2 REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | 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.realowner, other))
34 if(other.deadflag == DEAD_NO)
36 AnnounceTo(self.realowner, "electrobitch");
38 self.event_damage = SUB_Null;
39 self.takedamage = DAMAGE_NO;
40 if (self.movetype == MOVETYPE_BOUNCE)
42 RadiusDamage (self, self.realowner, 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.realowner);
47 RadiusDamage (self, self.realowner, 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.realowner);
57 self.event_damage = SUB_Null;
58 RadiusDamage (self, self.realowner, 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, CH_SHOTS, "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.realowner = inflictor.realowner;
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_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
115 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);
117 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
120 proj.classname = "plasma_prim";
121 proj.owner = proj.realowner = self;
122 proj.bot_dodge = TRUE;
123 proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
124 proj.use = W_Plasma_Explode;
125 proj.think = adaptor_think2use_hittype_splash;
126 proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
127 PROJECTILE_MAKETRIGGER(proj);
128 proj.projectiledeathtype = WEP_ELECTRO;
129 setorigin(proj, w_shotorg);
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 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
140 other = proj; MUTATOR_CALLHOOK(EditProjectile);
143 void W_Electro_Attack2()
147 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
149 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);
151 w_shotdir = v_forward; // no TrueAim for grenades please
153 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
156 proj.classname = "plasma";
157 proj.owner = proj.realowner = self;
158 proj.use = W_Plasma_Explode;
159 proj.think = adaptor_think2use_hittype_splash;
160 proj.bot_dodge = TRUE;
161 proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
162 proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
163 PROJECTILE_MAKETRIGGER(proj);
164 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
165 setorigin(proj, w_shotorg);
167 //proj.glow_size = 50;
168 //proj.glow_color = 45;
169 proj.movetype = MOVETYPE_BOUNCE;
170 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
171 proj.touch = W_Plasma_Touch;
172 setsize(proj, '0 0 -4', '0 0 -4');
173 proj.takedamage = DAMAGE_YES;
174 proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
175 proj.health = autocvar_g_balance_electro_secondary_health;
176 proj.event_damage = W_Plasma_Damage;
177 proj.flags = FL_PROJECTILE;
178 proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
180 proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
181 proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
186 copyentity(proj, p2);
187 setmodel(p2, "models/ebomb.mdl");
188 setsize(p2, proj.mins, proj.maxs);
191 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
193 other = proj; MUTATOR_CALLHOOK(EditProjectile);
196 .vector hook_start, hook_end;
197 float lgbeam_send(entity to, float sf)
199 WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
201 if(sound_allowed(MSG_BROADCAST, self.realowner))
203 WriteByte(MSG_ENTITY, sf);
206 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
207 WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
211 WriteCoord(MSG_ENTITY, self.hook_start_x);
212 WriteCoord(MSG_ENTITY, self.hook_start_y);
213 WriteCoord(MSG_ENTITY, self.hook_start_z);
217 WriteCoord(MSG_ENTITY, self.hook_end_x);
218 WriteCoord(MSG_ENTITY, self.hook_end_y);
219 WriteCoord(MSG_ENTITY, self.hook_end_z);
225 float lgbeam_checkammo()
227 if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
229 else if(autocvar_g_balance_electro_reload_ammo)
230 return self.realowner.clip_load > 0;
232 return self.realowner.ammo_cells > 0;
235 entity lgbeam_owner_ent;
239 owner_player = self.realowner;
241 owner_player.prevlgfire = time;
242 if (self != owner_player.lgbeam)
248 if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
250 if(self == owner_player.lgbeam)
251 owner_player.lgbeam = world;
256 self.nextthink = time;
258 makevectors(owner_player.v_angle);
263 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
264 if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
266 if(autocvar_g_balance_electro_primary_ammo)
268 if(autocvar_g_balance_electro_reload_ammo)
270 dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
271 owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
272 owner_player.weapon_load[WEP_ELECTRO] = owner_player.clip_load;
276 dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
277 owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
282 W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
283 if(!lgbeam_owner_ent)
285 lgbeam_owner_ent = spawn();
286 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
288 WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
294 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
296 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));
298 if(accuracy_isgooddamage(owner_player, trace_ent))
299 accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
300 Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
302 W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
305 if(w_shotorg != self.hook_start)
308 self.hook_start = w_shotorg;
310 if(w_shotend != self.hook_end)
313 self.hook_end = w_shotend;
317 // experimental lightning gun
318 void W_Electro_Attack3 (void)
320 // only play fire sound if 0.5 sec has passed since player let go the fire button
321 if(time - self.prevlgfire > 0.5)
322 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
324 entity beam, oldself;
326 self.lgbeam = beam = spawn();
327 beam.classname = "lgbeam";
328 beam.solid = SOLID_NOT;
329 beam.think = lgbeam_think;
330 beam.owner = beam.realowner = self;
331 beam.movetype = MOVETYPE_NONE;
332 beam.shot_spread = 0;
333 beam.bot_dodge = TRUE;
334 beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
335 Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
345 weapon_action(WEP_ELECTRO, WR_PRECACHE);
346 electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
347 electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
348 electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
349 electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
352 void spawnfunc_weapon_electro (void)
354 weapon_defaultspawnfunc(WEP_ELECTRO);
357 void w_electro_checkattack()
359 if(self.electro_count > 1)
360 if(self.BUTTON_ATCK2)
361 if(weapon_prepareattack(1, -1))
364 self.electro_count -= 1;
365 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
372 .float bot_secondary_electromooth;
373 .float BUTTON_ATCK_prev;
374 float w_electro(float req)
379 self.BUTTON_ATCK=FALSE;
380 self.BUTTON_ATCK2=FALSE;
381 if(vlen(self.origin-self.enemy.origin) > 1000)
382 self.bot_secondary_electromooth = 0;
383 if(self.bot_secondary_electromooth == 0)
387 if(autocvar_g_balance_electro_primary_speed)
388 shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
390 shoot = bot_aim(1000000, 0, 0.001, FALSE);
394 self.BUTTON_ATCK = TRUE;
395 if(random() < 0.01) self.bot_secondary_electromooth = 1;
400 if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
402 self.BUTTON_ATCK2 = TRUE;
403 if(random() < 0.03) self.bot_secondary_electromooth = 0;
407 else if (req == WR_THINK)
409 if(autocvar_g_balance_electro_reload_ammo) // forced reload
411 if(autocvar_g_balance_electro_lightning)
413 if(self.clip_load > 0)
416 else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
418 if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
423 weapon_action(self.weapon, WR_RELOAD);
427 if (self.BUTTON_ATCK)
429 if(autocvar_g_balance_electro_lightning)
430 if(self.BUTTON_ATCK_prev)
432 // prolong the animtime while the gun is being fired
433 if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
434 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready);
436 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
438 if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
440 if(autocvar_g_balance_electro_lightning)
442 if ((!self.lgbeam) || wasfreed(self.lgbeam))
446 if(!self.BUTTON_ATCK_prev)
448 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
449 self.BUTTON_ATCK_prev = 1;
455 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
459 if(autocvar_g_balance_electro_lightning)
461 if (self.BUTTON_ATCK_prev != 0)
463 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
464 ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
466 self.BUTTON_ATCK_prev = 0;
469 if (self.BUTTON_ATCK2)
471 if (time >= self.electro_secondarytime)
472 if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
475 self.electro_count = autocvar_g_balance_electro_secondary_count;
476 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
477 self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
482 else if (req == WR_PRECACHE)
484 precache_model ("models/weapons/g_electro.md3");
485 precache_model ("models/weapons/v_electro.md3");
486 precache_model ("models/weapons/h_electro.iqm");
487 precache_sound ("weapons/electro_bounce.wav");
488 precache_sound ("weapons/electro_fire.wav");
489 precache_sound ("weapons/electro_fire2.wav");
490 precache_sound ("weapons/electro_impact.wav");
491 precache_sound ("weapons/electro_impact_combo.wav");
492 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
493 if(autocvar_g_balance_electro_lightning)
495 precache_sound ("weapons/lgbeam_fire.wav");
498 else if (req == WR_SETUP)
500 weapon_setup(WEP_ELECTRO);
501 self.current_ammo = ammo_cells;
503 else if (req == WR_CHECKAMMO1)
505 if(autocvar_g_balance_electro_lightning)
507 if(!autocvar_g_balance_electro_primary_ammo)
510 ammo_amount = self.ammo_cells > 0;
511 ammo_amount += self.weapon_load[WEP_ELECTRO] > 0;
515 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
516 ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_primary_ammo;
520 else if (req == WR_CHECKAMMO2)
522 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
523 ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_secondary_ammo;
526 else if (req == WR_RESETPLAYER)
528 self.electro_secondarytime = time;
530 else if (req == WR_RELOAD)
532 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");
538 float w_electro(float req)
540 if(req == WR_IMPACTEFFECT)
543 org2 = w_org + w_backoff * 6;
544 if(w_deathtype & HITTYPE_SECONDARY)
546 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
548 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
552 if(w_deathtype & HITTYPE_BOUNCE)
554 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
555 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
557 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
561 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
563 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
567 else if(req == WR_PRECACHE)
569 precache_sound("weapons/electro_impact.wav");
570 precache_sound("weapons/electro_impact_combo.wav");
572 else if (req == WR_SUICIDEMESSAGE)
574 if(w_deathtype & HITTYPE_SECONDARY)
575 w_deathtypestring = _("%s could not remember where they put plasma");
577 w_deathtypestring = _("%s played with plasma");
579 else if (req == WR_KILLMESSAGE)
581 if(w_deathtype & HITTYPE_SECONDARY)
583 if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
584 w_deathtypestring = _("%s just noticed %s's blue ball");
585 else // unchecked: BOUNCE
586 w_deathtypestring = _("%s got in touch with %s's blue ball");
590 if(w_deathtype & HITTYPE_BOUNCE) // combo
591 w_deathtypestring = _("%s felt the electrifying air of %s's combo");
592 else if(w_deathtype & HITTYPE_SPLASH)
593 w_deathtypestring = _("%s got too close to %s's blue beam");
595 w_deathtypestring = _("%s was blasted by %s's blue beam");