5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_NORMAL,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* firstpmdl */ "models/weapons/h_hlac.iqm",
11 /* thirdpmdl */ "models/weapons/v_hlac.md3",
12 /* pickupmdl */ "models/weapons/g_hlac.md3",
13 /* simplemdl */ "foobar",
14 /* crosshair */ "gfx/crosshairhlac 0.7",
16 /* wepname */ _("Arc")
19 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
20 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21 w_cvar(id, sn, BOTH, ammo) \
22 w_cvar(id, sn, PRI, animtime) \
23 w_cvar(id, sn, PRI, damage) \
24 w_cvar(id, sn, PRI, falloff_halflifedist) \
25 w_cvar(id, sn, PRI, falloff_maxdist) \
26 w_cvar(id, sn, PRI, falloff_mindist) \
27 w_cvar(id, sn, PRI, force) \
28 w_cvar(id, sn, PRI, range) \
29 w_cvar(id, sn, PRI, refire) \
30 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
31 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
32 w_prop(id, sn, string, weaponreplace, weaponreplace) \
33 w_prop(id, sn, float, weaponstart, weaponstart) \
34 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
37 vector arc_shotorigin[4];
40 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
42 .vector hook_start, hook_end; // used for beam
43 .entity arc_beam; // used for beam
44 .float BUTTON_ATCK_prev; // for better animation control
45 .float lg_fire_prev; // for better animation control
49 void spawnfunc_weapon_arc() { weapon_defaultspawnfunc(WEP_ARC); }
51 float W_Arc_Beam_Send(entity to, float sf)
53 WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
55 if(sound_allowed(MSG_BROADCAST, self.owner))
57 WriteByte(MSG_ENTITY, sf);
60 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
61 WriteCoord(MSG_ENTITY, WEP_CVAR_PRI(arc, range));
65 WriteCoord(MSG_ENTITY, self.hook_start_x);
66 WriteCoord(MSG_ENTITY, self.hook_start_y);
67 WriteCoord(MSG_ENTITY, self.hook_start_z);
71 WriteCoord(MSG_ENTITY, self.hook_end_x);
72 WriteCoord(MSG_ENTITY, self.hook_end_y);
73 WriteCoord(MSG_ENTITY, self.hook_end_z);
78 void W_Arc_Beam_Think()
80 self.owner.lg_fire_prev = time;
81 if (self != self.owner.arc_beam)
86 if (self.owner.weaponentity.state != WS_INUSE || (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
88 if(self == self.owner.arc_beam)
89 self.owner.arc_beam = world;
94 self.nextthink = time;
96 makevectors(self.owner.v_angle);
100 if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
102 if(WEP_CVAR_PRI(arc, ammo))
104 dt = min(dt, self.owner.WEP_AMMO(ARC) / WEP_CVAR_PRI(arc, ammo));
105 self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - WEP_CVAR_PRI(arc, ammo) * frametime);
109 W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR_PRI(arc, damage) * dt, WEP_CVAR_PRI(arc, range));
110 WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
116 force = w_shotdir * WEP_CVAR_PRI(arc, force);
118 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));
120 if(accuracy_isgooddamage(self.owner, trace_ent))
121 accuracy_add(self.owner, WEP_ARC, 0, WEP_CVAR_PRI(arc, damage) * dt * f);
122 Damage (trace_ent, self.owner, self.owner, WEP_CVAR_PRI(arc, damage) * dt * f, WEP_ARC, trace_endpos, force * dt);
126 if(w_shotorg != self.hook_start)
129 self.hook_start = w_shotorg;
131 if(w_shotend != self.hook_end)
134 self.hook_end = w_shotend;
138 // Attack functions =========================
139 void W_Arc_Attack1 (void)
141 // only play fire sound if 0.5 sec has passed since player let go the fire button
142 if(time - self.lg_fire_prev > 0.5)
143 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
145 entity beam, oldself;
147 self.arc_beam = beam = spawn();
148 beam.classname = "W_Arc_Beam";
149 beam.solid = SOLID_NOT;
150 beam.think = W_Arc_Beam_Think;
152 beam.movetype = MOVETYPE_NONE;
153 beam.shot_spread = 1;
154 beam.bot_dodge = TRUE;
155 beam.bot_dodgerating = WEP_CVAR_PRI(arc, damage);
156 Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
164 float W_Arc(float req)
170 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
172 self.BUTTON_ATCK=FALSE;
173 self.BUTTON_ATCK2=FALSE;
174 if(vlen(self.origin-self.enemy.origin) > 1000)
175 self.bot_aim_whichfiretype = 0;
176 if(self.bot_aim_whichfiretype == 0)
180 if(autocvar_g_balance_arc_primary_speed)
181 shoot = bot_aim(autocvar_g_balance_arc_primary_speed, 0, autocvar_g_balance_arc_primary_lifetime, FALSE);
183 shoot = bot_aim(1000000, 0, 0.001, FALSE);
187 self.BUTTON_ATCK = TRUE;
188 if(random() < 0.01) self.bot_aim_whichfiretype = 1;
193 //if(bot_aim(autocvar_g_balance_arc_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_arc_secondary_lifetime, TRUE))
195 // self.BUTTON_ATCK2 = TRUE;
196 // if(random() < 0.03) self.bot_aim_whichfiretype = 0;
205 if (self.BUTTON_ATCK)
207 if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
208 /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
209 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
211 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
213 if (weapon_prepareattack(0, 0))
215 if ((!self.arc_beam) || wasfreed(self.arc_beam))
218 if(!self.BUTTON_ATCK_prev)
220 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
221 self.BUTTON_ATCK_prev = 1;
227 if (self.BUTTON_ATCK_prev != 0)
229 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
230 ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor();
232 self.BUTTON_ATCK_prev = 0;
235 //if (self.BUTTON_ATCK2)
236 //if (weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
239 // self.arc_count = autocvar_g_balance_arc_secondary_count;
240 // weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
241 // self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
248 precache_model ("models/weapons/g_arc.md3");
249 precache_model ("models/weapons/v_arc.md3");
250 precache_model ("models/weapons/h_arc.iqm");
251 //precache_sound ("weapons/arc_bounce.wav");
252 precache_sound ("weapons/arc_fire.wav");
253 precache_sound ("weapons/arc_fire2.wav");
254 precache_sound ("weapons/arc_impact.wav");
255 //precache_sound ("weapons/arc_impact_combo.wav");
256 //precache_sound ("weapons/W_Arc_Beam_fire.wav");
261 return !WEP_CVAR_PRI(arc, ammo) || (self.WEP_AMMO(ARC) > 0);
265 return self.WEP_AMMO(ARC) >= WEP_CVAR_SEC(arc, ammo);
269 ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
274 if(w_deathtype & HITTYPE_SECONDARY)
276 return WEAPON_ELECTRO_MURDER_ORBS;
280 if(w_deathtype & HITTYPE_BOUNCE)
281 return WEAPON_ELECTRO_MURDER_COMBO;
283 return WEAPON_ELECTRO_MURDER_BOLT;
288 //self.arc_secondarytime = time;
297 WEP_ACTION(WEP_ARC, WR_INIT);
298 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
299 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
300 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
301 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
302 ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
306 float W_Arc(float req)
310 case WR_IMPACTEFFECT:
313 org2 = w_org + w_backoff * 6;
315 if(w_deathtype & HITTYPE_SECONDARY)
317 pointparticles(particleeffectnum("arc_ballexplode"), org2, '0 0 0', 1);
319 sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
323 pointparticles(particleeffectnum("arc_impact"), org2, '0 0 0', 1);
325 sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
332 precache_sound("weapons/arc_impact.wav");
333 precache_sound("weapons/arc_impact_combo.wav");
338 // no weapon specific image for this weapon