#include "projectile.qh"
- #include "../autocvars.qh"
- #include "../main.qh"
#include <client/mutators/_mod.qh>
-
#include <common/constants.qh>
- #include <common/effects/effect.qh>
#include <common/effects/all.qh>
+ #include <common/effects/effect.qh>
+ #include <common/mutators/mutator/nades/nades.qh>
#include <common/net_linked.qh>
#include <common/physics/movetypes/movetypes.qh>
-
- #include <common/mutators/mutator/nades/nades.qh>
-
#include <lib/csqcmodel/interpolate.qh>
-
#include <lib/warpzone/anglestransform.qh>
.float alpha;
HANDLE(GRENADE_BOUNCING) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
HANDLE(MINE) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
HANDLE(BLASTER) this.traileffect = EFFECT_Null.m_id; break;
- HANDLE(ARC_BOLT) this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(ARC_BOLT) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; break;
HANDLE(HLAC) this.traileffect = EFFECT_Null.m_id; break;
HANDLE(PORTO_RED) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
HANDLE(PORTO_BLUE) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
this.mins = '-4 -4 -4';
this.maxs = '4 4 4';
break;
+ case PROJECTILE_ARC_BOLT:
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
+ break;
case PROJECTILE_RAPTORBOMB:
this.mins = '-3 -3 -3';
this.maxs = '3 3 3';
if (!(this.count & 0x80))
InterpolateOrigin_Note(this);
- this.classname = "csqcprojectile";
this.draw = Projectile_Draw;
if (isnew) IL_PUSH(g_drawables, this);
this.entremove = Ent_RemoveProjectile;
#include "arc.qh"
#ifdef SVQC
- #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
#include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
+ #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
bool W_Arc_Beam_Send(entity this, entity to, int sf)
{
void W_Arc_Bolt_Touch(entity this, entity toucher)
{
PROJECTILE_TOUCH(this, toucher);
- this.use(this, NULL, toucher);
+ if(this.cnt >= WEP_CVAR(arc, bolt_bounce_count) || !WEP_CVAR(arc, bolt_bounce_count) || toucher.takedamage == DAMAGE_AIM) {
+ this.use(this, NULL, toucher);
+ } else {
+ this.cnt++;
+ Send_Effect(EFFECT_BALL_SPARKS, this.origin, this.velocity, 1);
+ this.angles = vectoangles(this.velocity);
+ this.owner = NULL;
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
+ if(WEP_CVAR(arc, bolt_bounce_explode))
+ RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, toucher);
+ if(this.cnt == 1 && WEP_CVAR(arc, bolt_bounce_lifetime))
+ this.nextthink = time + WEP_CVAR(arc, bolt_bounce_lifetime);
+ }
}
-void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
+void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- entity missile;
-
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
-
- W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
+ W_SetupShot(actor, weaponentity, false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), thiswep.m_id | HITTYPE_SECONDARY);
W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
- missile = new(missile);
+ entity missile = new(missile);
missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
IL_PUSH(g_bot_dodge, missile);
IL_PUSH(g_damagedbycontents, missile);
settouch(missile, W_Arc_Bolt_Touch);
+ missile.cnt = 0;
missile.use = W_Arc_Bolt_Explode_use;
setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
+ missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
missile.weaponentity_fld = weaponentity;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- set_movetype(missile, MOVETYPE_FLY);
+ set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
W_SetupProjVelocity_PRE(missile, arc, bolt_);
missile.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, missile);
missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
+
+ actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
+ if(actor.(weaponentity).misc_bulletcounter == 0)
+ {
+ ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, bolt_refire2) * W_WeaponRateFactor(actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
+ }
+ else
+ {
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), W_Arc_Attack_Bolt);
+ }
}
void W_Arc_Beam_Think(entity this)
}
else if(fire & 2)
{
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
- W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
+ if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
+ {
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+ float ammo_available = GetResource(actor, thiswep.ammo_type);
+ // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
+ // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
+ float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
+ int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
+
+ // We also don't want to use 3 rounds if there's only 2 left.
+ int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
+ W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
+
+ // Bursting counts up to 0 from a negative.
+ actor.(weaponentity).misc_bulletcounter = -to_shoot;
+ W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
}
}
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
- if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+ pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
}
}
this.move_time = time;
loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
- flash = spawn();
+ flash = new(arc_flash);
flash.owner = this;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
//flash.drawmask = MASK_NORMAL;