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 /* shortname */ "electro",
11 /* fullname */ _("Electro")
16 vector electro_shotorigin[4];
21 .float electro_secondarytime;
23 void W_Plasma_Explode_Combo (void);
25 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
28 e = WarpZone_FindRadius(org, rad, TRUE);
31 if (e.classname == "plasma")
33 // change owner to whoever caused the combo explosion
35 e.takedamage = DAMAGE_NO;
36 e.classname = "plasma_chain";
37 e.think = W_Plasma_Explode_Combo;
38 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
44 void W_Plasma_Explode (void)
46 if(other.takedamage == DAMAGE_AIM)
48 if(IsDifferentTeam(self.realowner, other))
49 if(other.deadflag == DEAD_NO)
51 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
53 self.event_damage = func_null;
54 self.takedamage = DAMAGE_NO;
55 if (self.movetype == MOVETYPE_BOUNCE)
57 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
61 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
62 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
68 void W_Plasma_Explode_Combo (void)
70 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
72 self.event_damage = func_null;
73 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
78 void W_Plasma_Touch (void)
80 //self.velocity = self.velocity * 0.1;
83 if (other.takedamage == DAMAGE_AIM) {
86 //UpdateCSQCProjectile(self);
87 spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
88 self.projectiledeathtype |= HITTYPE_BOUNCE;
92 void W_Plasma_TouchExplode (void)
98 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
103 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
104 float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
106 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
107 return; // g_projectiles_damage says to halt
109 self.health = self.health - damage;
110 if (self.health <= 0)
112 self.takedamage = DAMAGE_NO;
113 self.nextthink = time;
116 // change owner to whoever caused the combo explosion
117 self.realowner = inflictor.realowner;
118 self.classname = "plasma_chain";
119 self.think = W_Plasma_Explode_Combo;
120 self.nextthink = time + min(autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin)) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
121 // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
125 self.use = W_Plasma_Explode;
126 self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
131 void W_Electro_Attack()
135 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
137 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);
139 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
142 proj.classname = "plasma_prim";
143 proj.owner = proj.realowner = self;
144 proj.bot_dodge = TRUE;
145 proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
146 proj.use = W_Plasma_Explode;
147 proj.think = adaptor_think2use_hittype_splash;
148 proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
149 PROJECTILE_MAKETRIGGER(proj);
150 proj.projectiledeathtype = WEP_ELECTRO;
151 setorigin(proj, w_shotorg);
153 proj.movetype = MOVETYPE_FLY;
154 W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
155 proj.angles = vectoangles(proj.velocity);
156 proj.touch = W_Plasma_TouchExplode;
157 setsize(proj, '0 0 -3', '0 0 -3');
158 proj.flags = FL_PROJECTILE;
159 proj.missile_flags = MIF_SPLASH;
161 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
163 other = proj; MUTATOR_CALLHOOK(EditProjectile);
166 void W_Electro_Attack2()
170 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
172 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);
174 w_shotdir = v_forward; // no TrueAim for grenades please
176 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
179 proj.classname = "plasma";
180 proj.owner = proj.realowner = self;
181 proj.use = W_Plasma_Explode;
182 proj.think = adaptor_think2use_hittype_splash;
183 proj.bot_dodge = TRUE;
184 proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
185 proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
186 PROJECTILE_MAKETRIGGER(proj);
187 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
188 setorigin(proj, w_shotorg);
190 //proj.glow_size = 50;
191 //proj.glow_color = 45;
192 proj.movetype = MOVETYPE_BOUNCE;
193 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
194 proj.touch = W_Plasma_Touch;
195 setsize(proj, '0 0 -4', '0 0 -4');
196 proj.takedamage = DAMAGE_YES;
197 proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
198 proj.health = autocvar_g_balance_electro_secondary_health;
199 proj.event_damage = W_Plasma_Damage;
200 proj.flags = FL_PROJECTILE;
201 proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
203 proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
204 proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
205 proj.missile_flags = MIF_SPLASH | MIF_ARC;
210 copyentity(proj, p2);
211 setmodel(p2, "models/ebomb.mdl");
212 setsize(p2, proj.mins, proj.maxs);
215 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
217 other = proj; MUTATOR_CALLHOOK(EditProjectile);
220 .vector hook_start, hook_end;
221 float lgbeam_send(entity to, float sf)
223 WriteByte(MSG_ENTITY, ENT_CLIENT_ELECTRO_BEAM);
225 if(sound_allowed(MSG_BROADCAST, self.realowner))
227 WriteByte(MSG_ENTITY, sf);
230 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
231 WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
235 WriteCoord(MSG_ENTITY, self.hook_start_x);
236 WriteCoord(MSG_ENTITY, self.hook_start_y);
237 WriteCoord(MSG_ENTITY, self.hook_start_z);
241 WriteCoord(MSG_ENTITY, self.hook_end_x);
242 WriteCoord(MSG_ENTITY, self.hook_end_y);
243 WriteCoord(MSG_ENTITY, self.hook_end_z);
249 float lgbeam_checkammo()
251 if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
253 else if(autocvar_g_balance_electro_reload_ammo)
254 return self.realowner.clip_load > 0;
256 return self.realowner.ammo_cells > 0;
259 entity lgbeam_owner_ent;
263 owner_player = self.realowner;
265 owner_player.prevlgfire = time;
266 if (self != owner_player.lgbeam)
272 if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
274 if(self == owner_player.lgbeam)
275 owner_player.lgbeam = world;
280 self.nextthink = time;
282 makevectors(owner_player.v_angle);
287 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
288 if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
290 if(autocvar_g_balance_electro_primary_ammo)
292 if(autocvar_g_balance_electro_reload_ammo)
294 dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
295 owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
296 owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
300 dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
301 owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
306 W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
307 if(!lgbeam_owner_ent)
309 lgbeam_owner_ent = spawn();
310 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
312 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
318 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
320 f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
322 if(accuracy_isgooddamage(owner_player, trace_ent))
323 accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
324 Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
326 W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
329 if(w_shotorg != self.hook_start)
332 self.hook_start = w_shotorg;
334 if(w_shotend != self.hook_end)
337 self.hook_end = w_shotend;
341 // experimental lightning gun
342 void W_Electro_Attack3 (void)
344 // only play fire sound if 0.5 sec has passed since player let go the fire button
345 if(time - self.prevlgfire > 0.5)
346 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
348 entity beam, oldself;
350 self.lgbeam = beam = spawn();
351 beam.classname = "lgbeam";
352 beam.solid = SOLID_NOT;
353 beam.think = lgbeam_think;
354 beam.owner = beam.realowner = self;
355 beam.movetype = MOVETYPE_NONE;
356 beam.shot_spread = 0;
357 beam.bot_dodge = TRUE;
358 beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
359 Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
369 weapon_action(WEP_ELECTRO, WR_PRECACHE);
370 electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
371 electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
372 electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
373 electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
376 void spawnfunc_weapon_electro (void)
378 weapon_defaultspawnfunc(WEP_ELECTRO);
381 void w_electro_checkattack()
383 if(self.electro_count > 1)
384 if(self.BUTTON_ATCK2)
385 if(weapon_prepareattack(1, -1))
388 self.electro_count -= 1;
389 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
396 .float bot_secondary_electromooth;
397 .float BUTTON_ATCK_prev;
398 float w_electro(float req)
403 self.BUTTON_ATCK=FALSE;
404 self.BUTTON_ATCK2=FALSE;
405 if(vlen(self.origin-self.enemy.origin) > 1000)
406 self.bot_secondary_electromooth = 0;
407 if(self.bot_secondary_electromooth == 0)
411 if(autocvar_g_balance_electro_primary_speed)
412 shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
414 shoot = bot_aim(1000000, 0, 0.001, FALSE);
418 self.BUTTON_ATCK = TRUE;
419 if(random() < 0.01) self.bot_secondary_electromooth = 1;
424 if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
426 self.BUTTON_ATCK2 = TRUE;
427 if(random() < 0.03) self.bot_secondary_electromooth = 0;
431 else if (req == WR_THINK)
433 if(autocvar_g_balance_electro_reload_ammo) // forced reload
436 if(autocvar_g_balance_electro_lightning)
438 if(self.clip_load > 0)
441 else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
443 if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
448 weapon_action(self.weapon, WR_RELOAD);
452 if (self.BUTTON_ATCK)
454 if(autocvar_g_balance_electro_lightning)
455 if(self.BUTTON_ATCK_prev)
456 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
458 if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
460 if(autocvar_g_balance_electro_lightning)
462 if ((!self.lgbeam) || wasfreed(self.lgbeam))
466 if(!self.BUTTON_ATCK_prev)
468 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
469 self.BUTTON_ATCK_prev = 1;
475 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
479 if(autocvar_g_balance_electro_lightning)
481 if (self.BUTTON_ATCK_prev != 0)
483 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
484 ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
486 self.BUTTON_ATCK_prev = 0;
489 if (self.BUTTON_ATCK2)
491 if (time >= self.electro_secondarytime)
492 if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
495 self.electro_count = autocvar_g_balance_electro_secondary_count;
496 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
497 self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
502 else if (req == WR_PRECACHE)
504 precache_model ("models/weapons/g_electro.md3");
505 precache_model ("models/weapons/v_electro.md3");
506 precache_model ("models/weapons/h_electro.iqm");
507 precache_sound ("weapons/electro_bounce.wav");
508 precache_sound ("weapons/electro_fire.wav");
509 precache_sound ("weapons/electro_fire2.wav");
510 precache_sound ("weapons/electro_impact.wav");
511 precache_sound ("weapons/electro_impact_combo.wav");
512 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
513 if(autocvar_g_balance_electro_lightning)
515 precache_sound ("weapons/lgbeam_fire.wav");
518 else if (req == WR_SETUP)
520 weapon_setup(WEP_ELECTRO);
521 self.current_ammo = ammo_cells;
523 else if (req == WR_CHECKAMMO1)
525 if(autocvar_g_balance_electro_lightning)
527 if(!autocvar_g_balance_electro_primary_ammo)
530 ammo_amount = self.ammo_cells > 0;
531 ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
535 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
536 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
540 else if (req == WR_CHECKAMMO2)
542 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.
544 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
545 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
549 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
550 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
554 else if (req == WR_RESETPLAYER)
556 self.electro_secondarytime = time;
558 else if (req == WR_RELOAD)
560 W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), autocvar_g_balance_electro_reload_ammo, autocvar_g_balance_electro_reload_time, "weapons/reload.wav");
562 else if (req == WR_SUICIDEMESSAGE)
564 if(w_deathtype & HITTYPE_SECONDARY)
565 return WEAPON_ELECTRO_SUICIDE_ORBS;
567 return WEAPON_ELECTRO_SUICIDE_BOLT;
569 else if (req == WR_KILLMESSAGE)
571 if(w_deathtype & HITTYPE_SECONDARY)
573 return WEAPON_ELECTRO_MURDER_ORBS;
577 if(w_deathtype & HITTYPE_BOUNCE)
578 return WEAPON_ELECTRO_MURDER_COMBO;
580 return WEAPON_ELECTRO_MURDER_BOLT;
587 float w_electro(float req)
589 if(req == WR_IMPACTEFFECT)
592 org2 = w_org + w_backoff * 6;
593 if(w_deathtype & HITTYPE_SECONDARY)
595 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
597 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
601 if(w_deathtype & HITTYPE_BOUNCE)
603 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
604 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
606 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
610 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
612 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
616 else if(req == WR_PRECACHE)
618 precache_sound("weapons/electro_impact.wav");
619 precache_sound("weapons/electro_impact_combo.wav");