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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ ELECTRO,
4 /* function */ W_Electro,
5 /* ammotype */ IT_CELLS,
6 /* impulse  */ 5,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_MID,
9 /* model    */ "electro",
10 /* netname  */ "electro",
11 /* fullname */ _("Electro")
12 );
13
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)
48
49 #ifdef SVQC
50 ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
51 .float electro_count;
52 .float electro_secondarytime;
53 void W_Plasma_Explode_Combo(void);
54 #endif
55 #else
56 #ifdef SVQC
57 void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
58
59 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
60 {
61         entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
62         while(e)
63         {
64                 if(e.classname == "plasma")
65                 {
66                         // change owner to whoever caused the combo explosion
67                         WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
68
69                         if(
70                                 (trace_fraction == 1)
71                                 ||
72                                 (WEP_CVAR(electro, combo_comboradius_thruwall) >= vlen(e.WarpZone_findradius_dist))
73                         )
74                         {
75                                 e.realowner = own;
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
80                         }
81                 }
82                 e = e.chain;
83         }
84 }
85
86 void W_Plasma_Explode(void)
87 {
88         if(other.takedamage == DAMAGE_AIM)
89                 if(IS_PLAYER(other))
90                         if(DIFF_TEAM(self.realowner, other))
91                                 if(other.deadflag == DEAD_NO)
92                                         if(IsFlying(other))
93                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
94
95         self.event_damage = func_null;
96         self.takedamage = DAMAGE_NO;
97         
98         if(self.movetype == MOVETYPE_BOUNCE)
99         {
100                 RadiusDamage(
101                         self,
102                         self.realowner,
103                         WEP_CVAR_SEC(electro, damage),
104                         WEP_CVAR_SEC(electro, edgedamage),
105                         WEP_CVAR_SEC(electro, radius),
106                         world,
107                         world,
108                         WEP_CVAR_SEC(electro, force),
109                         self.projectiledeathtype,
110                         other
111                 );
112         }
113         else
114         {
115                 W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
116                 RadiusDamage(
117                         self,
118                         self.realowner,
119                         WEP_CVAR_PRI(electro, damage),
120                         WEP_CVAR_PRI(electro, edgedamage),
121                         WEP_CVAR_PRI(electro, radius),
122                         world,
123                         world,
124                         WEP_CVAR_PRI(electro, force),
125                         self.projectiledeathtype,
126                         other
127                 );
128         }
129
130         remove(self);
131 }
132
133 void W_Plasma_Explode_Combo(void)
134 {
135         W_Plasma_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
136
137         self.event_damage = func_null;
138         
139         RadiusDamage(
140                 self,
141                 self.realowner,
142                 WEP_CVAR(electro, combo_damage),
143                 WEP_CVAR(electro, combo_edgedamage),
144                 WEP_CVAR(electro, combo_radius),
145                 world,
146                 world,
147                 WEP_CVAR(electro, combo_force),
148                 WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
149                 world
150         );
151
152         remove (self);
153 }
154
155 void W_Plasma_Touch(void)
156 {
157         PROJECTILE_TOUCH;
158         if(other.takedamage == DAMAGE_AIM)
159                 { W_Plasma_Explode(); }
160         else
161         {
162                 //UpdateCSQCProjectile(self);
163                 spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
164                 self.projectiledeathtype |= HITTYPE_BOUNCE;
165         }
166 }
167
168 void W_Plasma_TouchExplode(void)
169 {
170         PROJECTILE_TOUCH;
171         W_Plasma_Explode();
172 }
173
174 void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
175 {
176         if(self.health <= 0)
177                 return;
178
179         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
180         float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
181
182         if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
183                 return; // g_projectiles_damage says to halt
184
185         self.health = self.health - damage;
186         if(self.health <= 0)
187         {
188                 self.takedamage = DAMAGE_NO;
189                 self.nextthink = time;
190                 if(is_combo)
191                 {
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 +
197                                 (
198                                         // bound the length, inflictor may be in a galaxy far far away (warpzones)
199                                         min(
200                                                 WEP_CVAR(electro, combo_radius),
201                                                 vlen(self.origin - inflictor.origin)
202                                         )
203                                         /
204                                         // delay combo chains, looks cooler
205                                         WEP_CVAR(electro, combo_speed)
206                                 );
207                 }
208                 else
209                 {
210                         self.use = W_Plasma_Explode;
211                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
212                 }
213         }
214 }
215
216 void W_Plasma_Think()
217 {
218         self.nextthink = time + WEP_CVAR_PRI(electro, midaircombo_interval);
219         
220         if(time >= self.ltime)
221         {
222                 self.use();
223                 return;
224         }
225         
226         W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
227 }
228
229 void W_Electro_Attack_Bolt(void)
230 {
231         entity proj;
232
233         W_DecreaseAmmo(ammo_cells, WEP_CVAR_PRI(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
234
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));
236
237         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
238
239         proj = spawn ();
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);
251
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;
259
260         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
261
262         other = proj; MUTATOR_CALLHOOK(EditProjectile);
263 }
264
265 void W_Electro_Attack_Orbs(void)
266 {
267         W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
268
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));
270
271         w_shotdir = v_forward; // no TrueAim for grenades please
272
273         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
274
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);
286
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));
299
300         proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
301         proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
302         proj.missile_flags = MIF_SPLASH | MIF_ARC;
303
304 #if 0
305         entity p2;
306         p2 = spawn();
307         copyentity(proj, p2);
308         setmodel(p2, "models/ebomb.mdl");
309         setsize(p2, proj.mins, proj.maxs);
310 #endif
311
312         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
313
314         other = proj; MUTATOR_CALLHOOK(EditProjectile);
315 }
316
317 void W_Electro_CheckAttack()
318 {
319         if(self.electro_count > 1)
320         if(self.BUTTON_ATCK2)
321         if(weapon_prepareattack(1, -1))
322         {
323                 W_Electro_Attack_Orbs();
324                 self.electro_count -= 1;
325                 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
326                 return;
327         }
328         w_ready();
329 }
330
331 .float bot_secondary_electromooth;
332 float W_Electro(float req)
333 {
334         float ammo_amount;
335         switch(req)
336         {
337                 case WR_AIM:
338                 {
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)
342                         {
343                                 float shoot;
344
345                                 if(WEP_CVAR_PRI(electro, speed))
346                                         shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), FALSE);
347                                 else
348                                         shoot = bot_aim(1000000, 0, 0.001, FALSE);
349
350                                 if(shoot)
351                                 {
352                                         self.BUTTON_ATCK = TRUE;
353                                         if(random() < 0.01) self.bot_secondary_electromooth = 1;
354                                 }
355                         }
356                         else
357                         {
358                                 if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), TRUE))
359                                 {
360                                         self.BUTTON_ATCK2 = TRUE;
361                                         if(random() < 0.03) self.bot_secondary_electromooth = 0;
362                                 }
363                         }
364                         
365                         return TRUE;
366                 }
367                 case WR_THINK:
368                 {
369                         if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
370                         {
371                                 ammo_amount = 0;
372                                 if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
373                                         ammo_amount = 1;
374                                 if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
375                                         ammo_amount += 1;
376
377                                 if(!ammo_amount)
378                                 {
379                                         WEP_ACTION(self.weapon, WR_RELOAD);
380                                         return FALSE;
381                                 }
382                                 
383                                 return TRUE;
384                         }
385                         
386                         if(self.BUTTON_ATCK)
387                         {
388                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
389                                 {
390                                                 W_Electro_Attack_Bolt();
391                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
392                                 }
393                         }
394                         else if(self.BUTTON_ATCK2)
395                         {
396                                 if(time >= self.electro_secondarytime)
397                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
398                                 {
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();
403                                 }
404                         }
405
406                         return TRUE;
407                 }
408                 case WR_INIT:
409                 {
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)
419                         return TRUE;
420                 }
421                 case WR_SETUP:
422                 {
423                         self.current_ammo = ammo_cells;
424                         return TRUE;
425                 }
426                 case WR_CHECKAMMO1:
427                 {
428                         ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(electro, ammo);
429                         ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
430                         return ammo_amount;
431                 }
432                 case WR_CHECKAMMO2:
433                 {
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.
435                         {
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);
438                         }
439                         else
440                         {
441                                 ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(electro, ammo);
442                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
443                         }
444                         return ammo_amount;
445                 }
446                 case WR_CONFIG:
447                 {
448                         ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
449                         return TRUE;
450                 }
451                 case WR_RESETPLAYER:
452                 {
453                         self.electro_secondarytime = time;
454                         return TRUE;
455                 }
456                 case WR_RELOAD:
457                 {
458                         W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav");
459                         return TRUE;
460                 }
461                 case WR_SUICIDEMESSAGE:
462                 {
463                         if(w_deathtype & HITTYPE_SECONDARY)
464                                 return WEAPON_ELECTRO_SUICIDE_ORBS;
465                         else
466                                 return WEAPON_ELECTRO_SUICIDE_BOLT;
467                 }
468                 case WR_KILLMESSAGE:
469                 {
470                         if(w_deathtype & HITTYPE_SECONDARY)
471                         {
472                                 return WEAPON_ELECTRO_MURDER_ORBS;
473                         }
474                         else
475                         {
476                                 if(w_deathtype & HITTYPE_BOUNCE)
477                                         return WEAPON_ELECTRO_MURDER_COMBO;
478                                 else
479                                         return WEAPON_ELECTRO_MURDER_BOLT;
480                         }
481                 }
482         }
483         return TRUE;
484 }
485 #endif
486 #ifdef CSQC
487 float W_Electro(float req)
488 {
489         switch(req)
490         {
491                 case WR_IMPACTEFFECT:
492                 {
493                         vector org2;
494                         org2 = w_org + w_backoff * 6;
495                         if(w_deathtype & HITTYPE_SECONDARY)
496                         {
497                                 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
498                                 if(!w_issilent)
499                                         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
500                         }
501                         else
502                         {
503                                 if(w_deathtype & HITTYPE_BOUNCE)
504                                 {
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);
507                                         if(!w_issilent)
508                                                 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
509                                 }
510                                 else
511                                 {
512                                         pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
513                                         if(!w_issilent)
514                                                 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
515                                 }
516                         }
517                         
518                         return TRUE;
519                 }
520                 case WR_INIT:
521                 {
522                         precache_sound("weapons/electro_impact.wav");
523                         precache_sound("weapons/electro_impact_combo.wav");
524                         return TRUE;
525                 }
526         }
527         return TRUE;
528 }
529 #endif
530 #endif