5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_NORMAL,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
10 /* modelname */ "hlac",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairhlac 0.7",
13 /* wepimg */ "weaponhlac",
15 /* wepname */ _("Arc")
18 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
19 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, ammo) \
21 w_cvar(id, sn, PRI, animtime) \
22 w_cvar(id, sn, PRI, damage) \
23 w_cvar(id, sn, PRI, falloff_halflifedist) \
24 w_cvar(id, sn, PRI, falloff_maxdist) \
25 w_cvar(id, sn, PRI, falloff_mindist) \
26 w_cvar(id, sn, PRI, force) \
27 w_cvar(id, sn, PRI, range) \
28 w_cvar(id, sn, PRI, refire) \
29 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
30 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
31 w_prop(id, sn, string, weaponreplace, weaponreplace) \
32 w_prop(id, sn, float, weaponstart, weaponstart) \
33 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
36 vector arc_shotorigin[4];
39 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
41 .vector hook_start, hook_end; // used for beam
42 .entity arc_beam; // used for beam
43 .float BUTTON_ATCK_prev; // for better animation control
44 .float lg_fire_prev; // for better animation control
48 void spawnfunc_weapon_arc() { weapon_defaultspawnfunc(WEP_ARC); }
50 float W_Arc_Beam_Send(entity to, float sf)
52 WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
54 if(sound_allowed(MSG_BROADCAST, self.owner))
56 WriteByte(MSG_ENTITY, sf);
59 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
60 WriteCoord(MSG_ENTITY, WEP_CVAR_PRI(arc, range));
64 WriteCoord(MSG_ENTITY, self.hook_start_x);
65 WriteCoord(MSG_ENTITY, self.hook_start_y);
66 WriteCoord(MSG_ENTITY, self.hook_start_z);
70 WriteCoord(MSG_ENTITY, self.hook_end_x);
71 WriteCoord(MSG_ENTITY, self.hook_end_y);
72 WriteCoord(MSG_ENTITY, self.hook_end_z);
77 void W_Arc_Beam_Think()
79 self.owner.lg_fire_prev = time;
80 if (self != self.owner.arc_beam)
85 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)
87 if(self == self.owner.arc_beam)
88 self.owner.arc_beam = world;
93 self.nextthink = time;
95 makevectors(self.owner.v_angle);
99 if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
101 if(WEP_CVAR_PRI(arc, ammo))
103 dt = min(dt, self.owner.WEP_AMMO(ARC) / WEP_CVAR_PRI(arc, ammo));
104 self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - WEP_CVAR_PRI(arc, ammo) * frametime);
108 W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR_PRI(arc, damage) * dt, WEP_CVAR_PRI(arc, range));
109 WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
115 force = w_shotdir * WEP_CVAR_PRI(arc, force);
117 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));
119 if(accuracy_isgooddamage(self.owner, trace_ent))
120 accuracy_add(self.owner, WEP_ARC, 0, WEP_CVAR_PRI(arc, damage) * dt * f);
121 Damage (trace_ent, self.owner, self.owner, WEP_CVAR_PRI(arc, damage) * dt * f, WEP_ARC, trace_endpos, force * dt);
125 if(w_shotorg != self.hook_start)
128 self.hook_start = w_shotorg;
130 if(w_shotend != self.hook_end)
133 self.hook_end = w_shotend;
137 // Attack functions =========================
138 void W_Arc_Attack1 (void)
140 // only play fire sound if 0.5 sec has passed since player let go the fire button
141 if(time - self.lg_fire_prev > 0.5)
142 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
144 entity beam, oldself;
146 self.arc_beam = beam = spawn();
147 beam.classname = "W_Arc_Beam";
148 beam.solid = SOLID_NOT;
149 beam.think = W_Arc_Beam_Think;
151 beam.movetype = MOVETYPE_NONE;
152 beam.shot_spread = 1;
153 beam.bot_dodge = TRUE;
154 beam.bot_dodgerating = WEP_CVAR_PRI(arc, damage);
155 Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
163 float W_Arc(float req)
169 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
171 self.BUTTON_ATCK=FALSE;
172 self.BUTTON_ATCK2=FALSE;
173 if(vlen(self.origin-self.enemy.origin) > 1000)
174 self.bot_aim_whichfiretype = 0;
175 if(self.bot_aim_whichfiretype == 0)
179 if(autocvar_g_balance_arc_primary_speed)
180 shoot = bot_aim(autocvar_g_balance_arc_primary_speed, 0, autocvar_g_balance_arc_primary_lifetime, FALSE);
182 shoot = bot_aim(1000000, 0, 0.001, FALSE);
186 self.BUTTON_ATCK = TRUE;
187 if(random() < 0.01) self.bot_aim_whichfiretype = 1;
192 //if(bot_aim(autocvar_g_balance_arc_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_arc_secondary_lifetime, TRUE))
194 // self.BUTTON_ATCK2 = TRUE;
195 // if(random() < 0.03) self.bot_aim_whichfiretype = 0;
204 if (self.BUTTON_ATCK)
206 if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
207 /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
208 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
210 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
212 if (weapon_prepareattack(0, 0))
214 if ((!self.arc_beam) || wasfreed(self.arc_beam))
217 if(!self.BUTTON_ATCK_prev)
219 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
220 self.BUTTON_ATCK_prev = 1;
226 if (self.BUTTON_ATCK_prev != 0)
228 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
229 ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor();
231 self.BUTTON_ATCK_prev = 0;
234 //if (self.BUTTON_ATCK2)
235 //if (weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
238 // self.arc_count = autocvar_g_balance_arc_secondary_count;
239 // weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
240 // self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
247 precache_model ("models/weapons/g_arc.md3");
248 precache_model ("models/weapons/v_arc.md3");
249 precache_model ("models/weapons/h_arc.iqm");
250 //precache_sound ("weapons/arc_bounce.wav");
251 precache_sound ("weapons/arc_fire.wav");
252 precache_sound ("weapons/arc_fire2.wav");
253 precache_sound ("weapons/arc_impact.wav");
254 //precache_sound ("weapons/arc_impact_combo.wav");
255 //precache_sound ("weapons/W_Arc_Beam_fire.wav");
260 return !WEP_CVAR_PRI(arc, ammo) || (self.WEP_AMMO(ARC) > 0);
264 return self.WEP_AMMO(ARC) >= WEP_CVAR_SEC(arc, ammo);
268 ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
273 if(w_deathtype & HITTYPE_SECONDARY)
275 return WEAPON_ELECTRO_MURDER_ORBS;
279 if(w_deathtype & HITTYPE_BOUNCE)
280 return WEAPON_ELECTRO_MURDER_COMBO;
282 return WEAPON_ELECTRO_MURDER_BOLT;
287 //self.arc_secondarytime = time;
296 WEP_ACTION(WEP_ARC, WR_INIT);
297 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
298 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
299 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
300 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
301 ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
305 float W_Arc(float req)
309 case WR_IMPACTEFFECT:
312 org2 = w_org + w_backoff * 6;
314 if(w_deathtype & HITTYPE_SECONDARY)
316 pointparticles(particleeffectnum("arc_ballexplode"), org2, '0 0 0', 1);
318 sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
322 pointparticles(particleeffectnum("arc_impact"), org2, '0 0 0', 1);
324 sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
331 precache_sound("weapons/arc_impact.wav");
332 precache_sound("weapons/arc_impact_combo.wav");
337 // no weapon specific image for this weapon