2 REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
6 .float electro_secondarytime;
8 void W_Plasma_Explode_Combo (void);
10 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
13 e = WarpZone_FindRadius(org, rad, TRUE);
16 if (e.classname == "plasma")
18 // change owner to whoever caused the combo explosion
20 e.takedamage = DAMAGE_NO;
21 e.classname = "plasma_chain";
22 e.think = W_Plasma_Explode_Combo;
23 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
29 void W_Plasma_Explode (void)
31 if(other.takedamage == DAMAGE_AIM)
32 if(other.classname == "player")
33 if(IsDifferentTeam(self.owner, other))
34 if(other.deadflag == DEAD_NO)
36 AnnounceTo(self.owner, "electrobitch");
38 self.event_damage = SUB_Null;
39 self.takedamage = DAMAGE_NO;
40 if (self.movetype == MOVETYPE_BOUNCE)
42 RadiusDamage (self, self.owner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
46 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.owner);
47 RadiusDamage (self, self.owner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
53 void W_Plasma_Explode_Combo (void)
55 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.owner);
57 self.event_damage = SUB_Null;
58 RadiusDamage (self, self.owner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
62 void W_Plasma_Touch (void)
64 //self.velocity = self.velocity * 0.1;
67 if (other.takedamage == DAMAGE_AIM) {
70 //UpdateCSQCProjectile(self);
71 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
72 self.projectiledeathtype |= HITTYPE_BOUNCE;
76 void W_Plasma_TouchExplode (void)
82 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
86 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
87 self.health = self.health - damage;
90 self.takedamage = DAMAGE_NO;
91 self.nextthink = time;
92 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
94 // change owner to whoever caused the combo explosion
95 self.owner = inflictor.owner;
96 self.classname = "plasma_chain";
97 self.think = W_Plasma_Explode_Combo;
98 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
99 // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
103 self.use = W_Plasma_Explode;
104 self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
109 void W_Electro_Attack()
113 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage);
115 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
118 proj.classname = "plasma_prim";
120 proj.bot_dodge = TRUE;
121 proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
122 proj.use = W_Plasma_Explode;
123 proj.think = adaptor_think2use_hittype_splash;
124 proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
125 PROJECTILE_MAKETRIGGER(proj);
126 proj.projectiledeathtype = WEP_ELECTRO;
127 setorigin(proj, w_shotorg);
129 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
130 self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_primary_ammo;
131 proj.movetype = MOVETYPE_FLY;
132 W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
133 proj.angles = vectoangles(proj.velocity);
134 proj.touch = W_Plasma_TouchExplode;
135 setsize(proj, '0 0 -3', '0 0 -3');
136 proj.flags = FL_PROJECTILE;
138 //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
141 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
143 other = proj; MUTATOR_CALLHOOK(EditProjectile);
146 void W_Electro_Attack2()
150 W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage);
152 w_shotdir = v_forward; // no TrueAim for grenades please
154 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
157 proj.classname = "plasma";
159 proj.use = W_Plasma_Explode;
160 proj.think = adaptor_think2use_hittype_splash;
161 proj.bot_dodge = TRUE;
162 proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
163 proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
164 PROJECTILE_MAKETRIGGER(proj);
165 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
166 setorigin(proj, w_shotorg);
168 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
169 self.ammo_cells = self.ammo_cells - autocvar_g_balance_electro_secondary_ammo;
170 //proj.glow_size = 50;
171 //proj.glow_color = 45;
172 proj.movetype = MOVETYPE_BOUNCE;
173 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
174 proj.touch = W_Plasma_Touch;
175 setsize(proj, '0 0 -4', '0 0 -4');
176 proj.takedamage = DAMAGE_YES;
177 proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
178 proj.health = autocvar_g_balance_electro_secondary_health;
179 proj.event_damage = W_Plasma_Damage;
180 proj.flags = FL_PROJECTILE;
182 proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
183 proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
188 copyentity(proj, p2);
189 setmodel(p2, "models/ebomb.mdl");
190 setsize(p2, proj.mins, proj.maxs);
193 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
195 other = proj; MUTATOR_CALLHOOK(EditProjectile);
198 .vector hook_start, hook_end;
199 float lgbeam_send(entity to, float sf)
201 WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
203 if(sound_allowed(MSG_BROADCAST, self.owner))
205 WriteByte(MSG_ENTITY, sf);
208 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
209 WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
213 WriteCoord(MSG_ENTITY, self.hook_start_x);
214 WriteCoord(MSG_ENTITY, self.hook_start_y);
215 WriteCoord(MSG_ENTITY, self.hook_start_z);
219 WriteCoord(MSG_ENTITY, self.hook_end_x);
220 WriteCoord(MSG_ENTITY, self.hook_end_y);
221 WriteCoord(MSG_ENTITY, self.hook_end_z);
229 self.owner.prevlgfire = time;
230 if (self != self.owner.lgbeam)
235 if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || (g_freezetag && self.owner.freezetag_frozen))
237 if(self == self.owner.lgbeam)
238 self.owner.lgbeam = world;
243 self.nextthink = time;
245 makevectors(self.owner.v_angle);
249 if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
251 if(autocvar_g_balance_electro_primary_ammo)
253 dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
254 self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
258 W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
259 WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
265 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
267 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));
269 if(accuracy_isgooddamage(self.owner, trace_ent))
270 accuracy_add(self.owner, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
271 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
273 W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, self.owner);
276 if(w_shotorg != self.hook_start)
279 self.hook_start = w_shotorg;
281 if(w_shotend != self.hook_end)
284 self.hook_end = w_shotend;
288 // experimental lightning gun
289 void W_Electro_Attack3 (void)
291 // only play fire sound if 0.5 sec has passed since player let go the fire button
292 if(time - self.prevlgfire > 0.5)
293 sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
295 entity beam, oldself;
297 self.lgbeam = beam = spawn();
298 beam.solid = SOLID_NOT;
299 beam.think = lgbeam_think;
301 beam.movetype = MOVETYPE_NONE;
302 beam.shot_spread = 0;
303 beam.bot_dodge = TRUE;
304 beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
305 Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
315 weapon_action(WEP_ELECTRO, WR_PRECACHE);
316 electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
317 electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
318 electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
319 electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
322 void spawnfunc_weapon_electro (void)
324 weapon_defaultspawnfunc(WEP_ELECTRO);
327 void w_electro_checkattack()
329 if(self.electro_count > 1)
330 if(self.BUTTON_ATCK2)
331 if(weapon_prepareattack(1, -1))
334 self.electro_count -= 1;
335 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
342 .float bot_secondary_electromooth;
343 .float BUTTON_ATCK_prev;
344 float w_electro(float req)
348 self.BUTTON_ATCK=FALSE;
349 self.BUTTON_ATCK2=FALSE;
350 if(vlen(self.origin-self.enemy.origin) > 1000)
351 self.bot_secondary_electromooth = 0;
352 if(self.bot_secondary_electromooth == 0)
356 if(autocvar_g_balance_electro_primary_speed)
357 shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
359 shoot = bot_aim(1000000, 0, 0.001, FALSE);
363 self.BUTTON_ATCK = TRUE;
364 if(random() < 0.01) self.bot_secondary_electromooth = 1;
369 if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
371 self.BUTTON_ATCK2 = TRUE;
372 if(random() < 0.03) self.bot_secondary_electromooth = 0;
376 else if (req == WR_THINK)
378 if (self.BUTTON_ATCK)
380 if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
382 if(autocvar_g_balance_electro_lightning)
384 if ((!self.lgbeam) || wasfreed(self.lgbeam))
388 self.BUTTON_ATCK_prev = 1;
394 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
397 if(autocvar_g_balance_electro_lightning)
399 if (self.BUTTON_ATCK_prev != 0)
401 ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
403 self.BUTTON_ATCK_prev = 0;
407 if (self.BUTTON_ATCK2)
408 if (time >= self.electro_secondarytime)
409 if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
412 self.electro_count = autocvar_g_balance_electro_secondary_count;
413 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
414 self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2;
417 else if (req == WR_PRECACHE)
419 precache_model ("models/weapons/g_electro.md3");
420 precache_model ("models/weapons/v_electro.md3");
421 precache_model ("models/weapons/h_electro.iqm");
422 precache_sound ("weapons/electro_bounce.wav");
423 precache_sound ("weapons/electro_fire.wav");
424 precache_sound ("weapons/electro_fire2.wav");
425 precache_sound ("weapons/electro_impact.wav");
426 precache_sound ("weapons/electro_impact_combo.wav");
427 if(autocvar_g_balance_electro_lightning)
429 precache_sound ("weapons/lgbeam_fire.wav");
432 else if (req == WR_SETUP)
433 weapon_setup(WEP_ELECTRO);
434 else if (req == WR_CHECKAMMO1)
436 if(autocvar_g_balance_electro_lightning)
437 return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
439 return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
441 else if (req == WR_CHECKAMMO2)
442 return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
443 else if (req == WR_RESETPLAYER)
445 self.electro_secondarytime = time;
451 float w_electro(float req)
453 if(req == WR_IMPACTEFFECT)
456 org2 = w_org + w_backoff * 6;
457 if(w_deathtype & HITTYPE_SECONDARY)
459 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
461 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
465 if(w_deathtype & HITTYPE_BOUNCE)
467 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
468 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
470 sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
474 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
476 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
480 else if(req == WR_PRECACHE)
482 precache_sound("weapons/electro_impact.wav");
483 precache_sound("weapons/electro_impact_combo.wav");
485 else if (req == WR_SUICIDEMESSAGE)
487 if(w_deathtype & HITTYPE_SECONDARY)
488 w_deathtypestring = "%s could not remember where they put plasma";
490 w_deathtypestring = "%s played with plasma";
492 else if (req == WR_KILLMESSAGE)
494 if(w_deathtype & HITTYPE_SECONDARY)
496 if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
497 w_deathtypestring = "%s just noticed %s's blue ball";
498 else // unchecked: BOUNCE
499 w_deathtypestring = "%s got in touch with %s's blue ball";
503 if(w_deathtype & HITTYPE_BOUNCE) // combo
504 w_deathtypestring = "%s felt the electrifying air of %s's combo";
505 else if(w_deathtype & HITTYPE_SPLASH)
506 w_deathtypestring = "%s got too close to %s's blue beam";
508 w_deathtypestring = "%s was blasted by %s's blue beam";