]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_electro.qc
Merge branch 'master' into Mario/classname_checks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
index 9b1b96e56547abaf3d4bbff42c89a41bde6c781f..29af116bc4977dbd80f7be4311761bdaff1b8b87 100644 (file)
@@ -29,13 +29,13 @@ void W_Plasma_TriggerCombo(vector org, float rad, entity own)
 void W_Plasma_Explode (void)
 {
        if(other.takedamage == DAMAGE_AIM)
-               if(other.classname == "player")
+               if(IS_PLAYER(other))
                        if(IsDifferentTeam(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)
        {
@@ -54,7 +54,7 @@ void W_Plasma_Explode_Combo (void)
 {
        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);
 }
@@ -140,6 +140,7 @@ void W_Electro_Attack()
        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);
 
@@ -185,6 +186,7 @@ void W_Electro_Attack2()
 
        proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
        proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
+       proj.missile_flags = MIF_SPLASH | MIF_ARC;
 
 #if 0
        entity p2;
@@ -414,6 +416,7 @@ float w_electro(float req)
        {
                if(autocvar_g_balance_electro_reload_ammo) // forced reload
                {
+                       ammo_amount = 0;
                        if(autocvar_g_balance_electro_lightning)
                        {
                                if(self.clip_load > 0)
@@ -434,13 +437,8 @@ float w_electro(float req)
                {
                        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)
@@ -545,6 +543,27 @@ float w_electro(float req)
        {
                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
@@ -583,32 +602,6 @@ float w_electro(float req)
                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