3 /* WEP_##id */ LIGHTNING,
4 /* function */ w_lightning,
5 /* ammotype */ IT_CELLS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
9 /* model */ "lightning",
10 /* shortname */ "lightning",
11 /* fullname */ _("Lightning")
16 // Declarations =========================
17 .vector hook_start, hook_end; // used for beam
18 .entity lightning_beam; // used for beam
19 .float BUTTON_ATCK_prev; // for better animation control
20 .float lg_fire_prev; // for better animation control
22 // Lightning functions =========================
23 float W_Lightning_Beam_Send(entity to, float sf)
25 WriteByte(MSG_ENTITY, ENT_CLIENT_LIGHTNING_BEAM);
27 if(sound_allowed(MSG_BROADCAST, self.owner))
29 WriteByte(MSG_ENTITY, sf);
32 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
33 WriteCoord(MSG_ENTITY, autocvar_g_balance_lightning_primary_range);
37 WriteCoord(MSG_ENTITY, self.hook_start_x);
38 WriteCoord(MSG_ENTITY, self.hook_start_y);
39 WriteCoord(MSG_ENTITY, self.hook_start_z);
43 WriteCoord(MSG_ENTITY, self.hook_end_x);
44 WriteCoord(MSG_ENTITY, self.hook_end_y);
45 WriteCoord(MSG_ENTITY, self.hook_end_z);
50 void W_Lightning_Beam_Think()
52 self.owner.lg_fire_prev = time;
53 if (self != self.owner.lightning_beam)
58 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)
60 if(self == self.owner.lightning_beam)
61 self.owner.lightning_beam = world;
66 self.nextthink = time;
68 makevectors(self.owner.v_angle);
72 if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
74 if(autocvar_g_balance_lightning_primary_ammo)
76 dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_lightning_primary_ammo);
77 self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_lightning_primary_ammo * frametime);
81 W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_lightning_primary_damage * dt, autocvar_g_balance_lightning_primary_range);
82 WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
88 force = w_shotdir * autocvar_g_balance_lightning_primary_force;
90 f = ExponentialFalloff(autocvar_g_balance_lightning_primary_falloff_mindist, autocvar_g_balance_lightning_primary_falloff_maxdist, autocvar_g_balance_lightning_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
92 if(accuracy_isgooddamage(self.owner, trace_ent))
93 accuracy_add(self.owner, WEP_LIGHTNING, 0, autocvar_g_balance_lightning_primary_damage * dt * f);
94 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_lightning_primary_damage * dt * f, WEP_LIGHTNING, trace_endpos, force * dt);
98 if(w_shotorg != self.hook_start)
101 self.hook_start = w_shotorg;
103 if(w_shotend != self.hook_end)
106 self.hook_end = w_shotend;
110 // Attack functions =========================
111 void W_Lightning_Attack1 (void)
113 // only play fire sound if 0.5 sec has passed since player let go the fire button
114 if(time - self.lg_fire_prev > 0.5)
115 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
117 entity beam, oldself;
119 self.lightning_beam = beam = spawn();
120 beam.classname = "W_Lightning_Beam";
121 beam.solid = SOLID_NOT;
122 beam.think = W_Lightning_Beam_Think;
124 beam.movetype = MOVETYPE_NONE;
125 beam.shot_spread = 1;
126 beam.bot_dodge = TRUE;
127 beam.bot_dodgerating = autocvar_g_balance_lightning_primary_damage;
128 Net_LinkEntity(beam, FALSE, 0, W_Lightning_Beam_Send);
136 float w_lightning(float req)
140 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
142 self.BUTTON_ATCK=FALSE;
143 self.BUTTON_ATCK2=FALSE;
144 if(vlen(self.origin-self.enemy.origin) > 1000)
145 self.bot_aim_whichfiretype = 0;
146 if(self.bot_aim_whichfiretype == 0)
150 if(autocvar_g_balance_lightning_primary_speed)
151 shoot = bot_aim(autocvar_g_balance_lightning_primary_speed, 0, autocvar_g_balance_lightning_primary_lifetime, FALSE);
153 shoot = bot_aim(1000000, 0, 0.001, FALSE);
157 self.BUTTON_ATCK = TRUE;
158 if(random() < 0.01) self.bot_aim_whichfiretype = 1;
163 //if(bot_aim(autocvar_g_balance_lightning_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_lightning_secondary_lifetime, TRUE))
165 // self.BUTTON_ATCK2 = TRUE;
166 // if(random() < 0.03) self.bot_aim_whichfiretype = 0;
171 else if (req == WR_THINK)
173 if (self.BUTTON_ATCK)
175 if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
176 /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
177 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_lightning_primary_animtime, w_ready);
179 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
181 if (weapon_prepareattack(0, 0))
183 if ((!self.lightning_beam) || wasfreed(self.lightning_beam))
184 W_Lightning_Attack1();
186 if(!self.BUTTON_ATCK_prev)
188 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
189 self.BUTTON_ATCK_prev = 1;
195 if (self.BUTTON_ATCK_prev != 0)
197 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
198 ATTACK_FINISHED(self) = time + autocvar_g_balance_lightning_primary_refire * W_WeaponRateFactor();
200 self.BUTTON_ATCK_prev = 0;
203 //if (self.BUTTON_ATCK2)
204 //if (weapon_prepareattack(1, autocvar_g_balance_lightning_secondary_refire))
206 // W_Lightning_Attack2();
207 // self.lightning_count = autocvar_g_balance_lightning_secondary_count;
208 // weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_lightning_secondary_animtime, w_lightning_checkattack);
209 // self.lightning_secondarytime = time + autocvar_g_balance_lightning_secondary_refire2 * W_WeaponRateFactor();
212 else if (req == WR_PRECACHE)
214 precache_model ("models/weapons/g_lightning.md3");
215 precache_model ("models/weapons/v_lightning.md3");
216 precache_model ("models/weapons/h_lightning.iqm");
217 //precache_sound ("weapons/lightning_bounce.wav");
218 precache_sound ("weapons/lightning_fire.wav");
219 precache_sound ("weapons/lightning_fire2.wav");
220 precache_sound ("weapons/lightning_impact.wav");
221 //precache_sound ("weapons/lightning_impact_combo.wav");
222 //precache_sound ("weapons/W_Lightning_Beam_fire.wav");
224 else if (req == WR_SETUP)
225 weapon_setup(WEP_LIGHTNING);
226 else if (req == WR_CHECKAMMO1)
228 return !autocvar_g_balance_lightning_primary_ammo || (self.ammo_cells > 0);
230 else if (req == WR_CHECKAMMO2)
231 return self.ammo_cells >= autocvar_g_balance_lightning_secondary_ammo;
232 else if (req == WR_KILLMESSAGE)
234 if(w_deathtype & HITTYPE_SECONDARY)
236 return WEAPON_ELECTRO_MURDER_ORBS;
240 if(w_deathtype & HITTYPE_BOUNCE)
241 return WEAPON_ELECTRO_MURDER_COMBO;
243 return WEAPON_ELECTRO_MURDER_BOLT;
246 else if (req == WR_RESETPLAYER)
248 //self.lightning_secondarytime = time;
255 weapon_action(WEP_LIGHTNING, WR_PRECACHE);
256 lightning_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 1);
257 lightning_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 2);
258 lightning_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 3);
259 lightning_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 4);
262 void spawnfunc_weapon_lightning (void) // should this really be here?
264 weapon_defaultspawnfunc(WEP_LIGHTNING);
268 float w_lightning(float req)
270 if(req == WR_IMPACTEFFECT)
273 org2 = w_org + w_backoff * 6;
275 if(w_deathtype & HITTYPE_SECONDARY)
277 pointparticles(particleeffectnum("lightning_ballexplode"), org2, '0 0 0', 1);
279 sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
283 pointparticles(particleeffectnum("lightning_impact"), org2, '0 0 0', 1);
285 sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
288 else if(req == WR_PRECACHE)
290 precache_sound("weapons/lightning_impact.wav");
291 precache_sound("weapons/lightning_impact_combo.wav");