3 /* WEP_##id */ ELECTRO,
4 /* function */ W_Electro,
5 /* ammotype */ IT_CELLS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* netname */ "electro",
11 /* fullname */ _("Electro")
14 #define ELECTRO_SETTINGS(w_cvar,w_prop) \
15 w_cvar(WEP_ELECTRO, electro, MO_BOTH, ammo) \
16 w_cvar(WEP_ELECTRO, electro, MO_BOTH, animtime) \
17 w_cvar(WEP_ELECTRO, electro, MO_BOTH, damage) \
18 w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \
19 w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \
20 w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \
21 w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \
22 w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \
23 w_cvar(WEP_ELECTRO, electro, MO_BOTH, spread) \
24 w_cvar(WEP_ELECTRO, electro, MO_BOTH, lifetime) \
25 w_cvar(WEP_ELECTRO, electro, MO_PRI, comboradius) \
26 w_cvar(WEP_ELECTRO, electro, MO_PRI, midaircombo_interval) \
27 w_cvar(WEP_ELECTRO, electro, MO_PRI, midaircombo_radius) \
28 w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncefactor) \
29 w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncestop) \
30 w_cvar(WEP_ELECTRO, electro, MO_SEC, count) \
31 w_cvar(WEP_ELECTRO, electro, MO_SEC, damageforcescale) \
32 w_cvar(WEP_ELECTRO, electro, MO_SEC, damagedbycontents) \
33 w_cvar(WEP_ELECTRO, electro, MO_SEC, takedamageexplode) \
34 w_cvar(WEP_ELECTRO, electro, MO_SEC, health) \
35 w_cvar(WEP_ELECTRO, electro, MO_SEC, refire2) \
36 w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_up) \
37 w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_z) \
38 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \
39 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \
40 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \
41 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_edgedamage) \
42 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_force) \
43 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_radius) \
44 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_speed) \
45 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_safeammocheck) \
46 w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \
47 w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \
48 w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \
49 w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop)
52 ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
54 .float electro_secondarytime;
55 void W_Plasma_Explode_Combo(void);
59 void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
61 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
63 entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
66 if(e.classname == "plasma")
68 // change owner to whoever caused the combo explosion
69 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
74 (WEP_CVAR(electro, combo_comboradius_thruwall) >= vlen(e.WarpZone_findradius_dist))
78 e.takedamage = DAMAGE_NO;
79 e.classname = "plasma_chain";
80 e.think = W_Plasma_Explode_Combo;
81 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed); // delay combo chains, looks cooler
88 void W_Plasma_Explode(void)
90 if(other.takedamage == DAMAGE_AIM)
92 if(DIFF_TEAM(self.realowner, other))
93 if(other.deadflag == DEAD_NO)
95 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
97 self.event_damage = func_null;
98 self.takedamage = DAMAGE_NO;
100 if(self.movetype == MOVETYPE_BOUNCE)
105 WEP_CVAR_SEC(electro, damage),
106 WEP_CVAR_SEC(electro, edgedamage),
107 WEP_CVAR_SEC(electro, radius),
110 WEP_CVAR_SEC(electro, force),
111 self.projectiledeathtype,
117 W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
121 WEP_CVAR_PRI(electro, damage),
122 WEP_CVAR_PRI(electro, edgedamage),
123 WEP_CVAR_PRI(electro, radius),
126 WEP_CVAR_PRI(electro, force),
127 self.projectiledeathtype,
135 void W_Plasma_Explode_Combo(void)
137 W_Plasma_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
139 self.event_damage = func_null;
144 WEP_CVAR(electro, combo_damage),
145 WEP_CVAR(electro, combo_edgedamage),
146 WEP_CVAR(electro, combo_radius),
149 WEP_CVAR(electro, combo_force),
150 WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
157 void W_Plasma_Touch(void)
160 if(other.takedamage == DAMAGE_AIM)
161 { if(WEP_CVAR_SEC(electro, takedamageexplode)) { W_Plasma_Explode(); } }
164 //UpdateCSQCProjectile(self);
165 spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
166 self.projectiledeathtype |= HITTYPE_BOUNCE;
170 void W_Plasma_TouchExplode(void)
176 void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
181 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
182 float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
184 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
185 return; // g_projectiles_damage says to halt
187 self.health = self.health - damage;
190 self.takedamage = DAMAGE_NO;
191 self.nextthink = time;
194 // change owner to whoever caused the combo explosion
195 self.realowner = inflictor.realowner;
196 self.classname = "plasma_chain";
197 self.think = W_Plasma_Explode_Combo;
198 self.nextthink = time +
200 // bound the length, inflictor may be in a galaxy far far away (warpzones)
202 WEP_CVAR(electro, combo_radius),
203 vlen(self.origin - inflictor.origin)
206 // delay combo chains, looks cooler
207 WEP_CVAR(electro, combo_speed)
212 self.use = W_Plasma_Explode;
213 self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
218 void W_Plasma_Think()
220 if(time >= self.ltime)
226 if(WEP_CVAR_PRI(electro, midaircombo_radius))
228 self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime);
229 W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), self.realowner);
231 else { self.nextthink = self.ltime; }
234 void W_Electro_Attack_Bolt(void)
238 W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
240 W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(electro, damage));
242 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
245 proj.classname = "plasma_prim";
246 proj.owner = proj.realowner = self;
247 proj.bot_dodge = TRUE;
248 proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
249 proj.use = W_Plasma_Explode;
250 proj.think = W_Plasma_Think;
251 proj.nextthink = time;
252 proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
253 PROJECTILE_MAKETRIGGER(proj);
254 proj.projectiledeathtype = WEP_ELECTRO;
255 setorigin(proj, w_shotorg);
257 proj.movetype = MOVETYPE_FLY;
258 WEP_SETUPPROJVELOCITY_PRI(proj, electro);
259 proj.angles = vectoangles(proj.velocity);
260 proj.touch = W_Plasma_TouchExplode;
261 setsize(proj, '0 0 -3', '0 0 -3');
262 proj.flags = FL_PROJECTILE;
263 proj.missile_flags = MIF_SPLASH;
265 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
267 other = proj; MUTATOR_CALLHOOK(EditProjectile);
270 void W_Electro_Attack_Orbs(void)
272 W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
274 W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, WEP_CVAR_SEC(electro, damage));
276 w_shotdir = v_forward; // no TrueAim for grenades please
278 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
280 entity proj = spawn();
281 proj.classname = "plasma";
282 proj.owner = proj.realowner = self;
283 proj.use = W_Plasma_Explode;
284 proj.think = adaptor_think2use_hittype_splash;
285 proj.bot_dodge = TRUE;
286 proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
287 proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
288 PROJECTILE_MAKETRIGGER(proj);
289 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
290 setorigin(proj, w_shotorg);
292 //proj.glow_size = 50;
293 //proj.glow_color = 45;
294 proj.movetype = MOVETYPE_BOUNCE;
295 WEP_SETUPPROJVELOCITY_UP_SEC(proj, electro);
296 proj.touch = W_Plasma_Touch;
297 setsize(proj, '0 0 -4', '0 0 -4');
298 proj.takedamage = DAMAGE_YES;
299 proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
300 proj.health = WEP_CVAR_SEC(electro, health);
301 proj.event_damage = W_Plasma_Damage;
302 proj.flags = FL_PROJECTILE;
303 proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
305 proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
306 proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
307 proj.missile_flags = MIF_SPLASH | MIF_ARC;
312 copyentity(proj, p2);
313 setmodel(p2, "models/ebomb.mdl");
314 setsize(p2, proj.mins, proj.maxs);
317 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
319 other = proj; MUTATOR_CALLHOOK(EditProjectile);
322 void W_Electro_CheckAttack()
324 if(self.electro_count > 1)
325 if(self.BUTTON_ATCK2)
326 if(weapon_prepareattack(1, -1))
328 W_Electro_Attack_Orbs();
329 self.electro_count -= 1;
330 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
336 .float bot_secondary_electromooth;
337 float W_Electro(float req)
344 self.BUTTON_ATCK = self.BUTTON_ATCK2 = FALSE;
345 if(vlen(self.origin-self.enemy.origin) > 1000) { self.bot_secondary_electromooth = 0; }
346 if(self.bot_secondary_electromooth == 0)
350 if(WEP_CVAR_PRI(electro, speed))
351 shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), FALSE);
353 shoot = bot_aim(1000000, 0, 0.001, FALSE);
357 self.BUTTON_ATCK = TRUE;
358 if(random() < 0.01) self.bot_secondary_electromooth = 1;
363 if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), TRUE))
365 self.BUTTON_ATCK2 = TRUE;
366 if(random() < 0.03) self.bot_secondary_electromooth = 0;
374 if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
377 if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
379 if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
384 WEP_ACTION(self.weapon, WR_RELOAD);
393 if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
395 W_Electro_Attack_Bolt();
396 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
399 else if(self.BUTTON_ATCK2)
401 if(time >= self.electro_secondarytime)
402 if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
404 W_Electro_Attack_Orbs();
405 self.electro_count = WEP_CVAR_SEC(electro, count);
406 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
407 self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
415 precache_model("models/weapons/g_electro.md3");
416 precache_model("models/weapons/v_electro.md3");
417 precache_model("models/weapons/h_electro.iqm");
418 precache_sound("weapons/electro_bounce.wav");
419 precache_sound("weapons/electro_fire.wav");
420 precache_sound("weapons/electro_fire2.wav");
421 precache_sound("weapons/electro_impact.wav");
422 precache_sound("weapons/electro_impact_combo.wav");
423 ELECTRO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
428 self.current_ammo = ammo_cells;
433 ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(electro, ammo);
434 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
439 if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
441 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
442 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
446 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo);
447 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
453 ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
458 self.electro_secondarytime = time;
463 W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav");
466 case WR_SUICIDEMESSAGE:
468 if(w_deathtype & HITTYPE_SECONDARY)
469 return WEAPON_ELECTRO_SUICIDE_ORBS;
471 return WEAPON_ELECTRO_SUICIDE_BOLT;
475 if(w_deathtype & HITTYPE_SECONDARY)
477 return WEAPON_ELECTRO_MURDER_ORBS;
481 if(w_deathtype & HITTYPE_BOUNCE)
482 return WEAPON_ELECTRO_MURDER_COMBO;
484 return WEAPON_ELECTRO_MURDER_BOLT;
492 float W_Electro(float req)
496 case WR_IMPACTEFFECT:
499 org2 = w_org + w_backoff * 6;
500 if(w_deathtype & HITTYPE_SECONDARY)
502 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
504 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
508 if(w_deathtype & HITTYPE_BOUNCE)
510 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
511 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
513 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
517 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
519 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
527 precache_sound("weapons/electro_impact.wav");
528 precache_sound("weapons/electro_impact_combo.wav");