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, botaimspeed) \
23 w_cvar(id, sn, PRI, botaimlifetime) \
24 w_cvar(id, sn, PRI, damage) \
25 w_cvar(id, sn, PRI, degreespersegment) \
26 w_cvar(id, sn, PRI, distancepersegment) \
27 w_cvar(id, sn, PRI, falloff_halflifedist) \
28 w_cvar(id, sn, PRI, falloff_maxdist) \
29 w_cvar(id, sn, PRI, falloff_mindist) \
30 w_cvar(id, sn, PRI, force) \
31 w_cvar(id, sn, PRI, maxangle) \
32 w_cvar(id, sn, PRI, range) \
33 w_cvar(id, sn, PRI, refire) \
34 w_cvar(id, sn, PRI, returnspeed) \
35 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
36 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
37 w_prop(id, sn, string, weaponreplace, weaponreplace) \
38 w_prop(id, sn, float, weaponstart, weaponstart) \
39 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
40 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
43 vector arc_shotorigin[4];
46 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
48 .vector hook_start, hook_end; // used for beam
49 .entity arc_beam; // used for beam
50 .float BUTTON_ATCK_prev; // for better animation control
51 .float lg_fire_prev; // for better animation control
55 void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC); }
57 float W_Arc_Beam_Send(entity to, float sf)
59 WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
61 if(sound_allowed(MSG_BROADCAST, self.owner))
63 WriteByte(MSG_ENTITY, sf);
66 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
67 WriteCoord(MSG_ENTITY, WEP_CVAR_PRI(arc, range));
71 WriteCoord(MSG_ENTITY, self.hook_start_x);
72 WriteCoord(MSG_ENTITY, self.hook_start_y);
73 WriteCoord(MSG_ENTITY, self.hook_start_z);
77 WriteCoord(MSG_ENTITY, self.hook_end_x);
78 WriteCoord(MSG_ENTITY, self.hook_end_y);
79 WriteCoord(MSG_ENTITY, self.hook_end_z);
85 #define ARC_MAX_SEGMENTS 20
86 .entity lg_ents[ARC_MAX_SEGMENTS]; // debug
91 .float beam_initialized;
92 void W_Arc_Beam_Think(void)
95 if(self != self.owner.arc_beam)
98 print("W_Arc_Beam_Think(): EXPIRING BEAM #1\n");
103 if((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)
105 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; } // is this needed? I thought this is changed to world when removed ANYWAY
109 for(i = 0; i < ARC_MAX_SEGMENTS; ++i)
110 remove(self.lg_ents[i]);
112 print("W_Arc_Beam_Think(): EXPIRING BEAM #2\n");
119 float dt = frametime;
120 if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
122 if(WEP_CVAR_PRI(arc, ammo))
124 dt = min(dt, self.owner.WEP_AMMO(ARC) / WEP_CVAR_PRI(arc, ammo));
125 self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - WEP_CVAR_PRI(arc, ammo) * frametime);
129 makevectors(self.owner.v_angle);
131 W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR_PRI(arc, damage) * dt, WEP_CVAR_PRI(arc, range));
133 //vector want_dir = w_shotdir;
134 //vector want_pos = w_shotend;
136 if(!self.beam_initialized)
139 for(i = 0; i < ARC_MAX_SEGMENTS; ++i)
140 self.lg_ents[i] = spawn();
143 self.beam_dir = w_shotdir;
144 self.beam_initialized = TRUE;
148 if(self.beam_dir != w_shotdir)
150 float angle = ceil(vlen(w_shotdir - self.beam_dir) * RAD2DEG);
152 if(angle && (angle > WEP_CVAR_PRI(arc, maxangle)))
154 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
156 printf("Correcting max angle: %f %f\n", angle, WEP_CVAR_PRI(arc, distancepersegment));
158 anglelimit = min(WEP_CVAR_PRI(arc, maxangle) / angle, 1);
162 // the radius is not too far yet, no worries :D
166 float blendfactor = bound(0, anglelimit * (1 - (WEP_CVAR_PRI(arc, returnspeed) * dt)), 1);
168 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
170 float max_allowed_segments = ARC_MAX_SEGMENTS;
172 //if(WEP_CVAR_PRI(arc, distancepersegment))
173 // max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (distance_to_want_pos / WEP_CVAR_PRI(arc, distancepersegment)));
175 // max_allowed_segments = ARC_MAX_SEGMENTS;
177 // this is where we calculate how many segments are needed
178 if(WEP_CVAR_PRI(arc, degreespersegment))
180 segments = min( max(1, ( min(angle, WEP_CVAR_PRI(arc, maxangle)) / WEP_CVAR_PRI(arc, degreespersegment) ) ), max_allowed_segments );
181 //segments = min( min(angle, WEP_CVAR_PRI(arc, maxangle)) / WEP_CVAR_PRI(arc, degreespersegment), max_allowed_segments );
183 else { segments = 1; }
190 vector beam_endpos_estimate = (w_shotorg + (self.beam_dir * WEP_CVAR_PRI(arc, range)));
193 printf("segment count: %d\n", segments);
196 float new_beam_type = 0;
197 vector last_origin = w_shotorg;
198 for(i = 1; i <= segments; ++i)
200 // this could probably be calculated in a better way
201 float segmentblend = (i/segments);
202 float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
204 vector new_dir = normalize((w_shotdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend));
205 vector new_origin = last_origin + (new_dir * segmentdist);
207 WarpZone_traceline_antilag(
213 ANTILAG_LATENCY(self.owner)
216 if(trace_ent) // and check if this ent takes damage
218 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
219 vector hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
221 if(SAME_TEAM(self.owner, trace_ent))
226 te_lightning1(self.lg_ents[i - 1], last_origin, hitorigin);
227 te_customflash(hitorigin, 80, 5, '1 0 0');
229 new_beam_type = ARC_BT_ENEMY;
233 // hit an enemy/other damageable object
234 float falloff = ExponentialFalloff(
235 WEP_CVAR_PRI(arc, falloff_mindist),
236 WEP_CVAR_PRI(arc, falloff_maxdist),
237 WEP_CVAR_PRI(arc, falloff_halflifedist),
238 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
241 if(accuracy_isgooddamage(self.owner, trace_ent))
247 WEP_CVAR_PRI(arc, damage) * dt * falloff
255 WEP_CVAR_PRI(arc, damage) * dt * falloff,
258 WEP_CVAR_PRI(arc, force) * new_dir * dt * falloff
262 te_lightning1(self.lg_ents[i - 1], last_origin, hitorigin);
263 te_customflash(hitorigin, 80, 5, '1 0 0');
265 new_beam_type = ARC_BT_ENEMY;
269 else if(trace_fraction != 1)
271 // we collided with geometry
273 te_lightning1(self.lg_ents[i - 1], last_origin, trace_endpos);
274 te_customflash(trace_endpos, 50, 2, '0 0 1');
276 new_beam_type = ARC_BT_WALL;
282 te_lightning1(self.lg_ents[i - 1], last_origin, new_origin);
284 last_origin = new_origin;
291 te_customflash(trace_endpos, 50, 2, '0 1 0');
295 if(new_beam_type != self.beam_type)
298 self.beam_type = new_beam_type;
301 self.owner.lg_fire_prev = time;
302 self.nextthink = time;
305 // Attack functions =========================
306 void W_Arc_Beam(void)
308 print("W_Arc_Beam();\n");
309 // only play fire sound if 0.5 sec has passed since player let go the fire button
310 if(time - self.lg_fire_prev > 0.5)
311 sound(self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
313 entity beam, oldself;
315 self.arc_beam = beam = spawn();
316 beam.classname = "W_Arc_Beam";
317 beam.solid = SOLID_NOT;
318 beam.think = W_Arc_Beam_Think;
320 beam.movetype = MOVETYPE_NONE;
321 beam.shot_spread = 1;
322 beam.bot_dodge = TRUE;
323 beam.bot_dodgerating = WEP_CVAR_PRI(arc, damage);
324 //Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
332 float W_Arc(float req)
338 if(WEP_CVAR_PRI(arc, botaimspeed))
339 self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(arc, botaimspeed), 0, WEP_CVAR_PRI(arc, botaimlifetime), FALSE);
341 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
348 if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
349 /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
350 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
352 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
354 if(weapon_prepareattack(0, 0))
356 if((!self.arc_beam) || wasfreed(self.arc_beam))
359 if(!self.BUTTON_ATCK_prev)
361 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
362 self.BUTTON_ATCK_prev = 1;
368 if(self.BUTTON_ATCK_prev != 0)
370 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
371 ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor();
373 self.BUTTON_ATCK_prev = 0;
376 //if(self.BUTTON_ATCK2)
377 //if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
380 // self.arc_count = autocvar_g_balance_arc_secondary_count;
381 // weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
382 // self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
389 precache_model("models/weapons/g_arc.md3");
390 precache_model("models/weapons/v_arc.md3");
391 precache_model("models/weapons/h_arc.iqm");
392 //precache_sound("weapons/arc_bounce.wav");
393 precache_sound("weapons/arc_fire.wav");
394 precache_sound("weapons/arc_fire2.wav");
395 precache_sound("weapons/arc_impact.wav");
396 //precache_sound("weapons/arc_impact_combo.wav");
397 //precache_sound("weapons/W_Arc_Beam_fire.wav");
402 return !WEP_CVAR_PRI(arc, ammo) || (self.WEP_AMMO(ARC) > 0);
406 return self.WEP_AMMO(ARC) >= WEP_CVAR_SEC(arc, ammo);
410 ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
415 if(w_deathtype & HITTYPE_SECONDARY)
417 return WEAPON_ELECTRO_MURDER_ORBS;
421 if(w_deathtype & HITTYPE_BOUNCE)
422 return WEAPON_ELECTRO_MURDER_COMBO;
424 return WEAPON_ELECTRO_MURDER_BOLT;
429 //self.arc_secondarytime = time;
438 WEP_ACTION(WEP_ARC, WR_INIT);
439 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
440 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
441 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
442 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
443 ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
447 float W_Arc(float req)
451 case WR_IMPACTEFFECT:
454 org2 = w_org + w_backoff * 6;
456 if(w_deathtype & HITTYPE_SECONDARY)
458 pointparticles(particleeffectnum("arc_ballexplode"), org2, '0 0 0', 1);
460 sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
464 pointparticles(particleeffectnum("arc_impact"), org2, '0 0 0', 1);
466 sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
473 precache_sound("weapons/arc_impact.wav");
474 precache_sound("weapons/arc_impact_combo.wav");
479 // no weapon specific image for this weapon