if(IsFlying(other))
AnnounceTo(self.realowner, "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);
}
return;
}
- if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
+ if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen || owner_player.frozen)
{
if(self == owner_player.lgbeam)
owner_player.lgbeam = world;
{
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
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