3 /* WEP_##id */ ELECTRO,
4 /* function */ W_Electro,
5 /* ammotype */ IT_CELLS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* netname */ "electro",
11 /* fullname */ _("Electro")
14 #define ELECTRO_SETTINGS(w_cvar,w_prop) \
15 w_cvar(WEP_ELECTRO, electro, MO_BOTH, ammo) \
16 w_cvar(WEP_ELECTRO, electro, MO_BOTH, animtime) \
17 w_cvar(WEP_ELECTRO, electro, MO_BOTH, damage) \
18 w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \
19 w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \
20 w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \
21 w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \
22 w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \
23 w_cvar(WEP_ELECTRO, electro, MO_BOTH, spread) \
24 w_cvar(WEP_ELECTRO, electro, MO_BOTH, lifetime) \
25 w_cvar(WEP_ELECTRO, electro, MO_PRI, comboradius) \
26 w_cvar(WEP_ELECTRO, electro, MO_PRI, midaircombo_interval) \
27 w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncefactor) \
28 w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncestop) \
29 w_cvar(WEP_ELECTRO, electro, MO_SEC, count) \
30 w_cvar(WEP_ELECTRO, electro, MO_SEC, damageforcescale) \
31 w_cvar(WEP_ELECTRO, electro, MO_SEC, damagedbycontents) \
32 w_cvar(WEP_ELECTRO, electro, MO_SEC, health) \
33 w_cvar(WEP_ELECTRO, electro, MO_SEC, refire2) \
34 w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_up) \
35 w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_z) \
36 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \
37 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \
38 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \
39 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_edgedamage) \
40 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_force) \
41 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_radius) \
42 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_speed) \
43 w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_safeammocheck) \
44 w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \
45 w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \
46 w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \
47 w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop)
50 ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
52 .float electro_secondarytime;
53 void W_Plasma_Explode_Combo(void);
57 void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
59 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
61 entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
64 if(e.classname == "plasma")
66 // change owner to whoever caused the combo explosion
67 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
72 (WEP_CVAR(electro, combo_comboradius_thruwall) >= vlen(e.WarpZone_findradius_dist))
76 e.takedamage = DAMAGE_NO;
77 e.classname = "plasma_chain";
78 e.think = W_Plasma_Explode_Combo;
79 e.nextthink = time + vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed); // delay combo chains, looks cooler
86 void W_Plasma_Explode(void)
88 if(other.takedamage == DAMAGE_AIM)
90 if(DIFF_TEAM(self.realowner, other))
91 if(other.deadflag == DEAD_NO)
93 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
95 self.event_damage = func_null;
96 self.takedamage = DAMAGE_NO;
98 if(self.movetype == MOVETYPE_BOUNCE)
103 WEP_CVAR_SEC(electro, damage),
104 WEP_CVAR_SEC(electro, edgedamage),
105 WEP_CVAR_SEC(electro, radius),
108 WEP_CVAR_SEC(electro, force),
109 self.projectiledeathtype,
115 W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
119 WEP_CVAR_PRI(electro, damage),
120 WEP_CVAR_PRI(electro, edgedamage),
121 WEP_CVAR_PRI(electro, radius),
124 WEP_CVAR_PRI(electro, force),
125 self.projectiledeathtype,
133 void W_Plasma_Explode_Combo(void)
135 W_Plasma_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
137 self.event_damage = func_null;
142 WEP_CVAR(electro, combo_damage),
143 WEP_CVAR(electro, combo_edgedamage),
144 WEP_CVAR(electro, combo_radius),
147 WEP_CVAR(electro, combo_force),
148 WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
155 void W_Plasma_Touch(void)
158 if(other.takedamage == DAMAGE_AIM)
159 { W_Plasma_Explode(); }
162 //UpdateCSQCProjectile(self);
163 spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
164 self.projectiledeathtype |= HITTYPE_BOUNCE;
168 void W_Plasma_TouchExplode(void)
174 void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
179 // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
180 float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
182 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
183 return; // g_projectiles_damage says to halt
185 self.health = self.health - damage;
188 self.takedamage = DAMAGE_NO;
189 self.nextthink = time;
192 // change owner to whoever caused the combo explosion
193 self.realowner = inflictor.realowner;
194 self.classname = "plasma_chain";
195 self.think = W_Plasma_Explode_Combo;
196 self.nextthink = time +
198 // bound the length, inflictor may be in a galaxy far far away (warpzones)
200 WEP_CVAR(electro, combo_radius),
201 vlen(self.origin - inflictor.origin)
204 // delay combo chains, looks cooler
205 WEP_CVAR(electro, combo_speed)
210 self.use = W_Plasma_Explode;
211 self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
216 void W_Plasma_Think()
218 self.nextthink = time + WEP_CVAR_PRI(electro, midaircombo_interval);
220 if(time >= self.ltime)
226 W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
229 void W_Electro_Attack_Bolt(void)
233 W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
235 W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(electro, damage));
237 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
240 proj.classname = "plasma_prim";
241 proj.owner = proj.realowner = self;
242 proj.bot_dodge = TRUE;
243 proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
244 proj.use = W_Plasma_Explode;
245 proj.think = W_Plasma_Think;
246 proj.nextthink = time;
247 proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
248 PROJECTILE_MAKETRIGGER(proj);
249 proj.projectiledeathtype = WEP_ELECTRO;
250 setorigin(proj, w_shotorg);
252 proj.movetype = MOVETYPE_FLY;
253 WEP_SETUPPROJVELOCITY_PRI(proj, electro);
254 proj.angles = vectoangles(proj.velocity);
255 proj.touch = W_Plasma_TouchExplode;
256 setsize(proj, '0 0 -3', '0 0 -3');
257 proj.flags = FL_PROJECTILE;
258 proj.missile_flags = MIF_SPLASH;
260 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
262 other = proj; MUTATOR_CALLHOOK(EditProjectile);
265 void W_Electro_Attack_Orbs(void)
267 W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
269 W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, WEP_CVAR_SEC(electro, damage));
271 w_shotdir = v_forward; // no TrueAim for grenades please
273 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
275 entity proj = spawn();
276 proj.classname = "plasma";
277 proj.owner = proj.realowner = self;
278 proj.use = W_Plasma_Explode;
279 proj.think = adaptor_think2use_hittype_splash;
280 proj.bot_dodge = TRUE;
281 proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
282 proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
283 PROJECTILE_MAKETRIGGER(proj);
284 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
285 setorigin(proj, w_shotorg);
287 //proj.glow_size = 50;
288 //proj.glow_color = 45;
289 proj.movetype = MOVETYPE_BOUNCE;
290 WEP_SETUPPROJVELOCITY_UP_SEC(proj, electro);
291 proj.touch = W_Plasma_Touch;
292 setsize(proj, '0 0 -4', '0 0 -4');
293 proj.takedamage = DAMAGE_YES;
294 proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
295 proj.health = WEP_CVAR_SEC(electro, health);
296 proj.event_damage = W_Plasma_Damage;
297 proj.flags = FL_PROJECTILE;
298 proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
300 proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
301 proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
302 proj.missile_flags = MIF_SPLASH | MIF_ARC;
307 copyentity(proj, p2);
308 setmodel(p2, "models/ebomb.mdl");
309 setsize(p2, proj.mins, proj.maxs);
312 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
314 other = proj; MUTATOR_CALLHOOK(EditProjectile);
317 void W_Electro_CheckAttack()
319 if(self.electro_count > 1)
320 if(self.BUTTON_ATCK2)
321 if(weapon_prepareattack(1, -1))
323 W_Electro_Attack_Orbs();
324 self.electro_count -= 1;
325 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
331 .float bot_secondary_electromooth;
332 float W_Electro(float req)
339 self.BUTTON_ATCK = self.BUTTON_ATCK2 = FALSE;
340 if(vlen(self.origin-self.enemy.origin) > 1000) { self.bot_secondary_electromooth = 0; }
341 if(self.bot_secondary_electromooth == 0)
345 if(WEP_CVAR_PRI(electro, speed))
346 shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), FALSE);
348 shoot = bot_aim(1000000, 0, 0.001, FALSE);
352 self.BUTTON_ATCK = TRUE;
353 if(random() < 0.01) self.bot_secondary_electromooth = 1;
358 if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), TRUE))
360 self.BUTTON_ATCK2 = TRUE;
361 if(random() < 0.03) self.bot_secondary_electromooth = 0;
369 if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
372 if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
374 if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
379 WEP_ACTION(self.weapon, WR_RELOAD);
388 if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
390 W_Electro_Attack_Bolt();
391 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
394 else if(self.BUTTON_ATCK2)
396 if(time >= self.electro_secondarytime)
397 if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
399 W_Electro_Attack_Orbs();
400 self.electro_count = WEP_CVAR_SEC(electro, count);
401 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
402 self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
410 precache_model("models/weapons/g_electro.md3");
411 precache_model("models/weapons/v_electro.md3");
412 precache_model("models/weapons/h_electro.iqm");
413 precache_sound("weapons/electro_bounce.wav");
414 precache_sound("weapons/electro_fire.wav");
415 precache_sound("weapons/electro_fire2.wav");
416 precache_sound("weapons/electro_impact.wav");
417 precache_sound("weapons/electro_impact_combo.wav");
418 ELECTRO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
423 self.current_ammo = ammo_cells;
428 ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(electro, ammo);
429 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
434 if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
436 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
437 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
441 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo);
442 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
448 ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
453 self.electro_secondarytime = time;
458 W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav");
461 case WR_SUICIDEMESSAGE:
463 if(w_deathtype & HITTYPE_SECONDARY)
464 return WEAPON_ELECTRO_SUICIDE_ORBS;
466 return WEAPON_ELECTRO_SUICIDE_BOLT;
470 if(w_deathtype & HITTYPE_SECONDARY)
472 return WEAPON_ELECTRO_MURDER_ORBS;
476 if(w_deathtype & HITTYPE_BOUNCE)
477 return WEAPON_ELECTRO_MURDER_COMBO;
479 return WEAPON_ELECTRO_MURDER_BOLT;
487 float W_Electro(float req)
491 case WR_IMPACTEFFECT:
494 org2 = w_org + w_backoff * 6;
495 if(w_deathtype & HITTYPE_SECONDARY)
497 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
499 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
503 if(w_deathtype & HITTYPE_BOUNCE)
505 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
506 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
508 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
512 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
514 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
522 precache_sound("weapons/electro_impact.wav");
523 precache_sound("weapons/electro_impact_combo.wav");