3 /* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Electro, impulse, int, 5)
5 /* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
8 /* modelname */ ATTRIB(Electro, mdl, string, "electro");
10 /* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
12 /* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
13 /* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro");
15 /* refname */ ATTRIB(Electro, netname, string, "electro");
16 /* wepname */ ATTRIB(Electro, m_name, string, _("Electro"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, BOTH) \
21 P(class, prefix, animtime, float, BOTH) \
22 P(class, prefix, bouncefactor, float, SEC) \
23 P(class, prefix, bouncestop, float, SEC) \
24 P(class, prefix, comboradius, float, PRI) \
25 P(class, prefix, combo_comboradius, float, NONE) \
26 P(class, prefix, combo_comboradius_thruwall, float, NONE) \
27 P(class, prefix, combo_damage, float, NONE) \
28 P(class, prefix, combo_edgedamage, float, NONE) \
29 P(class, prefix, combo_force, float, NONE) \
30 P(class, prefix, combo_radius, float, NONE) \
31 P(class, prefix, combo_safeammocheck, float, NONE) \
32 P(class, prefix, combo_speed, float, NONE) \
33 P(class, prefix, count, float, SEC) \
34 P(class, prefix, damagedbycontents, float, SEC) \
35 P(class, prefix, damageforcescale, float, SEC) \
36 P(class, prefix, damage, float, BOTH) \
37 P(class, prefix, edgedamage, float, BOTH) \
38 P(class, prefix, force, float, BOTH) \
39 P(class, prefix, health, float, SEC) \
40 P(class, prefix, lifetime, float, BOTH) \
41 P(class, prefix, midaircombo_explode, float, PRI) \
42 P(class, prefix, midaircombo_interval, float, PRI) \
43 P(class, prefix, midaircombo_radius, float, PRI) \
44 P(class, prefix, radius, float, BOTH) \
45 P(class, prefix, refire2, float, SEC) \
46 P(class, prefix, refire, float, BOTH) \
47 P(class, prefix, reload_ammo, float, NONE) \
48 P(class, prefix, reload_time, float, NONE) \
49 P(class, prefix, speed, float, BOTH) \
50 P(class, prefix, speed_up, float, SEC) \
51 P(class, prefix, speed_z, float, SEC) \
52 P(class, prefix, spread, float, BOTH) \
53 P(class, prefix, switchdelay_drop, float, NONE) \
54 P(class, prefix, switchdelay_raise, float, NONE) \
55 P(class, prefix, touchexplode, float, SEC) \
56 P(class, prefix, weaponreplace, string,NONE) \
57 P(class, prefix, weaponstartoverride, float, NONE) \
58 P(class, prefix, weaponstart, float, NONE) \
59 P(class, prefix, weaponthrowable, float, NONE) \
61 W_PROPS(X, Electro, electro)
65 REGISTER_WEAPON(ELECTRO, electro, NEW(Electro));
70 .float electro_secondarytime;
71 void W_Electro_ExplodeCombo();
76 spawnfunc(weapon_electro) { weapon_defaultspawnfunc(this, WEP_ELECTRO); }
78 void W_Electro_TriggerCombo(vector org, float rad, entity own)
80 entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
83 if(e.classname == "electro_orb")
85 // do we allow thruwall triggering?
86 if(WEP_CVAR(electro, combo_comboradius_thruwall))
88 // if distance is greater than thruwall distance, check to make sure it's not through a wall
89 if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall)))
91 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
92 if(trace_fraction != 1)
94 // trigger is through a wall and outside of thruwall range, abort
101 // change owner to whoever caused the combo explosion
103 e.takedamage = DAMAGE_NO;
104 e.classname = "electro_orb_chain";
106 // now set the next one to trigger as well
107 e.think = W_Electro_ExplodeCombo;
109 // delay combo chains, looks cooler
114 (WEP_CVAR(electro, combo_speed) ?
115 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
125 void W_Electro_ExplodeCombo()
127 W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
129 self.event_damage = func_null;
134 WEP_CVAR(electro, combo_damage),
135 WEP_CVAR(electro, combo_edgedamage),
136 WEP_CVAR(electro, combo_radius),
139 WEP_CVAR(electro, combo_force),
140 WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
147 void W_Electro_Explode()
149 if(other.takedamage == DAMAGE_AIM)
151 if(DIFF_TEAM(self.realowner, other))
154 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
156 self.event_damage = func_null;
157 self.takedamage = DAMAGE_NO;
159 if(self.movetype == MOVETYPE_BOUNCE)
164 WEP_CVAR_SEC(electro, damage),
165 WEP_CVAR_SEC(electro, edgedamage),
166 WEP_CVAR_SEC(electro, radius),
169 WEP_CVAR_SEC(electro, force),
170 self.projectiledeathtype,
176 W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
180 WEP_CVAR_PRI(electro, damage),
181 WEP_CVAR_PRI(electro, edgedamage),
182 WEP_CVAR_PRI(electro, radius),
185 WEP_CVAR_PRI(electro, force),
186 self.projectiledeathtype,
194 void W_Electro_TouchExplode()
200 void W_Electro_Bolt_Think()
202 if(time >= self.ltime)
208 if(WEP_CVAR_PRI(electro, midaircombo_radius))
211 entity e = WarpZone_FindRadius(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
213 // loop through nearby orbs and trigger them
216 if(e.classname == "electro_orb")
218 // change owner to whoever caused the combo explosion
219 e.realowner = self.realowner;
220 e.takedamage = DAMAGE_NO;
221 e.classname = "electro_orb_chain";
223 // now set the next one to trigger as well
224 e.think = W_Electro_ExplodeCombo;
226 // delay combo chains, looks cooler
231 (WEP_CVAR(electro, combo_speed) ?
232 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
243 // if we triggered an orb, should we explode? if not, lets try again next time
244 if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
247 { self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); }
249 else { self.nextthink = self.ltime; }
252 void W_Electro_Attack_Bolt(Weapon thiswep)
256 W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(electro, ammo));
258 W_SetupShot_ProjectileSize(
266 WEP_CVAR_PRI(electro, damage)
269 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
271 proj = new(electro_bolt);
272 proj.owner = proj.realowner = self;
273 proj.bot_dodge = true;
274 proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
275 proj.use = W_Electro_Explode;
276 proj.think = W_Electro_Bolt_Think;
277 proj.nextthink = time;
278 proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
279 PROJECTILE_MAKETRIGGER(proj);
280 proj.projectiledeathtype = WEP_ELECTRO.m_id;
281 setorigin(proj, w_shotorg);
283 proj.movetype = MOVETYPE_FLY;
284 W_SetupProjVelocity_PRI(proj, electro);
285 proj.angles = vectoangles(proj.velocity);
286 proj.touch = W_Electro_TouchExplode;
287 setsize(proj, '0 0 -3', '0 0 -3');
288 proj.flags = FL_PROJECTILE;
289 proj.missile_flags = MIF_SPLASH;
291 CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
293 MUTATOR_CALLHOOK(EditProjectile, self, proj);
296 void W_Electro_Orb_Touch()
299 if(other.takedamage == DAMAGE_AIM)
300 { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } }
303 //UpdateCSQCProjectile(self);
304 spamsound(self, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
305 self.projectiledeathtype |= HITTYPE_BOUNCE;
309 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
314 // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
315 float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
317 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
318 return; // g_projectiles_damage says to halt
320 this.health = this.health - damage;
323 this.takedamage = DAMAGE_NO;
324 this.nextthink = time;
327 // change owner to whoever caused the combo explosion
328 this.realowner = inflictor.realowner;
329 this.classname = "electro_orb_chain";
330 this.think = W_Electro_ExplodeCombo;
331 this.nextthink = time +
333 // bound the length, inflictor may be in a galaxy far far away (warpzones)
335 WEP_CVAR(electro, combo_radius),
336 vlen(this.origin - inflictor.origin)
339 // delay combo chains, looks cooler
340 WEP_CVAR(electro, combo_speed)
345 this.use = W_Electro_Explode;
346 this.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
351 void W_Electro_Attack_Orb(Weapon thiswep)
353 W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(electro, ammo));
355 W_SetupShot_ProjectileSize(
363 WEP_CVAR_SEC(electro, damage)
366 w_shotdir = v_forward; // no TrueAim for grenades please
368 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
370 entity proj = new(electro_orb);
371 proj.owner = proj.realowner = self;
372 proj.use = W_Electro_Explode;
373 proj.think = adaptor_think2use_hittype_splash;
374 proj.bot_dodge = true;
375 proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
376 proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
377 PROJECTILE_MAKETRIGGER(proj);
378 proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY;
379 setorigin(proj, w_shotorg);
381 //proj.glow_size = 50;
382 //proj.glow_color = 45;
383 proj.movetype = MOVETYPE_BOUNCE;
384 W_SetupProjVelocity_UP_SEC(proj, electro);
385 proj.touch = W_Electro_Orb_Touch;
386 setsize(proj, '0 0 -4', '0 0 -4');
387 proj.takedamage = DAMAGE_YES;
388 proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
389 proj.health = WEP_CVAR_SEC(electro, health);
390 proj.event_damage = W_Electro_Orb_Damage;
391 proj.flags = FL_PROJECTILE;
392 proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
394 proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
395 proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
396 proj.missile_flags = MIF_SPLASH | MIF_ARC;
401 copyentity(proj, p2);
402 setmodel(p2, MDL_PROJECTILE_ELECTRO);
403 setsize(p2, proj.mins, proj.maxs);
406 CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
408 MUTATOR_CALLHOOK(EditProjectile, self, proj);
411 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
413 if(self.electro_count > 1)
414 if(self.BUTTON_ATCK2)
415 if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
417 W_Electro_Attack_Orb(WEP_ELECTRO);
418 self.electro_count -= 1;
419 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
422 // WEAPONTODO: when the player releases the button, cut down the length of refire2?
423 w_ready(thiswep, actor, weaponentity, fire);
426 .float bot_secondary_electromooth;
428 METHOD(Electro, wr_aim, void(entity thiswep))
430 self.BUTTON_ATCK = self.BUTTON_ATCK2 = false;
431 if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; }
432 if(self.bot_secondary_electromooth == 0)
436 if(WEP_CVAR_PRI(electro, speed))
437 shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
439 shoot = bot_aim(1000000, 0, 0.001, false);
443 self.BUTTON_ATCK = true;
444 if(random() < 0.01) self.bot_secondary_electromooth = 1;
449 if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
451 self.BUTTON_ATCK2 = true;
452 if(random() < 0.03) self.bot_secondary_electromooth = 0;
456 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
458 if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
460 float ammo_amount = 0;
461 if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
463 if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
468 thiswep.wr_reload(thiswep, actor, weaponentity);
475 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
477 W_Electro_Attack_Bolt(thiswep);
478 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
483 if(time >= actor.electro_secondarytime)
484 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
486 W_Electro_Attack_Orb(thiswep);
487 actor.electro_count = WEP_CVAR_SEC(electro, count);
488 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
489 actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
493 METHOD(Electro, wr_checkammo1, bool(entity thiswep))
495 float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
496 ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
499 METHOD(Electro, wr_checkammo2, bool(entity thiswep))
502 if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
504 ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
505 ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
509 ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
510 ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
514 METHOD(Electro, wr_resetplayer, void(entity thiswep))
516 self.electro_secondarytime = time;
518 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
520 W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
522 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
524 if(w_deathtype & HITTYPE_SECONDARY)
525 return WEAPON_ELECTRO_SUICIDE_ORBS;
527 return WEAPON_ELECTRO_SUICIDE_BOLT;
529 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
531 if(w_deathtype & HITTYPE_SECONDARY)
533 return WEAPON_ELECTRO_MURDER_ORBS;
537 if(w_deathtype & HITTYPE_BOUNCE)
538 return WEAPON_ELECTRO_MURDER_COMBO;
540 return WEAPON_ELECTRO_MURDER_BOLT;
547 METHOD(Electro, wr_impacteffect, void(entity thiswep))
550 org2 = w_org + w_backoff * 6;
551 if(w_deathtype & HITTYPE_SECONDARY)
553 pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
555 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
559 if(w_deathtype & HITTYPE_BOUNCE)
561 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
562 pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
564 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
568 pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
570 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);