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, damage) \
17 w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \
18 w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \
19 w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \
20 w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \
21 w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \
22 w_cvar(WEP_ELECTRO, electro, MO_BOTH, damageforcescale) \
23 w_cvar(WEP_ELECTRO, electro, MO_BOTH, health) \
24 w_cvar(WEP_ELECTRO, electro, MO_PRI, lifetime) \
25 w_cvar(WEP_ELECTRO, electro, MO_NONE, secondary) \
26 w_cvar(WEP_ELECTRO, electro, MO_SEC, spread) \
27 w_cvar(WEP_ELECTRO, electro, MO_SEC, lifetime_min) \
28 w_cvar(WEP_ELECTRO, electro, MO_SEC, lifetime_rand) \
29 w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \
30 w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \
31 w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \
32 w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop)
35 //ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
36 var float autocvar_g_balance_electro_combo_comboradius_thruwall = 200;
40 void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
43 .float electro_secondarytime;
45 void W_Plasma_Explode_Combo(void);
47 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
49 entity e = WarpZone_FindRadius(org, rad, !autocvar_g_balance_electro_combo_comboradius_thruwall);
52 if(e.classname == "plasma")
54 // change owner to whoever caused the combo explosion
55 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
60 (autocvar_g_balance_electro_combo_comboradius_thruwall >= vlen(e.WarpZone_findradius_dist))
64 e.takedamage = DAMAGE_NO;
65 e.classname = "plasma_chain";
66 e.think = W_Plasma_Explode_Combo;
67 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
74 void W_Plasma_Explode(void)
76 if(other.takedamage == DAMAGE_AIM)
78 if(DIFF_TEAM(self.realowner, other))
79 if(other.deadflag == DEAD_NO)
81 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
83 self.event_damage = func_null;
84 self.takedamage = DAMAGE_NO;
86 if(self.movetype == MOVETYPE_BOUNCE)
91 autocvar_g_balance_electro_secondary_damage,
92 autocvar_g_balance_electro_secondary_edgedamage,
93 autocvar_g_balance_electro_secondary_radius,
96 autocvar_g_balance_electro_secondary_force,
97 self.projectiledeathtype,
103 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
107 autocvar_g_balance_electro_primary_damage,
108 autocvar_g_balance_electro_primary_edgedamage,
109 autocvar_g_balance_electro_primary_radius,
112 autocvar_g_balance_electro_primary_force,
113 self.projectiledeathtype,
121 void W_Plasma_Explode_Combo(void)
123 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
125 self.event_damage = func_null;
130 autocvar_g_balance_electro_combo_damage,
131 autocvar_g_balance_electro_combo_edgedamage,
132 autocvar_g_balance_electro_combo_radius,
135 autocvar_g_balance_electro_combo_force,
136 WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
143 void W_Plasma_Touch(void)
146 if(other.takedamage == DAMAGE_AIM)
147 { W_Plasma_Explode(); }
150 //UpdateCSQCProjectile(self);
151 spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
152 self.projectiledeathtype |= HITTYPE_BOUNCE;
156 void W_Plasma_TouchExplode(void)
162 void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
167 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
168 float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
170 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
171 return; // g_projectiles_damage says to halt
173 self.health = self.health - damage;
176 self.takedamage = DAMAGE_NO;
177 self.nextthink = time;
180 // change owner to whoever caused the combo explosion
181 self.realowner = inflictor.realowner;
182 self.classname = "plasma_chain";
183 self.think = W_Plasma_Explode_Combo;
184 self.nextthink = time +
186 // bound the length, inflictor may be in a galaxy far far away (warpzones)
188 autocvar_g_balance_electro_combo_radius,
189 vlen(self.origin - inflictor.origin)
192 // delay combo chains, looks cooler
193 autocvar_g_balance_electro_combo_speed
198 self.use = W_Plasma_Explode;
199 self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
204 void W_Electro_Attack()
208 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
210 W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, autocvar_g_balance_electro_primary_damage);
212 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
215 proj.classname = "plasma_prim";
216 proj.owner = proj.realowner = self;
217 proj.bot_dodge = TRUE;
218 proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
219 proj.use = W_Plasma_Explode;
220 proj.think = adaptor_think2use_hittype_splash;
221 proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
222 PROJECTILE_MAKETRIGGER(proj);
223 proj.projectiledeathtype = WEP_ELECTRO;
224 setorigin(proj, w_shotorg);
226 proj.movetype = MOVETYPE_FLY;
227 W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
228 proj.angles = vectoangles(proj.velocity);
229 proj.touch = W_Plasma_TouchExplode;
230 setsize(proj, '0 0 -3', '0 0 -3');
231 proj.flags = FL_PROJECTILE;
232 proj.missile_flags = MIF_SPLASH;
234 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
236 other = proj; MUTATOR_CALLHOOK(EditProjectile);
239 void W_Electro_Attack2()
241 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
243 W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_g_balance_electro_secondary_damage);
245 w_shotdir = v_forward; // no TrueAim for grenades please
247 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
249 entity proj = spawn();
250 proj.classname = "plasma";
251 proj.owner = proj.realowner = self;
252 proj.use = W_Plasma_Explode;
253 proj.think = adaptor_think2use_hittype_splash;
254 proj.bot_dodge = TRUE;
255 proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
256 proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
257 PROJECTILE_MAKETRIGGER(proj);
258 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
259 setorigin(proj, w_shotorg);
261 //proj.glow_size = 50;
262 //proj.glow_color = 45;
263 proj.movetype = MOVETYPE_BOUNCE;
264 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
265 proj.touch = W_Plasma_Touch;
266 setsize(proj, '0 0 -4', '0 0 -4');
267 proj.takedamage = DAMAGE_YES;
268 proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
269 proj.health = autocvar_g_balance_electro_secondary_health;
270 proj.event_damage = W_Plasma_Damage;
271 proj.flags = FL_PROJECTILE;
272 proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
274 proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
275 proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
276 proj.missile_flags = MIF_SPLASH | MIF_ARC;
281 copyentity(proj, p2);
282 setmodel(p2, "models/ebomb.mdl");
283 setsize(p2, proj.mins, proj.maxs);
286 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
288 other = proj; MUTATOR_CALLHOOK(EditProjectile);
291 void w_electro_checkattack()
293 if(self.electro_count > 1)
294 if(self.BUTTON_ATCK2)
295 if(weapon_prepareattack(1, -1))
298 self.electro_count -= 1;
299 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
306 .float bot_secondary_electromooth;
307 float w_electro(float req)
314 self.BUTTON_ATCK=FALSE;
315 self.BUTTON_ATCK2=FALSE;
316 if(vlen(self.origin-self.enemy.origin) > 1000)
317 self.bot_secondary_electromooth = 0;
318 if(self.bot_secondary_electromooth == 0)
322 if(autocvar_g_balance_electro_primary_speed)
323 shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
325 shoot = bot_aim(1000000, 0, 0.001, FALSE);
329 self.BUTTON_ATCK = TRUE;
330 if(random() < 0.01) self.bot_secondary_electromooth = 1;
335 if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_mortar_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
337 self.BUTTON_ATCK2 = TRUE;
338 if(random() < 0.03) self.bot_secondary_electromooth = 0;
346 if(autocvar_g_balance_electro_reload_ammo) // forced reload
349 if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
351 if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
356 WEP_ACTION(self.weapon, WR_RELOAD);
362 if (self.BUTTON_ATCK)
364 if(weapon_prepareattack(0, autocvar_g_balance_electro_primary_refire))
367 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
370 else if(self.BUTTON_ATCK2)
372 if (time >= self.electro_secondarytime)
373 if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
376 self.electro_count = autocvar_g_balance_electro_secondary_count;
377 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
378 self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
386 precache_model ("models/weapons/g_electro.md3");
387 precache_model ("models/weapons/v_electro.md3");
388 precache_model ("models/weapons/h_electro.iqm");
389 precache_sound ("weapons/electro_bounce.wav");
390 precache_sound ("weapons/electro_fire.wav");
391 precache_sound ("weapons/electro_fire2.wav");
392 precache_sound ("weapons/electro_impact.wav");
393 precache_sound ("weapons/electro_impact_combo.wav");
398 self.current_ammo = ammo_cells;
403 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
404 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
409 if(autocvar_g_balance_electro_combo_safeammocheck) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
411 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
412 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
416 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
417 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
423 self.electro_secondarytime = time;
428 W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), "weapons/reload.wav");
431 case WR_SUICIDEMESSAGE:
433 if(w_deathtype & HITTYPE_SECONDARY)
434 return WEAPON_ELECTRO_SUICIDE_ORBS;
436 return WEAPON_ELECTRO_SUICIDE_BOLT;
440 if(w_deathtype & HITTYPE_SECONDARY)
442 return WEAPON_ELECTRO_MURDER_ORBS;
446 if(w_deathtype & HITTYPE_BOUNCE)
447 return WEAPON_ELECTRO_MURDER_COMBO;
449 return WEAPON_ELECTRO_MURDER_BOLT;
457 float w_electro(float req)
461 case WR_IMPACTEFFECT:
464 org2 = w_org + w_backoff * 6;
465 if(w_deathtype & HITTYPE_SECONDARY)
467 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
469 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
473 if(w_deathtype & HITTYPE_BOUNCE)
475 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
476 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
478 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
482 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
484 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
492 precache_sound("weapons/electro_impact.wav");
493 precache_sound("weapons/electro_impact_combo.wav");