#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; void W_Plasma_Explode_Combo (void); void W_Plasma_TriggerCombo(vector org, float rad, entity own) { local entity e; e = WarpZone_FindRadius(org, rad, TRUE); while (e) { if (e.classname == "plasma") { // change owner to whoever caused the combo explosion e.owner = own; e.takedamage = DAMAGE_NO; e.classname = "plasma_chain"; e.think = W_Plasma_Explode_Combo; e.nextthink = time + vlen(e.WarpZone_findradius_dist) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler } e = e.chain; } } void W_Plasma_Explode (void) { if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") if(IsDifferentTeam(self.owner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) AnnounceTo(self.owner, "electrobitch"); self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; if (self.movetype == MOVETYPE_BOUNCE) { 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); } else { W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner); 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); } remove (self); } void W_Plasma_Explode_Combo (void) { W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner); self.event_damage = SUB_Null; 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 remove (self); } void W_Plasma_Touch (void) { //self.velocity = self.velocity * 0.1; PROJECTILE_TOUCH; if (other.takedamage == DAMAGE_AIM) { W_Plasma_Explode (); } else { //UpdateCSQCProjectile(self); spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM); self.projectiledeathtype |= HITTYPE_BOUNCE; } } void W_Plasma_TouchExplode (void) { PROJECTILE_TOUCH; W_Plasma_Explode (); } void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.health <= 0) return; // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage self.health = self.health - damage; if (self.health <= 0) { self.takedamage = DAMAGE_NO; self.nextthink = time; if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim") { // change owner to whoever caused the combo explosion self.owner = inflictor.owner; self.classname = "plasma_chain"; self.think = W_Plasma_Explode_Combo; 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 // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones) } else { self.use = W_Plasma_Explode; self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately" } } } void W_Electro_Attack() { local entity proj; W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, cvar("g_balance_electro_primary_damage")); pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); proj = spawn (); proj.classname = "plasma_prim"; proj.owner = self; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_electro_primary_damage"); proj.use = W_Plasma_Explode; proj.think = adaptor_think2use_hittype_splash; proj.nextthink = time + cvar("g_balance_electro_primary_lifetime"); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO; setorigin(proj, w_shotorg); if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo"); proj.movetype = MOVETYPE_FLY; W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary); proj.angles = vectoangles(proj.velocity); proj.touch = W_Plasma_TouchExplode; setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM); //sounds bad CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE); other = proj; MUTATOR_CALLHOOK(EditProjectile); } void W_Electro_Attack2() { local entity proj; W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, 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 = spawn (); proj.classname = "plasma"; proj.owner = self; proj.use = W_Plasma_Explode; proj.think = adaptor_think2use_hittype_splash; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage"); proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime"); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY; setorigin(proj, w_shotorg); if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo"); //proj.glow_size = 50; //proj.glow_color = 45; proj.movetype = MOVETYPE_BOUNCE; W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary); proj.touch = W_Plasma_Touch; 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"); proj.event_damage = W_Plasma_Damage; proj.flags = FL_PROJECTILE; proj.bouncefactor = cvar("g_balance_electro_secondary_bouncefactor"); proj.bouncestop = cvar("g_balance_electro_secondary_bouncestop"); #if 0 entity p2; p2 = spawn(); copyentity(proj, p2); setmodel(p2, "models/ebomb.mdl"); setsize(p2, proj.mins, proj.maxs); #endif CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound other = proj; MUTATOR_CALLHOOK(EditProjectile); } .vector hook_start, hook_end; float lgbeam_send(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM); 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, cvar("g_balance_electro_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; } .entity lgbeam; .float prevlgfire; void lgbeam_think() { self.owner.prevlgfire = time; if (self != self.owner.lgbeam) { 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) { if(self == self.owner.lgbeam) self.owner.lgbeam = 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(cvar("g_balance_electro_primary_ammo")) { dt = min(dt, self.owner.ammo_cells / cvar("g_balance_electro_primary_ammo")); self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime); } } W_SetupShot_Range(self.owner, TRUE, 0, "", 0, cvar("g_balance_electro_primary_damage") * dt, cvar("g_balance_electro_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 * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up"); f = ExponentialFalloff(cvar("g_balance_electro_primary_falloff_mindist"), cvar("g_balance_electro_primary_falloff_maxdist"), cvar("g_balance_electro_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_ELECTRO, 0, cvar("g_balance_electro_primary_damage") * dt * f); Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * dt * f, WEP_ELECTRO, trace_endpos, force * dt); } W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner); // 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; } } // experimental lightning gun void W_Electro_Attack3 (void) { // 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); 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"); Net_LinkEntity(beam, FALSE, 0, lgbeam_send); oldself = self; self = beam; self.think(); self = oldself; } 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) { weapon_defaultspawnfunc(WEP_ELECTRO); } void w_electro_checkattack() { if(self.electro_count > 1) if(self.BUTTON_ATCK2) if(weapon_prepareattack(1, -1)) { W_Electro_Attack2(); self.electro_count -= 1; weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack); return; } w_ready(); } .float bot_secondary_electromooth; .float BUTTON_ATCK_prev; float w_electro(float req) { if (req == WR_AIM) { self.BUTTON_ATCK=FALSE; self.BUTTON_ATCK2=FALSE; if(vlen(self.origin-self.enemy.origin) > 1000) self.bot_secondary_electromooth = 0; if(self.bot_secondary_electromooth == 0) { if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_electromooth = 1; } } else { if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.03) self.bot_secondary_electromooth = 0; } } } else if (req == WR_THINK) { if (self.BUTTON_ATCK) { if (weapon_prepareattack(0, (cvar("g_balance_electro_lightning") ? 0 : cvar("g_balance_electro_primary_refire")))) { if(cvar("g_balance_electro_lightning")) { if ((!self.lgbeam) || wasfreed(self.lgbeam)) { 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 { if(cvar("g_balance_electro_lightning")) { if (self.BUTTON_ATCK_prev != 0) { ATTACK_FINISHED(self) = time + cvar("g_balance_electro_primary_refire") * W_WeaponRateFactor(); } self.BUTTON_ATCK_prev = 0; } } if (self.BUTTON_ATCK2) if (time >= self.electro_secondarytime) if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire"))) { W_Electro_Attack2(); self.electro_count = cvar("g_balance_electro_secondary_count"); weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack); self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2"); } } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_electro.md3"); precache_model ("models/weapons/v_electro.md3"); precache_model ("models/weapons/h_electro.iqm"); precache_sound ("weapons/electro_bounce.wav"); precache_sound ("weapons/electro_fire.wav"); precache_sound ("weapons/electro_fire2.wav"); precache_sound ("weapons/electro_impact.wav"); precache_sound ("weapons/electro_impact_combo.wav"); if(cvar("g_balance_electro_lightning")) { precache_sound ("weapons/lgbeam_fire.wav"); } } else if (req == WR_SETUP) weapon_setup(WEP_ELECTRO); else if (req == WR_CHECKAMMO1) { if(cvar("g_balance_electro_lightning")) return !cvar("g_balance_electro_primary_ammo") || (self.ammo_cells > 0); 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 = "%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