X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_electro.qc;h=3f5e75159b5b8339490f0eb2c8aff57664e2fa65;hb=fa0bc2d260edf7560e4ba5854c02a6a5d2d79dc1;hp=7a2a7a0ac32f5c8a4c8eff07b7bee730bf652849;hpb=680a2f11618558901cddf9fc74b15ef07db66e55;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_electro.qc b/qcsrc/common/weapons/w_electro.qc index 7a2a7a0ac..3f5e75159 100644 --- a/qcsrc/common/weapons/w_electro.qc +++ b/qcsrc/common/weapons/w_electro.qc @@ -1,73 +1,79 @@ #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, animtime) \ - 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, spread) \ - w_cvar(WEP_ELECTRO, electro, MO_BOTH, lifetime) \ - w_cvar(WEP_ELECTRO, electro, MO_PRI, comboradius) \ - w_cvar(WEP_ELECTRO, electro, MO_PRI, midaircombo_explode) \ - w_cvar(WEP_ELECTRO, electro, MO_PRI, midaircombo_interval) \ - w_cvar(WEP_ELECTRO, electro, MO_PRI, midaircombo_radius) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncefactor) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncestop) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, count) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, damageforcescale) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, damagedbycontents) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, health) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, refire2) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_up) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_z) \ - w_cvar(WEP_ELECTRO, electro, MO_SEC, touchexplode) \ - w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \ - w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \ - w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \ - w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_edgedamage) \ - w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_force) \ - w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_radius) \ - w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_speed) \ - w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_safeammocheck) \ - w_prop(WEP_ELECTRO, electro, float, reloading_ammo, reload_ammo) \ - w_prop(WEP_ELECTRO, electro, float, reloading_time, reload_time) \ - w_prop(WEP_ELECTRO, electro, float, switchdelay_raise, switchdelay_raise) \ - w_prop(WEP_ELECTRO, electro, float, switchdelay_drop, switchdelay_drop) \ - w_prop(WEP_ELECTRO, electro, string, weaponreplace, weaponreplace) \ - w_prop(WEP_ELECTRO, electro, float, weaponstart, weaponstart) \ - w_prop(WEP_ELECTRO, electro, float, weaponstartoverride, weaponstartoverride) +#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) .float electro_count; .float electro_secondarytime; -void W_Plasma_Explode_Combo(void); +void W_Electro_ExplodeCombo(void); #endif #else #ifdef SVQC -void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); } +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, !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)) @@ -84,15 +90,15 @@ void W_Plasma_TriggerCombo(vector org, float rad, entity own) } } } - + // change owner to whoever caused the combo explosion e.realowner = own; e.takedamage = DAMAGE_NO; - e.classname = "plasma_chain"; - + e.classname = "electro_orb_chain"; + // now set the next one to trigger as well - e.think = W_Plasma_Explode_Combo; - + e.think = W_Electro_ExplodeCombo; + // delay combo chains, looks cooler e.nextthink = ( @@ -109,7 +115,29 @@ void W_Plasma_TriggerCombo(vector org, float rad, entity own) } } -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)) @@ -120,7 +148,7 @@ void W_Plasma_Explode(void) self.event_damage = func_null; self.takedamage = DAMAGE_NO; - + if(self.movetype == MOVETYPE_BOUNCE) { RadiusDamage( @@ -138,7 +166,7 @@ void W_Plasma_Explode(void) } else { - W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner); + W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner); RadiusDamage( self, self.realowner, @@ -156,90 +184,13 @@ void W_Plasma_Explode(void) remove(self); } -void W_Plasma_Explode_Combo(void) -{ - W_Plasma_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_Plasma_Touch(void) +void W_Electro_TouchExplode(void) { PROJECTILE_TOUCH; - if(other.takedamage == DAMAGE_AIM) - { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Plasma_Explode(); } } - else - { - //UpdateCSQCProjectile(self); - spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM); - self.projectiledeathtype |= HITTYPE_BOUNCE; - } -} - -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) -{ - 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"); - - 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 = "plasma_chain"; - self.think = W_Plasma_Explode_Combo; - 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_Plasma_Explode; - self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately" - } - } + W_Electro_Explode(); } -void W_Plasma_Think() +void W_Electro_Bolt_Think(void) { if(time >= self.ltime) { @@ -250,21 +201,21 @@ void W_Plasma_Think() if(WEP_CVAR_PRI(electro, midaircombo_radius)) { float found = 0; - entity e = WarpZone_FindRadius(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), TRUE); + 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 == "plasma") + if(e.classname == "electro_orb") { // change owner to whoever caused the combo explosion e.realowner = self.realowner; e.takedamage = DAMAGE_NO; - e.classname = "plasma_chain"; + e.classname = "electro_orb_chain"; // now set the next one to trigger as well - e.think = W_Plasma_Explode_Combo; - + e.think = W_Electro_ExplodeCombo; + // delay combo chains, looks cooler e.nextthink = ( @@ -295,19 +246,28 @@ void W_Electro_Attack_Bolt(void) { entity proj; - W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo + 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, WEP_CVAR_PRI(electro, 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_dodge = true; proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage); - proj.use = W_Plasma_Explode; - proj.think = W_Plasma_Think; + 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); @@ -315,34 +275,98 @@ void W_Electro_Attack_Bolt(void) setorigin(proj, w_shotorg); proj.movetype = MOVETYPE_FLY; - WEP_SETUPPROJVELOCITY_PRI(proj, electro); + 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_Attack_Orbs(void) +void W_Electro_Orb_Touch(void) +{ + 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; + } +} + +void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo + 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, WEP_CVAR_SEC(electro, 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); 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_dodge = true; proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage); proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime); PROJECTILE_MAKETRIGGER(proj); @@ -352,13 +376,13 @@ void W_Electro_Attack_Orbs(void) //proj.glow_size = 50; //proj.glow_color = 45; proj.movetype = MOVETYPE_BOUNCE; - WEP_SETUPPROJVELOCITY_UP_SEC(proj, electro); - 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 = WEP_CVAR_SEC(electro, damageforcescale); proj.health = WEP_CVAR_SEC(electro, health); - proj.event_damage = W_Plasma_Damage; + proj.event_damage = W_Electro_Orb_Damage; proj.flags = FL_PROJECTILE; proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents)); @@ -374,22 +398,23 @@ void W_Electro_Attack_Orbs(void) 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_Attack_Orbs(); + W_Electro_Attack_Orb(); self.electro_count -= 1; 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(); } @@ -401,33 +426,33 @@ float W_Electro(float req) { case WR_AIM: { - self.BUTTON_ATCK = self.BUTTON_ATCK2 = FALSE; + 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(WEP_CVAR_PRI(electro, speed)) - shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), FALSE); + 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(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), TRUE)) + 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: { @@ -442,12 +467,12 @@ float W_Electro(float req) if(!ammo_amount) { WEP_ACTION(self.weapon, WR_RELOAD); - return FALSE; + return false; } - - return TRUE; + + return true; } - + if(self.BUTTON_ATCK) { if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire))) @@ -461,14 +486,14 @@ float W_Electro(float req) if(time >= self.electro_secondarytime) if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire))) { - W_Electro_Attack_Orbs(); + 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: { @@ -480,17 +505,12 @@ float W_Electro(float req) precache_sound("weapons/electro_fire2.wav"); precache_sound("weapons/electro_impact.wav"); precache_sound("weapons/electro_impact_combo.wav"); - ELECTRO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP) - return TRUE; - } - case WR_SETUP: - { - self.current_ammo = ammo_cells; - return TRUE; + ELECTRO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); + return true; } case WR_CHECKAMMO1: { - ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(electro, 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; } @@ -498,30 +518,30 @@ float W_Electro(float req) { 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 >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, 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 >= WEP_CVAR_SEC(electro, 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; + 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(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav"); - return TRUE; + return true; } case WR_SUICIDEMESSAGE: { @@ -545,7 +565,7 @@ float W_Electro(float req) } } } - return TRUE; + return false; } #endif #ifdef CSQC @@ -579,17 +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