5 /* ammotype */ IT_CELLS,
7 /* flags */ WEP_FLAG_NORMAL,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* shortname */ "arc",
11 /* fullname */ _("Arc")
14 #define ARC_SETTINGS(weapon) \
15 WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
16 WEP_ADD_CVAR(weapon, MO_PRI, animtime) \
17 WEP_ADD_CVAR(weapon, MO_PRI, damage) \
18 WEP_ADD_CVAR(weapon, MO_PRI, falloff_halflifedist) \
19 WEP_ADD_CVAR(weapon, MO_PRI, falloff_maxdist) \
20 WEP_ADD_CVAR(weapon, MO_PRI, falloff_mindist) \
21 WEP_ADD_CVAR(weapon, MO_PRI, force) \
22 WEP_ADD_CVAR(weapon, MO_PRI, range) \
23 WEP_ADD_CVAR(weapon, MO_PRI, refire) \
24 WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
25 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
26 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
27 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
30 vector arc_shotorigin[4];
35 .vector hook_start, hook_end; // used for beam
36 .entity arc_beam; // used for beam
37 .float BUTTON_ATCK_prev; // for better animation control
38 .float lg_fire_prev; // for better animation control
42 void spawnfunc_weapon_arc (void) // should this really be here?
44 weapon_defaultspawnfunc(WEP_ARC);
47 float W_Arc_Beam_Send(entity to, float sf)
49 WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
51 if(sound_allowed(MSG_BROADCAST, self.owner))
53 WriteByte(MSG_ENTITY, sf);
56 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
57 WriteCoord(MSG_ENTITY, WEP_CVAR_PRI(arc, range));
61 WriteCoord(MSG_ENTITY, self.hook_start_x);
62 WriteCoord(MSG_ENTITY, self.hook_start_y);
63 WriteCoord(MSG_ENTITY, self.hook_start_z);
67 WriteCoord(MSG_ENTITY, self.hook_end_x);
68 WriteCoord(MSG_ENTITY, self.hook_end_y);
69 WriteCoord(MSG_ENTITY, self.hook_end_z);
74 void W_Arc_Beam_Think()
76 self.owner.lg_fire_prev = time;
77 if (self != self.owner.arc_beam)
82 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 || self.owner.freezetag_frozen)
84 if(self == self.owner.arc_beam)
85 self.owner.arc_beam = world;
90 self.nextthink = time;
92 makevectors(self.owner.v_angle);
96 if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
98 if(WEP_CVAR_PRI(arc, ammo))
100 dt = min(dt, self.owner.ammo_cells / WEP_CVAR_PRI(arc, ammo));
101 self.owner.ammo_cells = max(0, self.owner.ammo_cells - WEP_CVAR_PRI(arc, ammo) * frametime);
105 W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR_PRI(arc, damage) * dt, WEP_CVAR_PRI(arc, range));
106 WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
112 force = w_shotdir * WEP_CVAR_PRI(arc, force);
114 f = ExponentialFalloff(WEP_CVAR_PRI(arc, falloff_mindist), WEP_CVAR_PRI(arc, falloff_maxdist), WEP_CVAR_PRI(arc, falloff_halflifedist), vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
116 if(accuracy_isgooddamage(self.owner, trace_ent))
117 accuracy_add(self.owner, WEP_ARC, 0, WEP_CVAR_PRI(arc, damage) * dt * f);
118 Damage (trace_ent, self.owner, self.owner, WEP_CVAR_PRI(arc, damage) * dt * f, WEP_ARC, trace_endpos, force * dt);
122 if(w_shotorg != self.hook_start)
125 self.hook_start = w_shotorg;
127 if(w_shotend != self.hook_end)
130 self.hook_end = w_shotend;
134 // Attack functions =========================
135 void W_Arc_Attack1 (void)
137 // only play fire sound if 0.5 sec has passed since player let go the fire button
138 if(time - self.lg_fire_prev > 0.5)
139 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
141 entity beam, oldself;
143 self.arc_beam = beam = spawn();
144 beam.classname = "W_Arc_Beam";
145 beam.solid = SOLID_NOT;
146 beam.think = W_Arc_Beam_Think;
148 beam.movetype = MOVETYPE_NONE;
149 beam.shot_spread = 1;
150 beam.bot_dodge = TRUE;
151 beam.bot_dodgerating = WEP_CVAR_PRI(arc, damage);
152 Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
160 float w_arc(float req)
166 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
168 self.BUTTON_ATCK=FALSE;
169 self.BUTTON_ATCK2=FALSE;
170 if(vlen(self.origin-self.enemy.origin) > 1000)
171 self.bot_aim_whichfiretype = 0;
172 if(self.bot_aim_whichfiretype == 0)
176 if(autocvar_g_balance_arc_primary_speed)
177 shoot = bot_aim(autocvar_g_balance_arc_primary_speed, 0, autocvar_g_balance_arc_primary_lifetime, FALSE);
179 shoot = bot_aim(1000000, 0, 0.001, FALSE);
183 self.BUTTON_ATCK = TRUE;
184 if(random() < 0.01) self.bot_aim_whichfiretype = 1;
189 //if(bot_aim(autocvar_g_balance_arc_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_arc_secondary_lifetime, TRUE))
191 // self.BUTTON_ATCK2 = TRUE;
192 // if(random() < 0.03) self.bot_aim_whichfiretype = 0;
201 if (self.BUTTON_ATCK)
203 if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
204 /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
205 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
207 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
209 if (weapon_prepareattack(0, 0))
211 if ((!self.arc_beam) || wasfreed(self.arc_beam))
214 if(!self.BUTTON_ATCK_prev)
216 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
217 self.BUTTON_ATCK_prev = 1;
223 if (self.BUTTON_ATCK_prev != 0)
225 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
226 ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor();
228 self.BUTTON_ATCK_prev = 0;
231 //if (self.BUTTON_ATCK2)
232 //if (weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
235 // self.arc_count = autocvar_g_balance_arc_secondary_count;
236 // weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
237 // self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
244 precache_model ("models/weapons/g_arc.md3");
245 precache_model ("models/weapons/v_arc.md3");
246 precache_model ("models/weapons/h_arc.iqm");
247 //precache_sound ("weapons/arc_bounce.wav");
248 precache_sound ("weapons/arc_fire.wav");
249 precache_sound ("weapons/arc_fire2.wav");
250 precache_sound ("weapons/arc_impact.wav");
251 //precache_sound ("weapons/arc_impact_combo.wav");
252 //precache_sound ("weapons/W_Arc_Beam_fire.wav");
257 weapon_setup(WEP_ARC);
262 return !WEP_CVAR_PRI(arc, ammo) || (self.ammo_cells > 0);
266 return self.ammo_cells >= WEP_CVAR_SEC(arc, ammo);
270 if(w_deathtype & HITTYPE_SECONDARY)
272 return WEAPON_ELECTRO_MURDER_ORBS;
276 if(w_deathtype & HITTYPE_BOUNCE)
277 return WEAPON_ELECTRO_MURDER_COMBO;
279 return WEAPON_ELECTRO_MURDER_BOLT;
284 //self.arc_secondarytime = time;
293 weapon_action(WEP_ARC, WR_PRECACHE);
294 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
295 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
296 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
297 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
299 #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
300 #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_ARC).##prop = autocvar_g_balance_##weapon##_##name;
307 float w_arc(float req)
311 case WR_IMPACTEFFECT:
314 org2 = w_org + w_backoff * 6;
316 if(w_deathtype & HITTYPE_SECONDARY)
318 pointparticles(particleeffectnum("arc_ballexplode"), org2, '0 0 0', 1);
320 sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
324 pointparticles(particleeffectnum("arc_impact"), org2, '0 0 0', 1);
326 sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
333 precache_sound("weapons/arc_impact.wav");
334 precache_sound("weapons/arc_impact_combo.wav");