#ifdef REGISTER_WEAPON REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | 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) { entity e; e = WarpZone_FindRadius(org, rad, TRUE); while (e) { if (e.classname == "plasma") { // change owner to whoever caused the combo explosion e.realowner = own; e.takedamage = DAMAGE_NO; e.classname = "plasma_chain"; e.think = W_Plasma_Explode_Combo; e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_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.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) AnnounceTo(self.realowner, "electrobitch"); self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; if (self.movetype == MOVETYPE_BOUNCE) { RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other); } else { W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner); RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other); } remove (self); } void W_Plasma_Explode_Combo (void) { W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner); self.event_damage = SUB_Null; RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, autocvar_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, CH_SHOTS, "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 float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim"); if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1))) return; // g_projectiles_damage says to halt self.health = self.health - damage; if (self.health <= 0) { self.takedamage = DAMAGE_NO; self.nextthink = time; if (is_combo) { // change owner to whoever caused the combo explosion self.realowner = inflictor.realowner; self.classname = "plasma_chain"; self.think = W_Plasma_Explode_Combo; self.nextthink = time + min(autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin)) / autocvar_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() { entity proj; W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo); W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, autocvar_g_balance_electro_primary_damage); pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); proj = spawn (); proj.classname = "plasma_prim"; proj.owner = proj.realowner = self; proj.bot_dodge = TRUE; proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage; proj.use = W_Plasma_Explode; proj.think = adaptor_think2use_hittype_splash; proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO; setorigin(proj, w_shotorg); 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; CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE); other = proj; MUTATOR_CALLHOOK(EditProjectile); } void W_Electro_Attack2() { entity proj; W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo); W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_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 = proj.realowner = self; proj.use = W_Plasma_Explode; proj.think = adaptor_think2use_hittype_splash; proj.bot_dodge = TRUE; proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage; proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY; setorigin(proj, w_shotorg); //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 = autocvar_g_balance_electro_secondary_damageforcescale; proj.health = autocvar_g_balance_electro_secondary_health; proj.event_damage = W_Plasma_Damage; proj.flags = FL_PROJECTILE; proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents); proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor; proj.bouncestop = autocvar_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.realowner)) sf |= 0x80; WriteByte(MSG_ENTITY, sf); if(sf & 1) { WriteByte(MSG_ENTITY, num_for_edict(self.realowner)); WriteCoord(MSG_ENTITY, autocvar_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; float lgbeam_checkammo() { if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO) return TRUE; else if(autocvar_g_balance_electro_reload_ammo) return self.realowner.clip_load > 0; else return self.realowner.ammo_cells > 0; } entity lgbeam_owner_ent; void lgbeam_think() { entity owner_player; owner_player = self.realowner; owner_player.prevlgfire = time; if (self != owner_player.lgbeam) { remove(self); return; } if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen) { if(self == owner_player.lgbeam) owner_player.lgbeam = world; remove(self); return; } self.nextthink = time; makevectors(owner_player.v_angle); float dt, f; dt = frametime; // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO) { if(autocvar_g_balance_electro_primary_ammo) { if(autocvar_g_balance_electro_reload_ammo) { dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo); owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime); owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load; } else { dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo); owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime); } } } W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range); if(!lgbeam_owner_ent) { lgbeam_owner_ent = spawn(); lgbeam_owner_ent.classname = "lgbeam_owner_ent"; } WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player)); // apply the damage if(trace_ent) { vector force; force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up; f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg)); if(accuracy_isgooddamage(owner_player, trace_ent)) accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f); Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt); } W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player); // 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, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM); entity beam, oldself; self.lgbeam = beam = spawn(); beam.classname = "lgbeam"; beam.solid = SOLID_NOT; beam.think = lgbeam_think; beam.owner = beam.realowner = self; beam.movetype = MOVETYPE_NONE; beam.shot_spread = 0; beam.bot_dodge = TRUE; beam.bot_dodgerating = autocvar_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, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack); return; } w_ready(); } .float bot_secondary_electromooth; .float BUTTON_ATCK_prev; float w_electro(float req) { float ammo_amount; 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) { float shoot; if(autocvar_g_balance_electro_primary_speed) shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE); else shoot = bot_aim(1000000, 0, 0.001, FALSE); if(shoot) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_electromooth = 1; } } else { if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_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(autocvar_g_balance_electro_reload_ammo) // forced reload { if(autocvar_g_balance_electro_lightning) { if(self.clip_load > 0) ammo_amount = 1; } else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo) ammo_amount = 1; if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo) ammo_amount += 1; if(!ammo_amount) { weapon_action(self.weapon, WR_RELOAD); return FALSE; } } if (self.BUTTON_ATCK) { if(autocvar_g_balance_electro_lightning) if(self.BUTTON_ATCK_prev) { // prolong the animtime while the gun is being fired if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y) weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready); else weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready); } if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire))) { if(autocvar_g_balance_electro_lightning) { if ((!self.lgbeam) || wasfreed(self.lgbeam)) { W_Electro_Attack3(); } if(!self.BUTTON_ATCK_prev) { weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready); self.BUTTON_ATCK_prev = 1; } } else { W_Electro_Attack(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready); } } } else { if(autocvar_g_balance_electro_lightning) { if (self.BUTTON_ATCK_prev != 0) { weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready); ATTACK_FINISHED(self) = time + autocvar_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, autocvar_g_balance_electro_secondary_refire)) { W_Electro_Attack2(); self.electro_count = autocvar_g_balance_electro_secondary_count; weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack); self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor(); } } } } 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"); //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else if(autocvar_g_balance_electro_lightning) { precache_sound ("weapons/lgbeam_fire.wav"); } } else if (req == WR_SETUP) { weapon_setup(WEP_ELECTRO); self.current_ammo = ammo_cells; } else if (req == WR_CHECKAMMO1) { if(autocvar_g_balance_electro_lightning) { if(!autocvar_g_balance_electro_primary_ammo) ammo_amount = 1; else ammo_amount = self.ammo_cells > 0; ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0; } else { ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo; ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo; } return ammo_amount; } else if (req == WR_CHECKAMMO2) { ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo; ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo; return ammo_amount; } else if (req == WR_RESETPLAYER) { self.electro_secondarytime = time; } else if (req == WR_RELOAD) { W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), autocvar_g_balance_electro_reload_ammo, autocvar_g_balance_electro_reload_time, "weapons/reload.wav"); } 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, CH_SHOTS, "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, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM); } else { pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "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 their electro plasma"); else w_deathtypestring = _("%s played with electro 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 electro plasma"); else // unchecked: BOUNCE w_deathtypestring = _("%s got in touch with %s's electro plasma"); } else { if(w_deathtype & HITTYPE_BOUNCE) // combo w_deathtypestring = _("%s felt the electrifying air of %s's electro combo"); else if(w_deathtype & HITTYPE_SPLASH) w_deathtypestring = _("%s got too close to %s's blue electro bolt"); else w_deathtypestring = _("%s was blasted by %s's blue electro bolt"); } } return TRUE; } #endif #endif