X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_electro.qc;h=3f5e75159b5b8339490f0eb2c8aff57664e2fa65;hb=fa0bc2d260edf7560e4ba5854c02a6a5d2d79dc1;hp=2b79a92b2d56222d5bec4d0f372d1af877ab6c0a;hpb=3c7ef5b449d479f9a2e24fdddf767f87208c9be6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_electro.qc b/qcsrc/common/weapons/w_electro.qc index 2b79a92b2..3f5e75159 100644 --- a/qcsrc/common/weapons/w_electro.qc +++ b/qcsrc/common/weapons/w_electro.qc @@ -1,190 +1,374 @@ #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, ATTEN_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); @@ -192,18 +376,18 @@ void W_Electro_Attack2() //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 @@ -214,357 +398,150 @@ void W_Electro_Attack2() 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, ATTEN_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: - { - 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), "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: { @@ -588,11 +565,11 @@ float w_electro(float req) } } } - return TRUE; + return false; } #endif #ifdef CSQC -float w_electro(float req) +float W_Electro(float req) { switch(req) { @@ -622,17 +599,22 @@ float w_electro(float req) 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