X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_electro.qc;h=3f5e75159b5b8339490f0eb2c8aff57664e2fa65;hb=fa0bc2d260edf7560e4ba5854c02a6a5d2d79dc1;hp=3b920b271138f8153c7618253ffae8af03cd46dd;hpb=0789b7ed761318038939cff1edc5a8b3346684b8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_electro.qc b/qcsrc/common/weapons/w_electro.qc index 3b920b271..3f5e75159 100644 --- a/qcsrc/common/weapons/w_electro.qc +++ b/qcsrc/common/weapons/w_electro.qc @@ -1,77 +1,143 @@ #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) \ - w_cvar(WEP_ELECTRO, electro, MO_BOTH, ammo) \ - w_cvar(WEP_ELECTRO, electro, MO_BOTH, damage) \ - w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \ - w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \ - w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \ - w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \ - w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \ - w_cvar(WEP_ELECTRO, electro, MO_BOTH, damageforcescale) \ - w_cvar(WEP_ELECTRO, electro, MO_BOTH, health) \ - w_cvar(WEP_ELECTRO, electro, MO_PRI, lifetime) \ - w_cvar(WEP_ELECTRO, electro, MO_NONE, secondary) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, spread) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, lifetime_min) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, lifetime_rand) \ - w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \ - w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \ - w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \ - w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop) +#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 -//ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -var float autocvar_g_balance_electro_combo_comboradius_thruwall = 200; +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 W_Plasma_Explode_Combo(void); +void spawnfunc_weapon_electro(void) { weapon_defaultspawnfunc(WEP_ELECTRO); } -void W_Plasma_TriggerCombo(vector org, float rad, entity own) +void W_Electro_TriggerCombo(vector org, float rad, entity own) { - entity e = WarpZone_FindRadius(org, rad, !autocvar_g_balance_electro_combo_comboradius_thruwall); + entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall)); while(e) { - if(e.classname == "plasma") + if(e.classname == "electro_orb") { - // change owner to whoever caused the combo explosion - WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e); - - if( - (trace_fraction == 1) - || - (autocvar_g_balance_electro_combo_comboradius_thruwall >= vlen(e.WarpZone_findradius_dist)) - ) + // do we allow thruwall triggering? + if(WEP_CVAR(electro, combo_comboradius_thruwall)) { - 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 + // 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 = "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)) @@ -82,34 +148,34 @@ void W_Plasma_Explode(void) self.event_damage = func_null; self.takedamage = DAMAGE_NO; - + 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, + WEP_CVAR_SEC(electro, damage), + WEP_CVAR_SEC(electro, edgedamage), + WEP_CVAR_SEC(electro, radius), world, world, - autocvar_g_balance_electro_secondary_force, + WEP_CVAR_SEC(electro, force), self.projectiledeathtype, other ); } else { - W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner); + W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, 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, + WEP_CVAR_PRI(electro, damage), + WEP_CVAR_PRI(electro, edgedamage), + WEP_CVAR_PRI(electro, radius), world, world, - autocvar_g_balance_electro_primary_force, + WEP_CVAR_PRI(electro, force), self.projectiledeathtype, other ); @@ -118,33 +184,114 @@ void W_Plasma_Explode(void) remove(self); } -void W_Plasma_Explode_Combo(void) +void W_Electro_TouchExplode(void) { - W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner); + PROJECTILE_TOUCH; + W_Electro_Explode(); +} - self.event_damage = func_null; - - RadiusDamage( +void W_Electro_Bolt_Think(void) +{ + if(time >= self.ltime) + { + self.use(); + return; + } + + if(WEP_CVAR_PRI(electro, midaircombo_radius)) + { + 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) + { + 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.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); } + } + else { self.nextthink = self.ltime; } +} + +void W_Electro_Attack_Bolt(void) +{ + entity proj; + + W_DecreaseAmmo(WEP_CVAR_PRI(electro, ammo)); + + W_SetupShot_ProjectileSize( 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, // use THIS type for a combo because primary can't bounce - world + '0 0 -3', + '0 0 -3', + false, + 2, + "weapons/electro_fire.wav", + CH_WEAPON_A, + WEP_CVAR_PRI(electro, damage) ); - remove (self); + pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); + + proj = spawn(); + proj.classname = "electro_bolt"; + proj.owner = proj.realowner = self; + 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_SetupProjVelocity_PRI(proj, electro); + proj.angles = vectoangles(proj.velocity); + 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); + + other = proj; MUTATOR_CALLHOOK(EditProjectile); } -void W_Plasma_Touch(void) +void W_Electro_Orb_Touch(void) { PROJECTILE_TOUCH; if(other.takedamage == DAMAGE_AIM) - { W_Plasma_Explode(); } + { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } } else { //UpdateCSQCProjectile(self); @@ -153,19 +300,13 @@ void W_Plasma_Touch(void) } } -void W_Plasma_TouchExplode(void) -{ - PROJECTILE_TOUCH; - W_Plasma_Explode(); -} - -void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +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_Plasma_TriggerCombo, not damage - float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim"); + // note: combos are usually triggered by W_Electro_TriggerCombo, not damage + float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt"); if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1))) return; // g_projectiles_damage says to halt @@ -179,81 +320,55 @@ void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deat { // change owner to whoever caused the combo explosion self.realowner = inflictor.realowner; - self.classname = "plasma_chain"; - self.think = W_Plasma_Explode_Combo; + 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( - autocvar_g_balance_electro_combo_radius, + WEP_CVAR(electro, combo_radius), vlen(self.origin - inflictor.origin) ) / // delay combo chains, looks cooler - autocvar_g_balance_electro_combo_speed + WEP_CVAR(electro, combo_speed) ); } else { - self.use = W_Plasma_Explode; + self.use = W_Electro_Explode; self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately" } } } -void W_Electro_Attack() +void W_Electro_Attack_Orb(void) { - entity proj; + W_DecreaseAmmo(WEP_CVAR_SEC(electro, ammo)); - W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_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); - - pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - - proj = spawn (); - proj.classname = "plasma_prim"; - 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; - PROJECTILE_MAKETRIGGER(proj); - proj.projectiledeathtype = WEP_ELECTRO; - setorigin(proj, w_shotorg); - - proj.movetype = MOVETYPE_FLY; - W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary); - proj.angles = vectoangles(proj.velocity); - proj.touch = W_Plasma_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); - - other = proj; MUTATOR_CALLHOOK(EditProjectile); -} - -void W_Electro_Attack2() -{ - W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo); - - 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); + 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); entity proj = spawn(); - proj.classname = "plasma"; + 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); @@ -261,18 +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 @@ -283,150 +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); } -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 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(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(self.BUTTON_ATCK) { - if(weapon_prepareattack(0, autocvar_g_balance_electro_primary_refire)) + if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire))) { - W_Electro_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready); + W_Electro_Attack_Bolt(); + weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready); } } else if(self.BUTTON_ATCK2) { - if (time >= self.electro_secondarytime) - if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire)) + if(time >= self.electro_secondarytime) + if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, 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"); - 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: { - 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: { @@ -450,11 +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) { @@ -484,17 +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