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) / cvar("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, cvar("g_balance_electro_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), self.projectiledeathtype, other);
46 W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner);
47 RadiusDamage (self, self.owner, cvar("g_balance_electro_primary_damage"), cvar("g_balance_electro_primary_edgedamage"), cvar("g_balance_electro_primary_radius"), world, cvar("g_balance_electro_primary_force"), self.projectiledeathtype, other);
53 void W_Plasma_Explode_Combo (void)
55 W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner);
57 self.event_damage = SUB_Null;
58 RadiusDamage (self, self.owner, cvar("g_balance_electro_combo_damage"), cvar("g_balance_electro_combo_edgedamage"), cvar("g_balance_electro_combo_radius"), world, cvar("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)
65 if (other.takedamage == DAMAGE_AIM) {
68 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
69 self.projectiledeathtype |= HITTYPE_BOUNCE;
73 void W_Plasma_TouchExplode (void)
79 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
83 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
84 self.health = self.health - damage;
87 self.takedamage = DAMAGE_NO;
88 self.nextthink = time;
89 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
91 // change owner to whoever caused the combo explosion
92 self.owner = inflictor.owner;
93 self.classname = "plasma_chain";
94 self.think = W_Plasma_Explode_Combo;
95 self.nextthink = time + min(cvar("g_balance_electro_combo_radius"), vlen(self.origin - inflictor.origin)) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
96 // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
100 self.use = W_Plasma_Explode;
101 self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
106 void W_Electro_Attack()
110 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
112 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
115 proj.classname = "plasma_prim";
117 proj.bot_dodge = TRUE;
118 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
119 proj.use = W_Plasma_Explode;
120 proj.think = adaptor_think2use_hittype_splash;
121 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
122 PROJECTILE_MAKETRIGGER(proj);
123 proj.projectiledeathtype = WEP_ELECTRO;
124 setorigin(proj, w_shotorg);
126 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
127 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
128 proj.movetype = MOVETYPE_FLY;
129 W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
130 proj.angles = vectoangles(proj.velocity);
131 proj.touch = W_Plasma_TouchExplode;
132 setsize(proj, '0 0 -3', '0 0 -3');
133 proj.flags = FL_PROJECTILE;
135 //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
138 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
141 void W_Electro_Attack2()
145 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
146 w_shotdir = v_forward; // no TrueAim for grenades please
148 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
151 proj.classname = "plasma";
153 proj.use = W_Plasma_Explode;
154 proj.think = adaptor_think2use_hittype_splash;
155 proj.bot_dodge = TRUE;
156 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
157 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
158 PROJECTILE_MAKETRIGGER(proj);
159 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
160 setorigin(proj, w_shotorg);
162 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
163 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
164 //proj.glow_size = 50;
165 //proj.glow_color = 45;
166 proj.movetype = MOVETYPE_BOUNCE;
167 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
168 proj.touch = W_Plasma_Touch;
169 setsize(proj, '0 0 -3', '0 0 -3');
170 proj.takedamage = DAMAGE_YES;
171 proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
172 proj.health = cvar("g_balance_electro_secondary_health");
173 proj.event_damage = W_Plasma_Damage;
174 proj.flags = FL_PROJECTILE;
179 copyentity(proj, p2);
180 setmodel(p2, "models/ebomb.mdl");
181 setsize(p2, proj.mins, proj.maxs);
184 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
187 .entity lgbeam, exteriorlgbeam;
190 if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam)
196 self.nextthink = time;
198 makevectors(self.owner.v_angle);
203 force = angle * cvar("g_balance_electro_primary_force");
205 traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
207 self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
210 void exteriorlgbeam_think()
212 if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.exteriorlgbeam)
214 sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM);
219 if (time - self.shot_spread + random() * 0.2 > 0)
221 self.shot_spread = time + 2;
222 sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM);
225 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
226 self.ammo_cells = max(0, self.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
228 self.nextthink = time;
230 makevectors(self.owner.v_angle);
234 traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
237 if(trace_fraction < 1)
240 force = angle * cvar("g_balance_electro_primary_force") + trace_ent.velocity * cvar("g_balance_electro_primary_velocityfactor") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
241 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
244 self.angles = '0 0 0';
245 self.scale = vlen(gettaginfo(self, 0) - trace_endpos) / 256 * (0.75 + 0.75 * random());
247 // v_forward, v_right, v_up now are the ACTUAL directions
248 // express self.angles in terms of them to aim at target!
249 self.angles = vectoangles('1 0 0' * (angle * v_forward) + '0 -1 0' * (angle * v_right) + '0 0 1' * (angle * v_up));
252 // experimental lightning gun
253 void W_Electro_Attack3 (void)
255 entity beam, oldself;
257 self.lgbeam = beam = spawn();
258 setmodel(beam,"models/turrets/phaser_beam.md3");
259 beam.effects = EF_LOWPRECISION;
260 beam.solid = SOLID_NOT;
261 beam.think = lgbeam_think;
263 beam.movetype = MOVETYPE_NONE;
264 if(gettagindex(self.weaponentity, "shot"))
265 setattachment(beam, self.weaponentity, "shot");
267 setattachment(beam, self.weaponentity, "tag_shot");
274 self.exteriorlgbeam = beam = spawn();
275 setmodel(beam,"models/turrets/phaser_beam.md3");
276 beam.effects = EF_LOWPRECISION;
277 beam.solid = SOLID_NOT;
278 beam.think = exteriorlgbeam_think;
280 beam.movetype = MOVETYPE_NONE;
281 //beam.viewmodelforclient = self;
282 if(self.weaponentity.oldorigin_x > 0)
284 setattachment(beam, self.exteriorweaponentity, "");
285 setorigin(beam, self.weaponentity.oldorigin);
289 if(gettagindex(self.exteriorweaponentity, "shot"))
290 setattachment(beam, self.exteriorweaponentity, "shot");
292 setattachment(beam, self.exteriorweaponentity, "tag_shot");
295 beam.shot_spread = 0;
296 beam.bot_dodge = TRUE;
297 beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
305 void spawnfunc_weapon_electro (void)
307 weapon_defaultspawnfunc(WEP_ELECTRO);
310 void w_electro_checkattack()
312 if(self.electro_count > 1)
313 if(self.BUTTON_ATCK2)
314 if(weapon_prepareattack(1, -1))
317 self.electro_count -= 1;
318 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
325 .float bot_secondary_electromooth;
326 .float BUTTON_ATCK_prev;
327 float w_electro(float req)
331 self.BUTTON_ATCK=FALSE;
332 self.BUTTON_ATCK2=FALSE;
333 if(vlen(self.origin-self.enemy.origin) > 1000)
334 self.bot_secondary_electromooth = 0;
335 if(self.bot_secondary_electromooth == 0)
337 if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
339 self.BUTTON_ATCK = TRUE;
340 if(random() < 0.01) self.bot_secondary_electromooth = 1;
345 if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
347 self.BUTTON_ATCK2 = TRUE;
348 if(random() < 0.03) self.bot_secondary_electromooth = 0;
352 else if (req == WR_THINK)
354 if (self.BUTTON_ATCK)
355 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
357 if(cvar("g_balance_electro_lightning"))
359 if (self.BUTTON_ATCK_prev == 0)
368 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
370 if (self.BUTTON_ATCK2)
371 if (time >= self.electro_secondarytime)
372 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
375 self.electro_count = cvar("g_balance_electro_secondary_count");
376 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
377 self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
380 else if (req == WR_PRECACHE)
382 precache_model ("models/weapons/g_electro.md3");
383 precache_model ("models/weapons/v_electro.md3");
384 precache_model ("models/weapons/h_electro.iqm");
385 precache_sound ("weapons/electro_bounce.wav");
386 precache_sound ("weapons/electro_fire.wav");
387 precache_sound ("weapons/electro_fire2.wav");
388 precache_sound ("weapons/electro_impact.wav");
389 precache_sound ("weapons/electro_impact_combo.wav");
390 if(cvar("g_balance_electro_lightning"))
391 precache_sound ("weapons/crylink_fire2.wav");
393 else if (req == WR_SETUP)
394 weapon_setup(WEP_ELECTRO);
395 else if (req == WR_CHECKAMMO1)
396 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
397 else if (req == WR_CHECKAMMO2)
398 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
399 else if (req == WR_RESETPLAYER)
401 self.electro_secondarytime = time;
403 self.BUTTON_ATCK_prev = self.BUTTON_ATCK;
408 float w_electro(float req)
410 if(req == WR_IMPACTEFFECT)
413 org2 = w_org + w_backoff * 6;
414 if(w_deathtype & HITTYPE_SECONDARY)
416 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
418 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
422 if(w_deathtype & HITTYPE_BOUNCE)
424 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
425 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
427 sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
431 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
433 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
437 else if(req == WR_PRECACHE)
439 precache_sound("weapons/electro_impact.wav");
440 precache_sound("weapons/electro_impact_combo.wav");
442 else if (req == WR_SUICIDEMESSAGE)
444 if(w_deathtype & HITTYPE_SECONDARY)
445 w_deathtypestring = "could not remember where they put plasma";
447 w_deathtypestring = "played with plasma";
449 else if (req == WR_KILLMESSAGE)
451 if(w_deathtype & HITTYPE_SECONDARY)
453 if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
454 w_deathtypestring = "just noticed #'s blue ball";
455 else // unchecked: BOUNCE
456 w_deathtypestring = "got in touch with #'s blue ball";
460 if(w_deathtype & HITTYPE_BOUNCE) // combo
461 w_deathtypestring = "felt the electrifying air of #'s combo";
462 else if(w_deathtype & HITTYPE_SPLASH)
463 w_deathtypestring = "got too close to #'s blue beam";
465 w_deathtypestring = "was blasted by #'s blue beam";