5 void W_Electro_TriggerCombo(vector org, float rad, entity own)
7 entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
10 if(e.classname == "electro_orb")
12 // do we allow thruwall triggering?
13 if(WEP_CVAR(electro, combo_comboradius_thruwall))
15 // if distance is greater than thruwall distance, check to make sure it's not through a wall
16 if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall)))
18 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
19 if(trace_fraction != 1)
21 // trigger is through a wall and outside of thruwall range, abort
28 // change owner to whoever caused the combo explosion
30 e.takedamage = DAMAGE_NO;
31 e.classname = "electro_orb_chain";
33 // now set the next one to trigger as well
34 setthink(e, W_Electro_ExplodeCombo);
36 // delay combo chains, looks cooler
41 (WEP_CVAR(electro, combo_speed) ?
42 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
52 void W_Electro_ExplodeCombo(entity this)
54 W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
56 this.event_damage = func_null;
61 WEP_CVAR(electro, combo_damage),
62 WEP_CVAR(electro, combo_edgedamage),
63 WEP_CVAR(electro, combo_radius),
66 WEP_CVAR(electro, combo_force),
67 WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
74 void W_Electro_Explode(entity this, entity directhitentity)
76 if(directhitentity.takedamage == DAMAGE_AIM)
77 if(IS_PLAYER(directhitentity))
78 if(DIFF_TEAM(this.realowner, directhitentity))
79 if(!IS_DEAD(directhitentity))
80 if(IsFlying(directhitentity))
81 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
83 this.event_damage = func_null;
84 this.takedamage = DAMAGE_NO;
86 if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
91 WEP_CVAR_SEC(electro, damage),
92 WEP_CVAR_SEC(electro, edgedamage),
93 WEP_CVAR_SEC(electro, radius),
96 WEP_CVAR_SEC(electro, force),
97 this.projectiledeathtype,
103 W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner);
107 WEP_CVAR_PRI(electro, damage),
108 WEP_CVAR_PRI(electro, edgedamage),
109 WEP_CVAR_PRI(electro, radius),
112 WEP_CVAR_PRI(electro, force),
113 this.projectiledeathtype,
121 void W_Electro_Explode_use(entity this, entity actor, entity trigger)
123 W_Electro_Explode(this, trigger);
126 void W_Electro_TouchExplode(entity this, entity toucher)
128 PROJECTILE_TOUCH(this, toucher);
129 W_Electro_Explode(this, toucher);
133 void sys_phys_update_single(entity this);
135 void W_Electro_Bolt_Think(entity this)
137 // sys_phys_update_single(this);
138 if(time >= this.ltime)
140 this.use(this, NULL, NULL);
144 if(WEP_CVAR_PRI(electro, midaircombo_radius))
147 entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
149 // loop through nearby orbs and trigger them
152 if(e.classname == "electro_orb")
154 // change owner to whoever caused the combo explosion
155 e.realowner = this.realowner;
156 e.takedamage = DAMAGE_NO;
157 e.classname = "electro_orb_chain";
159 // now set the next one to trigger as well
160 setthink(e, W_Electro_ExplodeCombo);
162 // delay combo chains, looks cooler
167 (WEP_CVAR(electro, combo_speed) ?
168 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
179 // if we triggered an orb, should we explode? if not, lets try again next time
180 if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
181 { this.use(this, NULL, NULL); }
183 { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
185 else { this.nextthink = this.ltime; }
186 // this.nextthink = time;
189 void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
193 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo), weaponentity);
195 W_SetupShot_ProjectileSize(
204 WEP_CVAR_PRI(electro, damage)
207 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
209 proj = new(electro_bolt);
210 proj.owner = proj.realowner = actor;
211 proj.bot_dodge = true;
212 proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
213 proj.use = W_Electro_Explode_use;
214 setthink(proj, W_Electro_Bolt_Think);
215 proj.nextthink = time;
216 proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
217 PROJECTILE_MAKETRIGGER(proj);
218 proj.projectiledeathtype = WEP_ELECTRO.m_id;
219 setorigin(proj, w_shotorg);
222 set_movetype(proj, MOVETYPE_FLY);
223 W_SetupProjVelocity_PRI(proj, electro);
224 proj.angles = vectoangles(proj.velocity);
225 settouch(proj, W_Electro_TouchExplode);
226 setsize(proj, '0 0 -3', '0 0 -3');
227 proj.flags = FL_PROJECTILE;
228 IL_PUSH(g_projectiles, proj);
229 IL_PUSH(g_bot_dodge, proj);
230 proj.missile_flags = MIF_SPLASH;
232 CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
234 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
235 // proj.com_phys_pos = proj.origin;
236 // proj.com_phys_vel = proj.velocity;
239 void W_Electro_Orb_Stick(entity this, entity to)
241 entity newproj = spawn();
242 newproj.classname = this.classname;
244 newproj.bot_dodge = this.bot_dodge;
245 newproj.bot_dodgerating = this.bot_dodgerating;
247 newproj.owner = this.owner;
248 newproj.realowner = this.realowner;
249 setsize(newproj, this.mins, this.maxs);
250 setorigin(newproj, this.origin);
251 setmodel(newproj, MDL_PROJECTILE_ELECTRO);
252 newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
254 newproj.takedamage = this.takedamage;
255 newproj.damageforcescale = this.damageforcescale;
256 newproj.health = this.health;
257 newproj.event_damage = this.event_damage;
258 newproj.spawnshieldtime = this.spawnshieldtime;
259 newproj.damagedbycontents = true;
260 IL_PUSH(g_damagedbycontents, newproj);
262 set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
263 newproj.projectiledeathtype = this.projectiledeathtype;
265 settouch(newproj, func_null);
266 setthink(newproj, getthink(this));
267 newproj.nextthink = this.nextthink;
268 newproj.use = this.use;
269 newproj.flags = this.flags;
270 IL_PUSH(g_projectiles, newproj);
271 IL_PUSH(g_bot_dodge, newproj);
276 SetMovetypeFollow(this, to);
279 void W_Electro_Orb_Touch(entity this, entity toucher)
281 PROJECTILE_TOUCH(this, toucher);
282 if(toucher.takedamage == DAMAGE_AIM)
283 { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
284 else if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles!
286 //UpdateCSQCProjectile(this);
287 spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
288 this.projectiledeathtype |= HITTYPE_BOUNCE;
290 if(WEP_CVAR_SEC(electro, stick))
291 W_Electro_Orb_Stick(this, toucher);
295 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
300 // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
301 float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
303 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
304 return; // g_projectiles_damage says to halt
306 this.health = this.health - damage;
309 this.takedamage = DAMAGE_NO;
310 this.nextthink = time;
313 // change owner to whoever caused the combo explosion
314 this.realowner = inflictor.realowner;
315 this.classname = "electro_orb_chain";
316 setthink(this, W_Electro_ExplodeCombo);
317 this.nextthink = time +
319 // bound the length, inflictor may be in a galaxy far far away (warpzones)
321 WEP_CVAR(electro, combo_radius),
322 vlen(this.origin - inflictor.origin)
325 // delay combo chains, looks cooler
326 WEP_CVAR(electro, combo_speed)
331 this.use = W_Electro_Explode_use;
332 setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
337 void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
339 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo), weaponentity);
341 W_SetupShot_ProjectileSize(
350 WEP_CVAR_SEC(electro, damage)
353 w_shotdir = v_forward; // no TrueAim for grenades please
355 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
357 entity proj = new(electro_orb);
358 proj.owner = proj.realowner = actor;
359 proj.use = W_Electro_Explode_use;
360 setthink(proj, adaptor_think2use_hittype_splash);
361 proj.bot_dodge = true;
362 proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
363 proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
364 PROJECTILE_MAKETRIGGER(proj);
365 proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY;
366 setorigin(proj, w_shotorg);
368 //proj.glow_size = 50;
369 //proj.glow_color = 45;
370 set_movetype(proj, MOVETYPE_BOUNCE);
371 W_SetupProjVelocity_UP_SEC(proj, electro);
372 settouch(proj, W_Electro_Orb_Touch);
373 setsize(proj, '-4 -4 -4', '4 4 4');
374 proj.takedamage = DAMAGE_YES;
375 proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
376 proj.health = WEP_CVAR_SEC(electro, health);
377 proj.event_damage = W_Electro_Orb_Damage;
378 proj.flags = FL_PROJECTILE;
379 IL_PUSH(g_projectiles, proj);
380 IL_PUSH(g_bot_dodge, proj);
381 proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
382 if(proj.damagedbycontents)
383 IL_PUSH(g_damagedbycontents, proj);
385 proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
386 proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
387 proj.missile_flags = MIF_SPLASH | MIF_ARC;
392 copyentity(proj, p2);
393 setmodel(p2, MDL_PROJECTILE_ELECTRO);
394 setsize(p2, proj.mins, proj.maxs);
397 CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
399 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
402 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
404 if(actor.(weaponentity).electro_count > 1)
405 if(PHYS_INPUT_BUTTON_ATCK2(actor))
406 if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
408 W_Electro_Attack_Orb(WEP_ELECTRO, actor, weaponentity);
409 actor.(weaponentity).electro_count -= 1;
410 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
413 // WEAPONTODO: when the player releases the button, cut down the length of refire2?
414 w_ready(thiswep, actor, weaponentity, fire);
417 .float bot_secondary_electromooth;
419 METHOD(Electro, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
421 PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
422 if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
423 if(actor.bot_secondary_electromooth == 0)
427 if(WEP_CVAR_PRI(electro, speed))
428 shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
430 shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
434 PHYS_INPUT_BUTTON_ATCK(actor) = true;
435 if(random() < 0.01) actor.bot_secondary_electromooth = 1;
440 if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
442 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
443 if(random() < 0.03) actor.bot_secondary_electromooth = 0;
447 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
449 if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
451 float ammo_amount = 0;
452 if(actor.(weaponentity).clip_load >= WEP_CVAR_PRI(electro, ammo))
454 if(actor.(weaponentity).clip_load >= WEP_CVAR_SEC(electro, ammo))
459 thiswep.wr_reload(thiswep, actor, weaponentity);
466 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
468 W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
469 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
474 if(time >= actor.(weaponentity).electro_secondarytime)
475 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
477 W_Electro_Attack_Orb(thiswep, actor, weaponentity);
478 actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count);
479 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
480 actor.(weaponentity).electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
484 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
486 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo);
487 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
490 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
493 if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
495 ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
496 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
500 ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo);
501 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
505 METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
507 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
509 .entity weaponentity = weaponentities[slot];
510 actor.(weaponentity).electro_secondarytime = time;
513 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
515 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
517 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
519 if(w_deathtype & HITTYPE_SECONDARY)
520 return WEAPON_ELECTRO_SUICIDE_ORBS;
522 return WEAPON_ELECTRO_SUICIDE_BOLT;
524 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
526 if(w_deathtype & HITTYPE_SECONDARY)
528 return WEAPON_ELECTRO_MURDER_ORBS;
532 if(w_deathtype & HITTYPE_BOUNCE)
533 return WEAPON_ELECTRO_MURDER_COMBO;
535 return WEAPON_ELECTRO_MURDER_BOLT;
542 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
545 org2 = w_org + w_backoff * 6;
546 if(w_deathtype & HITTYPE_SECONDARY)
548 pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
550 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
554 if(w_deathtype & HITTYPE_BOUNCE)
556 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
557 pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
559 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
563 pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
565 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);