SETUP)
282 weapon_setup(WEP_ELECTRO);
283 else if (req == WR_CHECKAMMO1)
284 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
285 else if (req == WR_CHECKAMMO2)
286 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
287 else if (req == WR_SUICIDEMESSAGE)
289 if(w_deathtype & HITTYPE_SECONDARY)
290 w_deathtypestring = "could not remember where they put plasma";
292 w_deathtypestring = "played with plasma";
294 else if (req == WR_KILLMESSAGE)
296 if(w_deathtype & HITTYPE_SECONDARY)
298 if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
299 w_deathtypestring = "just noticed #'s blue ball";
300 else // unchecked: BOUNCE
301 w_deathtypestring = "got in touch with #'s blue ball";
305 if(w_deathtype & HITTYPE_BOUNCE) // combo
306 w_deathtypestring = "felt the electrifying air of #'s combo";
307 else if(w_deathtype & HITTYPE_SPLASH)
308 w_deathtypestring = "got too close to #'s blue beam";
310 w_deathtypestring = "was blasted by #'s blue beam";
313 else if (req == WR_RESETPLAYER)
315 self.electro_secondarytime = time;