#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", _("Electro"));
+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",
+/* shortname */ "electro",
+/* fullname */ _("Electro")
+);
#else
#ifdef SVQC
.float electro_count;
void W_Plasma_Explode (void)
{
if(other.takedamage == DAMAGE_AIM)
- if(other.classname == "player")
- if(IsDifferentTeam(self.realowner, other))
+ if(IS_PLAYER(other))
+ if(DIFF_TEAM(self.realowner, other))
if(other.deadflag == DEAD_NO)
if(IsFlying(other))
- AnnounceTo(self.realowner, "electrobitch");
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
if (self.movetype == MOVETYPE_BOUNCE)
{
{
W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
- self.event_damage = SUB_Null;
+ 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, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
remove (self);
}
W_Plasma_Explode ();
} else {
//UpdateCSQCProjectile(self);
- spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
+ spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
self.projectiledeathtype |= HITTYPE_BOUNCE;
}
}
// 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
-
+ return; // g_projectiles_damage says to halt
+
self.health = self.health - damage;
if (self.health <= 0)
{
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 (!(owner_player.items & IT_UNLIMITED_WEAPON_AMMO))
{
if(autocvar_g_balance_electro_primary_ammo)
{
{
// 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);
+ sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTEN_NORM);
entity beam, oldself;
{
if(autocvar_g_balance_electro_reload_ammo) // forced reload
{
+ ammo_amount = 0;
if(autocvar_g_balance_electro_lightning)
{
if(self.clip_load > 0)
{
if(autocvar_g_balance_electro_lightning)
if(self.BUTTON_ATCK_prev)
- {
- // prolong the animtime while the gun is being fired
- if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
- weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready);
- else
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
- }
+ 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)
{
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");
}
+ else if (req == WR_SUICIDEMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ELECTRO_SUICIDE_ORBS;
+ else
+ return WEAPON_ELECTRO_SUICIDE_BOLT;
+ }
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ return WEAPON_ELECTRO_MURDER_ORBS;
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_ELECTRO_MURDER_COMBO;
+ else
+ return WEAPON_ELECTRO_MURDER_BOLT;
+ }
+ }
return TRUE;
}
#endif
{
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);
}
}
}
precache_sound("weapons/electro_impact.wav");
precache_sound("weapons/electro_impact_combo.wav");
}
- else if (req == WR_SUICIDEMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = _("%s could not remember where they put their electro plasma");
- else
- w_deathtypestring = _("%s played with electro plasma");
- }
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
- w_deathtypestring = _("%s just noticed %s's electro plasma");
- else // unchecked: BOUNCE
- w_deathtypestring = _("%s got in touch with %s's electro plasma");
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE) // combo
- w_deathtypestring = _("%s felt the electrifying air of %s's electro combo");
- else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = _("%s got too close to %s's blue electro bolt");
- else
- w_deathtypestring = _("%s was blasted by %s's blue electro bolt");
- }
- }
return TRUE;
}
#endif