#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ ELECTRO,
-/* function */ w_electro,
-/* ammotype */ IT_CELLS,
-/* impulse */ 5,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "electro",
-/* netname */ "electro",
-/* fullname */ _("Electro")
+/* WEP_##id */ ELECTRO,
+/* function */ W_Electro,
+/* ammotype */ ammo_cells,
+/* impulse */ 5,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* color */ '0 0.5 1',
+/* modelname */ "electro",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairelectro 0.6",
+/* wepimg */ "weaponelectro",
+/* refname */ "electro",
+/* wepname */ _("Electro")
);
+#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro)
+#define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, PRI, comboradius) \
+ w_cvar(id, sn, PRI, midaircombo_explode) \
+ w_cvar(id, sn, PRI, midaircombo_interval) \
+ w_cvar(id, sn, PRI, midaircombo_radius) \
+ w_cvar(id, sn, SEC, bouncefactor) \
+ w_cvar(id, sn, SEC, bouncestop) \
+ w_cvar(id, sn, SEC, count) \
+ w_cvar(id, sn, SEC, damageforcescale) \
+ w_cvar(id, sn, SEC, damagedbycontents) \
+ w_cvar(id, sn, SEC, health) \
+ w_cvar(id, sn, SEC, refire2) \
+ w_cvar(id, sn, SEC, speed_up) \
+ w_cvar(id, sn, SEC, speed_z) \
+ w_cvar(id, sn, SEC, touchexplode) \
+ w_cvar(id, sn, NONE, combo_comboradius) \
+ w_cvar(id, sn, NONE, combo_comboradius_thruwall) \
+ w_cvar(id, sn, NONE, combo_damage) \
+ w_cvar(id, sn, NONE, combo_edgedamage) \
+ w_cvar(id, sn, NONE, combo_force) \
+ w_cvar(id, sn, NONE, combo_radius) \
+ w_cvar(id, sn, NONE, combo_speed) \
+ w_cvar(id, sn, NONE, combo_safeammocheck) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+
#ifdef SVQC
-void ElectroInit();
-vector electro_shotorigin[4];
+ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+.float electro_count;
+.float electro_secondarytime;
+void W_Electro_ExplodeCombo(void);
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
-
-.float electro_count;
-.float electro_secondarytime;
+void spawnfunc_weapon_electro(void) { weapon_defaultspawnfunc(WEP_ELECTRO); }
-void W_Plasma_Explode_Combo (void);
-
-void W_Plasma_TriggerCombo(vector org, float rad, entity own)
+void W_Electro_TriggerCombo(vector org, float rad, entity own)
{
- entity e;
- e = WarpZone_FindRadius(org, rad, TRUE);
- while (e)
+ entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
+ while(e)
{
- if (e.classname == "plasma")
+ if(e.classname == "electro_orb")
{
+ // do we allow thruwall triggering?
+ if(WEP_CVAR(electro, combo_comboradius_thruwall))
+ {
+ // if distance is greater than thruwall distance, check to make sure it's not through a wall
+ if(vlen(e.WarpZone_findradius_dist) > WEP_CVAR(electro, combo_comboradius_thruwall))
+ {
+ WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
+ if(trace_fraction != 1)
+ {
+ // trigger is through a wall and outside of thruwall range, abort
+ e = e.chain;
+ continue;
+ }
+ }
+ }
+
// change owner to whoever caused the combo explosion
e.realowner = own;
e.takedamage = DAMAGE_NO;
- e.classname = "plasma_chain";
- e.think = W_Plasma_Explode_Combo;
- e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
+ e.classname = "electro_orb_chain";
+
+ // now set the next one to trigger as well
+ e.think = W_Electro_ExplodeCombo;
+
+ // delay combo chains, looks cooler
+ e.nextthink =
+ (
+ time
+ +
+ (WEP_CVAR(electro, combo_speed) ?
+ (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
+ :
+ 0
+ )
+ );
}
e = e.chain;
}
}
-void W_Plasma_Explode (void)
+void W_Electro_ExplodeCombo(void)
+{
+ W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
+
+ self.event_damage = func_null;
+
+ RadiusDamage(
+ self,
+ self.realowner,
+ WEP_CVAR(electro, combo_damage),
+ WEP_CVAR(electro, combo_edgedamage),
+ WEP_CVAR(electro, combo_radius),
+ world,
+ world,
+ WEP_CVAR(electro, combo_force),
+ WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
+ world
+ );
+
+ remove(self);
+}
+
+void W_Electro_Explode(void)
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
- if(IsDifferentTeam(self.realowner, other))
+ if(DIFF_TEAM(self.realowner, other))
if(other.deadflag == DEAD_NO)
if(IsFlying(other))
Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
- if (self.movetype == MOVETYPE_BOUNCE)
+
+ if(self.movetype == MOVETYPE_BOUNCE)
{
- RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
+ RadiusDamage(
+ self,
+ self.realowner,
+ WEP_CVAR_SEC(electro, damage),
+ WEP_CVAR_SEC(electro, edgedamage),
+ WEP_CVAR_SEC(electro, radius),
+ world,
+ world,
+ WEP_CVAR_SEC(electro, force),
+ self.projectiledeathtype,
+ other
+ );
}
else
{
- W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
- RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
+ W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
+ RadiusDamage(
+ self,
+ self.realowner,
+ WEP_CVAR_PRI(electro, damage),
+ WEP_CVAR_PRI(electro, edgedamage),
+ WEP_CVAR_PRI(electro, radius),
+ world,
+ world,
+ WEP_CVAR_PRI(electro, force),
+ self.projectiledeathtype,
+ other
+ );
}
- remove (self);
-}
-
-void W_Plasma_Explode_Combo (void)
-{
- W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
-
- self.event_damage = func_null;
- RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
-
- remove (self);
-}
-
-void W_Plasma_Touch (void)
-{
- //self.velocity = self.velocity * 0.1;
-
- PROJECTILE_TOUCH;
- if (other.takedamage == DAMAGE_AIM) {
- W_Plasma_Explode ();
- } else {
- //UpdateCSQCProjectile(self);
- spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- }
+ remove(self);
}
-void W_Plasma_TouchExplode (void)
+void W_Electro_TouchExplode(void)
{
PROJECTILE_TOUCH;
- W_Plasma_Explode ();
+ W_Electro_Explode();
}
-void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Electro_Bolt_Think(void)
{
- if(self.health <= 0)
+ if(time >= self.ltime)
+ {
+ self.use();
return;
+ }
- // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
- float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
-
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
- return; // g_projectiles_damage says to halt
-
- self.health = self.health - damage;
- if (self.health <= 0)
+ if(WEP_CVAR_PRI(electro, midaircombo_radius))
{
- self.takedamage = DAMAGE_NO;
- self.nextthink = time;
- if (is_combo)
+ float found = 0;
+ entity e = WarpZone_FindRadius(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
+
+ // loop through nearby orbs and trigger them
+ while(e)
{
- // change owner to whoever caused the combo explosion
- self.realowner = inflictor.realowner;
- self.classname = "plasma_chain";
- self.think = W_Plasma_Explode_Combo;
- 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
- // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
+ if(e.classname == "electro_orb")
+ {
+ // change owner to whoever caused the combo explosion
+ e.realowner = self.realowner;
+ e.takedamage = DAMAGE_NO;
+ e.classname = "electro_orb_chain";
+
+ // now set the next one to trigger as well
+ e.think = W_Electro_ExplodeCombo;
+
+ // delay combo chains, looks cooler
+ e.nextthink =
+ (
+ time
+ +
+ (WEP_CVAR(electro, combo_speed) ?
+ (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
+ :
+ 0
+ )
+ );
+
+ ++found;
+ }
+ e = e.chain;
}
+
+ // if we triggered an orb, should we explode? if not, lets try again next time
+ if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
+ { self.use(); }
else
- {
- self.use = W_Plasma_Explode;
- self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
- }
+ { self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); }
}
+ else { self.nextthink = self.ltime; }
}
-void W_Electro_Attack()
+void W_Electro_Attack_Bolt(void)
{
entity proj;
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
+ W_DecreaseAmmo(WEP_CVAR_PRI(electro, ammo));
- 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);
+ W_SetupShot_ProjectileSize(
+ self,
+ '0 0 -3',
+ '0 0 -3',
+ false,
+ 2,
+ "weapons/electro_fire.wav",
+ CH_WEAPON_A,
+ WEP_CVAR_PRI(electro, damage)
+ );
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- proj = spawn ();
- proj.classname = "plasma_prim";
+ proj = spawn();
+ proj.classname = "electro_bolt";
proj.owner = proj.realowner = self;
- proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
- proj.use = W_Plasma_Explode;
- proj.think = adaptor_think2use_hittype_splash;
- proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
+ proj.bot_dodge = true;
+ proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
+ proj.use = W_Electro_Explode;
+ proj.think = W_Electro_Bolt_Think;
+ proj.nextthink = time;
+ proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO;
setorigin(proj, w_shotorg);
proj.movetype = MOVETYPE_FLY;
- W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
+ W_SetupProjVelocity_PRI(proj, electro);
proj.angles = vectoangles(proj.velocity);
- proj.touch = W_Plasma_TouchExplode;
+ proj.touch = W_Electro_TouchExplode;
setsize(proj, '0 0 -3', '0 0 -3');
proj.flags = FL_PROJECTILE;
proj.missile_flags = MIF_SPLASH;
- CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
+ CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
-void W_Electro_Attack2()
+void W_Electro_Orb_Touch(void)
{
- entity proj;
+ PROJECTILE_TOUCH;
+ if(other.takedamage == DAMAGE_AIM)
+ { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } }
+ else
+ {
+ //UpdateCSQCProjectile(self);
+ spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ }
+}
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
+void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(self.health <= 0)
+ return;
+
+ // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
+ float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
- 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);
+ if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+ if(self.health <= 0)
+ {
+ self.takedamage = DAMAGE_NO;
+ self.nextthink = time;
+ if(is_combo)
+ {
+ // change owner to whoever caused the combo explosion
+ self.realowner = inflictor.realowner;
+ self.classname = "electro_orb_chain";
+ self.think = W_Electro_ExplodeCombo;
+ self.nextthink = time +
+ (
+ // bound the length, inflictor may be in a galaxy far far away (warpzones)
+ min(
+ WEP_CVAR(electro, combo_radius),
+ vlen(self.origin - inflictor.origin)
+ )
+ /
+ // delay combo chains, looks cooler
+ WEP_CVAR(electro, combo_speed)
+ );
+ }
+ else
+ {
+ self.use = W_Electro_Explode;
+ self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
+ }
+ }
+}
+
+void W_Electro_Attack_Orb(void)
+{
+ W_DecreaseAmmo(WEP_CVAR_SEC(electro, ammo));
+
+ W_SetupShot_ProjectileSize(
+ self,
+ '0 0 -4',
+ '0 0 -4',
+ false,
+ 2,
+ "weapons/electro_fire2.wav",
+ CH_WEAPON_A,
+ WEP_CVAR_SEC(electro, damage)
+ );
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- proj = spawn ();
- proj.classname = "plasma";
+ entity proj = spawn();
+ proj.classname = "electro_orb";
proj.owner = proj.realowner = self;
- proj.use = W_Plasma_Explode;
+ proj.use = W_Electro_Explode;
proj.think = adaptor_think2use_hittype_splash;
- proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
- proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
+ proj.bot_dodge = true;
+ proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
+ proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
setorigin(proj, w_shotorg);
//proj.glow_size = 50;
//proj.glow_color = 45;
proj.movetype = MOVETYPE_BOUNCE;
- W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
- proj.touch = W_Plasma_Touch;
+ W_SetupProjVelocity_UP_SEC(proj, electro);
+ proj.touch = W_Electro_Orb_Touch;
setsize(proj, '0 0 -4', '0 0 -4');
proj.takedamage = DAMAGE_YES;
- proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
- proj.health = autocvar_g_balance_electro_secondary_health;
- proj.event_damage = W_Plasma_Damage;
+ proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
+ proj.health = WEP_CVAR_SEC(electro, health);
+ proj.event_damage = W_Electro_Orb_Damage;
proj.flags = FL_PROJECTILE;
- proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
+ proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
- proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
- proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
+ proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
+ proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
proj.missile_flags = MIF_SPLASH | MIF_ARC;
#if 0
setsize(p2, proj.mins, proj.maxs);
#endif
- CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
+ CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
-.vector hook_start, hook_end;
-float lgbeam_send(entity to, float sf)
-{
- WriteByte(MSG_ENTITY, ENT_CLIENT_ELECTRO_BEAM);
- sf = sf & 0x7F;
- if(sound_allowed(MSG_BROADCAST, self.realowner))
- sf |= 0x80;
- WriteByte(MSG_ENTITY, sf);
- if(sf & 1)
- {
- WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
- WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
- }
- if(sf & 2)
- {
- WriteCoord(MSG_ENTITY, self.hook_start_x);
- WriteCoord(MSG_ENTITY, self.hook_start_y);
- WriteCoord(MSG_ENTITY, self.hook_start_z);
- }
- if(sf & 4)
- {
- WriteCoord(MSG_ENTITY, self.hook_end_x);
- WriteCoord(MSG_ENTITY, self.hook_end_y);
- WriteCoord(MSG_ENTITY, self.hook_end_z);
- }
- return TRUE;
-}
-.entity lgbeam;
-.float prevlgfire;
-float lgbeam_checkammo()
-{
- if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
- return TRUE;
- else if(autocvar_g_balance_electro_reload_ammo)
- return self.realowner.clip_load > 0;
- else
- return self.realowner.ammo_cells > 0;
-}
-
-entity lgbeam_owner_ent;
-void lgbeam_think()
-{
- entity owner_player;
- owner_player = self.realowner;
-
- owner_player.prevlgfire = time;
- if (self != owner_player.lgbeam)
- {
- remove(self);
- return;
- }
-
- if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
- {
- if(self == owner_player.lgbeam)
- owner_player.lgbeam = world;
- remove(self);
- return;
- }
-
- self.nextthink = time;
-
- makevectors(owner_player.v_angle);
-
- float dt, f;
- dt = frametime;
-
- // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_electro_primary_ammo)
- {
- if(autocvar_g_balance_electro_reload_ammo)
- {
- dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
- owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
- owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
- }
- else
- {
- dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
- owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
- }
- }
- }
-
- W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
- if(!lgbeam_owner_ent)
- {
- lgbeam_owner_ent = spawn();
- lgbeam_owner_ent.classname = "lgbeam_owner_ent";
- }
- WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
-
- // apply the damage
- if(trace_ent)
- {
- vector force;
- force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
-
- 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));
-
- if(accuracy_isgooddamage(owner_player, trace_ent))
- accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
- Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
- }
- W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
-
- // draw effect
- if(w_shotorg != self.hook_start)
- {
- self.SendFlags |= 2;
- self.hook_start = w_shotorg;
- }
- if(w_shotend != self.hook_end)
- {
- self.SendFlags |= 4;
- self.hook_end = w_shotend;
- }
-}
-
-// experimental lightning gun
-void W_Electro_Attack3 (void)
-{
- // only play fire sound if 0.5 sec has passed since player let go the fire button
- if(time - self.prevlgfire > 0.5)
- sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
-
- entity beam, oldself;
-
- self.lgbeam = beam = spawn();
- beam.classname = "lgbeam";
- beam.solid = SOLID_NOT;
- beam.think = lgbeam_think;
- beam.owner = beam.realowner = self;
- beam.movetype = MOVETYPE_NONE;
- beam.shot_spread = 0;
- beam.bot_dodge = TRUE;
- beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
- Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
-
- oldself = self;
- self = beam;
- self.think();
- self = oldself;
-}
-
-void ElectroInit()
-{
- WEP_ACTION(WEP_ELECTRO, WR_INIT);
- electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
- electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
- electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
- electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
-}
-
-void w_electro_checkattack()
+void W_Electro_CheckAttack(void)
{
if(self.electro_count > 1)
if(self.BUTTON_ATCK2)
if(weapon_prepareattack(1, -1))
{
- W_Electro_Attack2();
+ W_Electro_Attack_Orb();
self.electro_count -= 1;
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
return;
}
-
+ // WEAPONTODO: when the player releases the button, cut down the length of refire2?
w_ready();
}
.float bot_secondary_electromooth;
-.float BUTTON_ATCK_prev;
-float w_electro(float req)
+float W_Electro(float req)
{
float ammo_amount;
switch(req)
{
case WR_AIM:
{
- self.BUTTON_ATCK=FALSE;
- self.BUTTON_ATCK2=FALSE;
- if(vlen(self.origin-self.enemy.origin) > 1000)
- self.bot_secondary_electromooth = 0;
+ self.BUTTON_ATCK = self.BUTTON_ATCK2 = false;
+ if(vlen(self.origin-self.enemy.origin) > 1000) { self.bot_secondary_electromooth = 0; }
if(self.bot_secondary_electromooth == 0)
{
float shoot;
- if(autocvar_g_balance_electro_primary_speed)
- shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
+ if(WEP_CVAR_PRI(electro, speed))
+ shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
else
- shoot = bot_aim(1000000, 0, 0.001, FALSE);
+ shoot = bot_aim(1000000, 0, 0.001, false);
if(shoot)
{
- self.BUTTON_ATCK = TRUE;
+ self.BUTTON_ATCK = true;
if(random() < 0.01) self.bot_secondary_electromooth = 1;
}
}
else
{
- if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_mortar_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
+ if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
{
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
if(random() < 0.03) self.bot_secondary_electromooth = 0;
}
}
-
- return TRUE;
+
+ return true;
}
case WR_THINK:
{
- if(autocvar_g_balance_electro_reload_ammo) // forced reload
+ if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
{
ammo_amount = 0;
- if(autocvar_g_balance_electro_lightning)
- {
- if(self.clip_load > 0)
- ammo_amount = 1;
- }
- else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
+ if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
ammo_amount = 1;
- if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
+ if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
ammo_amount += 1;
if(!ammo_amount)
{
WEP_ACTION(self.weapon, WR_RELOAD);
- return FALSE;
+ return false;
}
-
- return TRUE;
+
+ return true;
}
- if (self.BUTTON_ATCK)
- {
- if(autocvar_g_balance_electro_lightning)
- if(self.BUTTON_ATCK_prev)
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
- if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
- {
- if(autocvar_g_balance_electro_lightning)
- {
- if ((!self.lgbeam) || wasfreed(self.lgbeam))
- {
- W_Electro_Attack3();
- }
- if(!self.BUTTON_ATCK_prev)
- {
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
- self.BUTTON_ATCK_prev = 1;
- }
- }
- else
- {
- W_Electro_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
- }
- }
- } else {
- if(autocvar_g_balance_electro_lightning)
+ if(self.BUTTON_ATCK)
+ {
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
{
- if (self.BUTTON_ATCK_prev != 0)
- {
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
- ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
- }
- self.BUTTON_ATCK_prev = 0;
+ W_Electro_Attack_Bolt();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
-
- if (self.BUTTON_ATCK2)
+ }
+ else if(self.BUTTON_ATCK2)
+ {
+ if(time >= self.electro_secondarytime)
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
{
- if (time >= self.electro_secondarytime)
- if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
- {
- W_Electro_Attack2();
- self.electro_count = autocvar_g_balance_electro_secondary_count;
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
- self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
- }
+ W_Electro_Attack_Orb();
+ self.electro_count = WEP_CVAR_SEC(electro, count);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+ self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
- precache_model ("models/weapons/g_electro.md3");
- precache_model ("models/weapons/v_electro.md3");
- precache_model ("models/weapons/h_electro.iqm");
- precache_sound ("weapons/electro_bounce.wav");
- precache_sound ("weapons/electro_fire.wav");
- precache_sound ("weapons/electro_fire2.wav");
- precache_sound ("weapons/electro_impact.wav");
- precache_sound ("weapons/electro_impact_combo.wav");
-
- if(autocvar_g_balance_electro_lightning)
- precache_sound ("weapons/lgbeam_fire.wav");
-
- return TRUE;
- }
- case WR_SETUP:
- {
- weapon_setup(WEP_ELECTRO);
- self.current_ammo = ammo_cells;
- return TRUE;
+ precache_model("models/weapons/g_electro.md3");
+ precache_model("models/weapons/v_electro.md3");
+ precache_model("models/weapons/h_electro.iqm");
+ precache_sound("weapons/electro_bounce.wav");
+ precache_sound("weapons/electro_fire.wav");
+ precache_sound("weapons/electro_fire2.wav");
+ precache_sound("weapons/electro_impact.wav");
+ precache_sound("weapons/electro_impact_combo.wav");
+ ELECTRO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_CHECKAMMO1:
{
- if(autocvar_g_balance_electro_lightning)
- {
- if(!autocvar_g_balance_electro_primary_ammo)
- ammo_amount = 1;
- else
- ammo_amount = self.ammo_cells > 0;
- ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
- }
- else
- {
- ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
- }
+ ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
{
- if(autocvar_g_balance_electro_combo_safeammocheck) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
+ if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
{
- ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
+ ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
}
else
{
- ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
+ ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_SEC(electro, ammo);
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
}
return ammo_amount;
}
+ case WR_CONFIG:
+ {
+ ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
+ }
case WR_RESETPLAYER:
{
self.electro_secondarytime = time;
- return TRUE;
+ return true;
}
case WR_RELOAD:
{
- 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");
- return TRUE;
+ W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav");
+ return true;
}
case WR_SUICIDEMESSAGE:
{
}
}
}
- return TRUE;
+ return false;
}
#endif
#ifdef CSQC
-float w_electro(float req)
+float W_Electro(float req)
{
switch(req)
{
{
pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
}
else
{
// this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
}
else
{
pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/electro_impact.wav");
precache_sound("weapons/electro_impact_combo.wav");
- return TRUE;
+ return true;
+ }
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return false;
}
}
- return TRUE;
+ return false;
}
#endif
#endif