#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ LIGHTNING,
-/* function */ w_lightning,
+/* WEP_##id */ ARC,
+/* function */ w_arc,
/* ammotype */ IT_CELLS,
/* impulse */ 5,
-/* flags */ WEP_FLAG_NORMAL | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "lightning",
-/* shortname */ "lightning",
-/* fullname */ _("Lightning")
+/* flags */ WEP_FLAG_NORMAL,
+/* rating */ BOT_PICKUP_RATING_HIGH,
+/* model */ "arc",
+/* shortname */ "arc",
+/* fullname */ _("Arc")
);
-#ifdef SVQC
-void LightningInit();
-vector lightning_shotorigin[4];
+#define ARC_SETTINGS(weapon) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
+ WEP_ADD_CVAR(weapon, MO_PRI, animtime) \
+ WEP_ADD_CVAR(weapon, MO_PRI, damage) \
+ WEP_ADD_CVAR(weapon, MO_PRI, falloff_halflifedist) \
+ WEP_ADD_CVAR(weapon, MO_PRI, falloff_maxdist) \
+ WEP_ADD_CVAR(weapon, MO_PRI, falloff_mindist) \
+ WEP_ADD_CVAR(weapon, MO_PRI, force) \
+ WEP_ADD_CVAR(weapon, MO_PRI, range) \
+ WEP_ADD_CVAR(weapon, MO_PRI, refire) \
+ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+ WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
+#ifndef MENUQC
+vector arc_shotorigin[4];
#endif
-#else
#ifdef SVQC
-
-// Declarations =========================
+ARC_SETTINGS(arc)
+void ArcInit();
.vector hook_start, hook_end; // used for beam
-.entity lightning_beam; // used for beam
+.entity arc_beam; // used for beam
.float BUTTON_ATCK_prev; // for better animation control
.float lg_fire_prev; // for better animation control
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_arc() { weapon_defaultspawnfunc(WEP_ARC); }
-// Lightning functions =========================
-float W_Lightning_Beam_Send(entity to, float sf)
+float W_Arc_Beam_Send(entity to, float sf)
{
- WriteByte(MSG_ENTITY, ENT_CLIENT_LIGHTNING_BEAM);
+ WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
sf = sf & 0x7F;
if(sound_allowed(MSG_BROADCAST, self.owner))
sf |= 0x80;
if(sf & 1)
{
WriteByte(MSG_ENTITY, num_for_edict(self.owner));
- WriteCoord(MSG_ENTITY, autocvar_g_balance_lightning_primary_range);
+ WriteCoord(MSG_ENTITY, WEP_CVAR_PRI(arc, range));
}
if(sf & 2)
{
return TRUE;
}
-void W_Lightning_Beam_Think()
+void W_Arc_Beam_Think()
{
self.owner.lg_fire_prev = time;
- if (self != self.owner.lightning_beam)
+ if (self != self.owner.arc_beam)
{
remove(self);
return;
}
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)
{
- if(self == self.owner.lightning_beam)
- self.owner.lightning_beam = world;
+ if(self == self.owner.arc_beam)
+ self.owner.arc_beam = world;
remove(self);
return;
}
dt = frametime;
if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
{
- if(autocvar_g_balance_lightning_primary_ammo)
+ if(WEP_CVAR_PRI(arc, ammo))
{
- dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_lightning_primary_ammo);
- self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_lightning_primary_ammo * frametime);
+ dt = min(dt, self.owner.ammo_cells / WEP_CVAR_PRI(arc, ammo));
+ self.owner.ammo_cells = max(0, self.owner.ammo_cells - WEP_CVAR_PRI(arc, ammo) * frametime);
}
}
- W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_lightning_primary_damage * dt, autocvar_g_balance_lightning_primary_range);
+ W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR_PRI(arc, damage) * dt, WEP_CVAR_PRI(arc, range));
WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
// apply the damage
if(trace_ent)
{
vector force;
- force = w_shotdir * autocvar_g_balance_lightning_primary_force;
+ force = w_shotdir * WEP_CVAR_PRI(arc, force);
- 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));
+ f = ExponentialFalloff(WEP_CVAR_PRI(arc, falloff_mindist), WEP_CVAR_PRI(arc, falloff_maxdist), WEP_CVAR_PRI(arc, falloff_halflifedist), vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
if(accuracy_isgooddamage(self.owner, trace_ent))
- accuracy_add(self.owner, WEP_LIGHTNING, 0, autocvar_g_balance_lightning_primary_damage * dt * f);
- Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_lightning_primary_damage * dt * f, WEP_LIGHTNING, trace_endpos, force * dt);
+ accuracy_add(self.owner, WEP_ARC, 0, WEP_CVAR_PRI(arc, damage) * dt * f);
+ Damage (trace_ent, self.owner, self.owner, WEP_CVAR_PRI(arc, damage) * dt * f, WEP_ARC, trace_endpos, force * dt);
}
// draw effect
}
// Attack functions =========================
-void W_Lightning_Attack1 (void)
+void W_Arc_Attack1 (void)
{
// only play fire sound if 0.5 sec has passed since player let go the fire button
if(time - self.lg_fire_prev > 0.5)
entity beam, oldself;
- self.lightning_beam = beam = spawn();
- beam.classname = "W_Lightning_Beam";
+ self.arc_beam = beam = spawn();
+ beam.classname = "W_Arc_Beam";
beam.solid = SOLID_NOT;
- beam.think = W_Lightning_Beam_Think;
+ beam.think = W_Arc_Beam_Think;
beam.owner = self;
beam.movetype = MOVETYPE_NONE;
beam.shot_spread = 1;
beam.bot_dodge = TRUE;
- beam.bot_dodgerating = autocvar_g_balance_lightning_primary_damage;
- Net_LinkEntity(beam, FALSE, 0, W_Lightning_Beam_Send);
+ beam.bot_dodgerating = WEP_CVAR_PRI(arc, damage);
+ Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
oldself = self;
self = beam;
self = oldself;
}
-float w_lightning(float req)
+float w_arc(float req)
{
- if (req == WR_AIM)
+ switch(req)
{
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
- /*
- self.BUTTON_ATCK=FALSE;
- self.BUTTON_ATCK2=FALSE;
- if(vlen(self.origin-self.enemy.origin) > 1000)
- self.bot_aim_whichfiretype = 0;
- if(self.bot_aim_whichfiretype == 0)
+ case WR_AIM:
{
- float shoot;
+ self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+ /*
+ self.BUTTON_ATCK=FALSE;
+ self.BUTTON_ATCK2=FALSE;
+ if(vlen(self.origin-self.enemy.origin) > 1000)
+ self.bot_aim_whichfiretype = 0;
+ if(self.bot_aim_whichfiretype == 0)
+ {
+ float shoot;
- if(autocvar_g_balance_lightning_primary_speed)
- shoot = bot_aim(autocvar_g_balance_lightning_primary_speed, 0, autocvar_g_balance_lightning_primary_lifetime, FALSE);
- else
- shoot = bot_aim(1000000, 0, 0.001, FALSE);
+ if(autocvar_g_balance_arc_primary_speed)
+ shoot = bot_aim(autocvar_g_balance_arc_primary_speed, 0, autocvar_g_balance_arc_primary_lifetime, FALSE);
+ else
+ shoot = bot_aim(1000000, 0, 0.001, FALSE);
- if(shoot)
+ if(shoot)
+ {
+ self.BUTTON_ATCK = TRUE;
+ if(random() < 0.01) self.bot_aim_whichfiretype = 1;
+ }
+ }
+ else // todo
{
- self.BUTTON_ATCK = TRUE;
- if(random() < 0.01) self.bot_aim_whichfiretype = 1;
+ //if(bot_aim(autocvar_g_balance_arc_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_arc_secondary_lifetime, TRUE))
+ //{
+ // self.BUTTON_ATCK2 = TRUE;
+ // if(random() < 0.03) self.bot_aim_whichfiretype = 0;
+ //}
}
+ */
+
+ return TRUE;
}
- else // todo
+ case WR_THINK:
{
- //if(bot_aim(autocvar_g_balance_lightning_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_lightning_secondary_lifetime, TRUE))
- //{
- // self.BUTTON_ATCK2 = TRUE;
- // if(random() < 0.03) self.bot_aim_whichfiretype = 0;
- //}
- }
- */
- }
- else if (req == WR_THINK)
- {
- if (self.BUTTON_ATCK)
- {
- if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
- /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
- weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_lightning_primary_animtime, w_ready);
- else*/
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
-
- if (weapon_prepareattack(0, 0))
+ if (self.BUTTON_ATCK)
{
- if ((!self.lightning_beam) || wasfreed(self.lightning_beam))
- W_Lightning_Attack1();
+ if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
+ /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+ weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+ else*/
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
- if(!self.BUTTON_ATCK_prev)
+ if (weapon_prepareattack(0, 0))
{
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
- self.BUTTON_ATCK_prev = 1;
+ if ((!self.arc_beam) || wasfreed(self.arc_beam))
+ W_Arc_Attack1();
+
+ if(!self.BUTTON_ATCK_prev)
+ {
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
+ self.BUTTON_ATCK_prev = 1;
+ }
}
- }
- }
- else // todo
- {
- if (self.BUTTON_ATCK_prev != 0)
+ }
+ else // todo
{
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
- ATTACK_FINISHED(self) = time + autocvar_g_balance_lightning_primary_refire * W_WeaponRateFactor();
+ if (self.BUTTON_ATCK_prev != 0)
+ {
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
+ ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor();
+ }
+ self.BUTTON_ATCK_prev = 0;
}
- self.BUTTON_ATCK_prev = 0;
- }
- //if (self.BUTTON_ATCK2)
- //if (weapon_prepareattack(1, autocvar_g_balance_lightning_secondary_refire))
- //{
- // W_Lightning_Attack2();
- // self.lightning_count = autocvar_g_balance_lightning_secondary_count;
- // weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_lightning_secondary_animtime, w_lightning_checkattack);
- // self.lightning_secondarytime = time + autocvar_g_balance_lightning_secondary_refire2 * W_WeaponRateFactor();
- //}
- }
- else if (req == WR_PRECACHE)
- {
- precache_model ("models/weapons/g_lightning.md3");
- precache_model ("models/weapons/v_lightning.md3");
- precache_model ("models/weapons/h_lightning.iqm");
- //precache_sound ("weapons/lightning_bounce.wav");
- precache_sound ("weapons/lightning_fire.wav");
- precache_sound ("weapons/lightning_fire2.wav");
- precache_sound ("weapons/lightning_impact.wav");
- //precache_sound ("weapons/lightning_impact_combo.wav");
- //precache_sound ("weapons/W_Lightning_Beam_fire.wav");
- }
- else if (req == WR_SETUP)
- weapon_setup(WEP_LIGHTNING);
- else if (req == WR_CHECKAMMO1)
- {
- return !autocvar_g_balance_lightning_primary_ammo || (self.ammo_cells > 0);
- }
- else if (req == WR_CHECKAMMO2)
- return self.ammo_cells >= autocvar_g_balance_lightning_secondary_ammo;
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
+ //if (self.BUTTON_ATCK2)
+ //if (weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
+ //{
+ // W_Arc_Attack2();
+ // self.arc_count = autocvar_g_balance_arc_secondary_count;
+ // weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+ // self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+ //}
+
+ return TRUE;
+ }
+ case WR_PRECACHE:
+ {
+ precache_model ("models/weapons/g_arc.md3");
+ precache_model ("models/weapons/v_arc.md3");
+ precache_model ("models/weapons/h_arc.iqm");
+ //precache_sound ("weapons/arc_bounce.wav");
+ precache_sound ("weapons/arc_fire.wav");
+ precache_sound ("weapons/arc_fire2.wav");
+ precache_sound ("weapons/arc_impact.wav");
+ //precache_sound ("weapons/arc_impact_combo.wav");
+ //precache_sound ("weapons/W_Arc_Beam_fire.wav");
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ weapon_setup(WEP_ARC);
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
+ return !WEP_CVAR_PRI(arc, ammo) || (self.ammo_cells > 0);
+ }
+ case WR_CHECKAMMO2:
{
- return WEAPON_ELECTRO_MURDER_ORBS;
+ return self.ammo_cells >= WEP_CVAR_SEC(arc, ammo);
}
- else
+ case WR_KILLMESSAGE:
{
- if(w_deathtype & HITTYPE_BOUNCE)
- return WEAPON_ELECTRO_MURDER_COMBO;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ return WEAPON_ELECTRO_MURDER_ORBS;
+ }
else
- return WEAPON_ELECTRO_MURDER_BOLT;
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_ELECTRO_MURDER_COMBO;
+ else
+ return WEAPON_ELECTRO_MURDER_BOLT;
+ }
+ }
+ case WR_RESETPLAYER:
+ {
+ //self.arc_secondarytime = time;
+ return TRUE;
}
- }
- else if (req == WR_RESETPLAYER)
- {
- //self.lightning_secondarytime = time;
}
return TRUE;
-};
-
-void LightningInit()
-{
- weapon_action(WEP_LIGHTNING, WR_PRECACHE);
- lightning_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 1);
- lightning_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 2);
- lightning_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 3);
- lightning_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_LIGHTNING), FALSE, FALSE, 4);
}
-void spawnfunc_weapon_lightning (void) // should this really be here?
+void ArcInit()
{
- weapon_defaultspawnfunc(WEP_LIGHTNING);
+ weapon_action(WEP_ARC, WR_PRECACHE);
+ arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
+ arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
+ arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
+ arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
+
+ #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
+ #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_ARC).##prop = autocvar_g_balance_##weapon##_##name;
+ ARC_SETTINGS(arc)
+ #undef WEP_ADD_CVAR
+ #undef WEP_ADD_PROP
}
#endif
#ifdef CSQC
-float w_lightning(float req)
+float w_arc(float req)
{
- if(req == WR_IMPACTEFFECT)
+ switch(req)
{
- vector org2;
- org2 = w_org + w_backoff * 6;
-
- if(w_deathtype & HITTYPE_SECONDARY)
+ case WR_IMPACTEFFECT:
{
- pointparticles(particleeffectnum("lightning_ballexplode"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ pointparticles(particleeffectnum("arc_ballexplode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
+ }
+ else
+ {
+ pointparticles(particleeffectnum("arc_impact"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
+ }
+
+ return TRUE;
}
- else
+ case WR_PRECACHE:
{
- pointparticles(particleeffectnum("lightning_impact"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
+ precache_sound("weapons/arc_impact.wav");
+ precache_sound("weapons/arc_impact_combo.wav");
+ return TRUE;
}
}
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/lightning_impact.wav");
- precache_sound("weapons/lightning_impact_combo.wav");
- }
return TRUE;
}
#endif