2 REGISTER_WEAPON(LIGHTNING, w_lightning, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "lightning", "lightning", _("Lightning"));
6 // Declarations =========================
7 .vector hook_start, hook_end; // used for beam
8 .entity lightning_beam; // used for beam
9 .float BUTTON_ATCK_prev; // for better animation control
10 .float lg_fire_prev; // for better animation control
12 // Lightning functions =========================
13 float W_Lightning_Beam_Send(entity to, float sf)
15 WriteByte(MSG_ENTITY, ENT_CLIENT_LIGHTNING_BEAM);
17 if(sound_allowed(MSG_BROADCAST, self.owner))
19 WriteByte(MSG_ENTITY, sf);
22 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
23 WriteCoord(MSG_ENTITY, autocvar_g_balance_lightning_primary_range);
27 WriteCoord(MSG_ENTITY, self.hook_start_x);
28 WriteCoord(MSG_ENTITY, self.hook_start_y);
29 WriteCoord(MSG_ENTITY, self.hook_start_z);
33 WriteCoord(MSG_ENTITY, self.hook_end_x);
34 WriteCoord(MSG_ENTITY, self.hook_end_y);
35 WriteCoord(MSG_ENTITY, self.hook_end_z);
40 void W_Lightning_Beam_Think()
42 self.owner.lg_fire_prev = time;
43 if (self != self.owner.lightning_beam)
48 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 || self.owner.freezetag_frozen)
50 if(self == self.owner.lightning_beam)
51 self.owner.lightning_beam = world;
56 self.nextthink = time;
58 makevectors(self.owner.v_angle);
62 if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
64 if(autocvar_g_balance_lightning_primary_ammo)
66 dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_lightning_primary_ammo);
67 self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_lightning_primary_ammo * frametime);
71 W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_lightning_primary_damage * dt, autocvar_g_balance_lightning_primary_range);
72 WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
78 force = w_shotdir * autocvar_g_balance_lightning_primary_force;
80 f = ExponentialFalloff(autocvar_g_balance_lightning_primary_falloff_mindist, autocvar_g_balance_lightning_primary_falloff_maxdist, autocvar_g_balance_lightning_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
82 if(accuracy_isgooddamage(self.owner, trace_ent))
83 accuracy_add(self.owner, WEP_LIGHTNING, 0, autocvar_g_balance_lightning_primary_damage * dt * f);
84 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_lightning_primary_damage * dt * f, WEP_LIGHTNING, trace_endpos, force * dt);
88 if(w_shotorg != self.hook_start)
91 self.hook_start = w_shotorg;
93 if(w_shotend != self.hook_end)
96 self.hook_end = w_shotend;
100 // Attack functions =========================
101 void W_Lightning_Attack1 (void)
103 // only play fire sound if 0.5 sec has passed since player let go the fire button
104 if(time - self.lg_fire_prev > 0.5)
105 sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
107 entity beam, oldself;
109 self.lightning_beam = beam = spawn();
110 beam.classname = "W_Lightning_Beam";
111 beam.solid = SOLID_NOT;
112 beam.think = W_Lightning_Beam_Think;
114 beam.movetype = MOVETYPE_NONE;
115 beam.shot_spread = 1;
116 beam.bot_dodge = TRUE;
117 beam.bot_dodgerating = autocvar_g_balance_lightning_primary_damage;
118 Net_LinkEntity(beam, FALSE, 0, W_Lightning_Beam_Send);
126 float w_lightning(float req)
130 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
132 self.BUTTON_ATCK=FALSE;
133 self.BUTTON_ATCK2=FALSE;
134 if(vlen(self.origin-self.enemy.origin) > 1000)
135 self.bot_aim_whichfiretype = 0;
136 if(self.bot_aim_whichfiretype == 0)
140 if(autocvar_g_balance_lightning_primary_speed)
141 shoot = bot_aim(autocvar_g_balance_lightning_primary_speed, 0, autocvar_g_balance_lightning_primary_lifetime, FALSE);
143 shoot = bot_aim(1000000, 0, 0.001, FALSE);
147 self.BUTTON_ATCK = TRUE;
148 if(random() < 0.01) self.bot_aim_whichfiretype = 1;
153 //if(bot_aim(autocvar_g_balance_lightning_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_lightning_secondary_lifetime, TRUE))
155 // self.BUTTON_ATCK2 = TRUE;
156 // if(random() < 0.03) self.bot_aim_whichfiretype = 0;
161 else if (req == WR_THINK)
163 if (self.BUTTON_ATCK)
165 if(self.BUTTON_ATCK_prev)
166 if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
167 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_lightning_primary_animtime, w_ready);
169 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
171 if (weapon_prepareattack(0, 0))
173 if ((!self.lightning_beam) || wasfreed(self.lightning_beam))
174 W_Lightning_Attack1();
176 if(!self.BUTTON_ATCK_prev)
178 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
179 self.BUTTON_ATCK_prev = 1;
185 if (self.BUTTON_ATCK_prev != 0)
187 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
188 ATTACK_FINISHED(self) = time + autocvar_g_balance_lightning_primary_refire * W_WeaponRateFactor();
190 self.BUTTON_ATCK_prev = 0;
193 //if (self.BUTTON_ATCK2)
194 //if (weapon_prepareattack(1, autocvar_g_balance_lightning_secondary_refire))
196 // W_Lightning_Attack2();
197 // self.lightning_count = autocvar_g_balance_lightning_secondary_count;
198 // weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_lightning_secondary_animtime, w_lightning_checkattack);
199 // self.lightning_secondarytime = time + autocvar_g_balance_lightning_secondary_refire2 * W_WeaponRateFactor();
202 else if (req == WR_PRECACHE)
204 precache_model ("models/weapons/g_lightning.md3");
205 precache_model ("models/weapons/v_lightning.md3");
206 precache_model ("models/weapons/h_lightning.iqm");
207 //precache_sound ("weapons/lightning_bounce.wav");
208 precache_sound ("weapons/lightning_fire.wav");
209 precache_sound ("weapons/lightning_fire2.wav");
210 precache_sound ("weapons/lightning_impact.wav");
211 //precache_sound ("weapons/lightning_impact_combo.wav");
212 //precache_sound ("weapons/W_Lightning_Beam_fire.wav");
214 else if (req == WR_SETUP)
215 weapon_setup(WEP_LIGHTNING);
216 else if (req == WR_CHECKAMMO1)
218 return !autocvar_g_balance_lightning_primary_ammo || (self.ammo_cells > 0);
220 else if (req == WR_CHECKAMMO2)
221 return self.ammo_cells >= autocvar_g_balance_lightning_secondary_ammo;
222 else if (req == WR_RESETPLAYER)
224 //self.lightning_secondarytime = time;
231 weapon_action(WEP_LIGHTNING, WR_PRECACHE);
232 lightning_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 1);
233 lightning_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 2);
234 lightning_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 3);
235 lightning_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 4);
238 void spawnfunc_weapon_lightning (void) // should this really be here?
240 weapon_defaultspawnfunc(WEP_LIGHTNING);
244 float w_lightning(float req)
246 if(req == WR_IMPACTEFFECT)
249 org2 = w_org + w_backoff * 6;
251 if(w_deathtype & HITTYPE_SECONDARY)
253 pointparticles(particleeffectnum("lightning_ballexplode"), org2, '0 0 0', 1);
255 sound(self, CHAN_PROJECTILE, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
259 pointparticles(particleeffectnum("lightning_impact"), org2, '0 0 0', 1);
261 sound(self, CHAN_PROJECTILE, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
264 else if(req == WR_PRECACHE)
266 precache_sound("weapons/lightning_impact.wav");
267 precache_sound("weapons/lightning_impact_combo.wav");
269 else if (req == WR_SUICIDEMESSAGE)
271 if(w_deathtype & HITTYPE_SECONDARY)
272 w_deathtypestring = _("%s could not remember where they put plasma");
274 w_deathtypestring = _("%s played with plasma");
276 else if (req == WR_KILLMESSAGE)
278 if(w_deathtype & HITTYPE_SECONDARY)
280 if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
281 w_deathtypestring = _("%s just noticed %s's blue ball");
282 else // unchecked: BOUNCE
283 w_deathtypestring = _("%s got in touch with %s's blue ball");
287 if(w_deathtype & HITTYPE_BOUNCE) // combo
288 w_deathtypestring = _("%s felt the electrifying air of %s's combo");
289 else if(w_deathtype & HITTYPE_SPLASH)
290 w_deathtypestring = _("%s got too close to %s's blue beam");
292 w_deathtypestring = _("%s was blasted by %s's blue beam");