3 /* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Electro, impulse, int, 5)
5 /* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
8 /* modelname */ ATTRIB(Electro, mdl, string, "electro");
10 /* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
12 /* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
13 /* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro");
15 /* refname */ ATTRIB(Electro, netname, string, "electro");
16 /* wepname */ ATTRIB(Electro, m_name, string, _("Electro"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, BOTH) \
21 P(class, prefix, animtime, float, BOTH) \
22 P(class, prefix, bouncefactor, float, SEC) \
23 P(class, prefix, bouncestop, float, SEC) \
24 P(class, prefix, comboradius, float, PRI) \
25 P(class, prefix, combo_comboradius, float, NONE) \
26 P(class, prefix, combo_comboradius_thruwall, float, NONE) \
27 P(class, prefix, combo_damage, float, NONE) \
28 P(class, prefix, combo_edgedamage, float, NONE) \
29 P(class, prefix, combo_force, float, NONE) \
30 P(class, prefix, combo_radius, float, NONE) \
31 P(class, prefix, combo_safeammocheck, float, NONE) \
32 P(class, prefix, combo_speed, float, NONE) \
33 P(class, prefix, count, float, SEC) \
34 P(class, prefix, damagedbycontents, float, SEC) \
35 P(class, prefix, damageforcescale, float, SEC) \
36 P(class, prefix, damage, float, BOTH) \
37 P(class, prefix, edgedamage, float, BOTH) \
38 P(class, prefix, force, float, BOTH) \
39 P(class, prefix, health, float, SEC) \
40 P(class, prefix, lifetime, float, BOTH) \
41 P(class, prefix, midaircombo_explode, float, PRI) \
42 P(class, prefix, midaircombo_interval, float, PRI) \
43 P(class, prefix, midaircombo_radius, float, PRI) \
44 P(class, prefix, radius, float, BOTH) \
45 P(class, prefix, refire2, float, SEC) \
46 P(class, prefix, refire, float, BOTH) \
47 P(class, prefix, reload_ammo, float, NONE) \
48 P(class, prefix, reload_time, float, NONE) \
49 P(class, prefix, speed, float, BOTH) \
50 P(class, prefix, speed_up, float, SEC) \
51 P(class, prefix, speed_z, float, SEC) \
52 P(class, prefix, spread, float, BOTH) \
53 P(class, prefix, switchdelay_drop, float, NONE) \
54 P(class, prefix, switchdelay_raise, float, NONE) \
55 P(class, prefix, touchexplode, float, SEC) \
56 P(class, prefix, weaponreplace, string,NONE) \
57 P(class, prefix, weaponstartoverride, float, NONE) \
58 P(class, prefix, weaponstart, float, NONE) \
59 P(class, prefix, weaponthrowable, float, NONE) \
61 W_PROPS(X, Electro, electro)
65 REGISTER_WEAPON(ELECTRO, electro, NEW(Electro));
70 .float electro_secondarytime;
71 void W_Electro_ExplodeCombo(entity this);
76 spawnfunc(weapon_electro) { weapon_defaultspawnfunc(this, WEP_ELECTRO); }
78 void W_Electro_TriggerCombo(vector org, float rad, entity own)
80 entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
83 if(e.classname == "electro_orb")
85 // do we allow thruwall triggering?
86 if(WEP_CVAR(electro, combo_comboradius_thruwall))
88 // if distance is greater than thruwall distance, check to make sure it's not through a wall
89 if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall)))
91 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
92 if(trace_fraction != 1)
94 // trigger is through a wall and outside of thruwall range, abort
101 // change owner to whoever caused the combo explosion
103 e.takedamage = DAMAGE_NO;
104 e.classname = "electro_orb_chain";
106 // now set the next one to trigger as well
107 setthink(e, W_Electro_ExplodeCombo);
109 // delay combo chains, looks cooler
114 (WEP_CVAR(electro, combo_speed) ?
115 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
125 void W_Electro_ExplodeCombo(entity this)
127 W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
129 self.event_damage = func_null;
134 WEP_CVAR(electro, combo_damage),
135 WEP_CVAR(electro, combo_edgedamage),
136 WEP_CVAR(electro, combo_radius),
139 WEP_CVAR(electro, combo_force),
140 WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
147 void W_Electro_Explode(entity this)
149 if(other.takedamage == DAMAGE_AIM)
151 if(DIFF_TEAM(self.realowner, other))
154 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
156 self.event_damage = func_null;
157 self.takedamage = DAMAGE_NO;
159 if(self.movetype == MOVETYPE_BOUNCE)
164 WEP_CVAR_SEC(electro, damage),
165 WEP_CVAR_SEC(electro, edgedamage),
166 WEP_CVAR_SEC(electro, radius),
169 WEP_CVAR_SEC(electro, force),
170 self.projectiledeathtype,
176 W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
180 WEP_CVAR_PRI(electro, damage),
181 WEP_CVAR_PRI(electro, edgedamage),
182 WEP_CVAR_PRI(electro, radius),
185 WEP_CVAR_PRI(electro, force),
186 self.projectiledeathtype,
194 void W_Electro_Explode_use(entity this, entity actor, entity trigger)
196 WITHSELF(this, W_Electro_Explode(this));
199 void W_Electro_TouchExplode(entity this)
201 PROJECTILE_TOUCH(this);
202 W_Electro_Explode(this);
205 void W_Electro_Bolt_Think(entity this)
207 if(time >= self.ltime)
209 this.use(this, NULL, NULL);
213 if(WEP_CVAR_PRI(electro, midaircombo_radius))
216 entity e = WarpZone_FindRadius(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
218 // loop through nearby orbs and trigger them
221 if(e.classname == "electro_orb")
223 // change owner to whoever caused the combo explosion
224 e.realowner = self.realowner;
225 e.takedamage = DAMAGE_NO;
226 e.classname = "electro_orb_chain";
228 // now set the next one to trigger as well
229 setthink(e, W_Electro_ExplodeCombo);
231 // delay combo chains, looks cooler
236 (WEP_CVAR(electro, combo_speed) ?
237 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
248 // if we triggered an orb, should we explode? if not, lets try again next time
249 if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
250 { this.use(this, NULL, NULL); }
252 { self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); }
254 else { self.nextthink = self.ltime; }
257 void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
258 {entity this = actor;
261 W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(electro, ammo));
263 W_SetupShot_ProjectileSize(
271 WEP_CVAR_PRI(electro, damage)
274 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
276 proj = new(electro_bolt);
277 proj.owner = proj.realowner = self;
278 proj.bot_dodge = true;
279 proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
280 proj.use = W_Electro_Explode_use;
281 setthink(proj, W_Electro_Bolt_Think);
282 proj.nextthink = time;
283 proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
284 PROJECTILE_MAKETRIGGER(proj);
285 proj.projectiledeathtype = WEP_ELECTRO.m_id;
286 setorigin(proj, w_shotorg);
288 proj.movetype = MOVETYPE_FLY;
289 W_SetupProjVelocity_PRI(proj, electro);
290 proj.angles = vectoangles(proj.velocity);
291 settouch(proj, W_Electro_TouchExplode);
292 setsize(proj, '0 0 -3', '0 0 -3');
293 proj.flags = FL_PROJECTILE;
294 proj.missile_flags = MIF_SPLASH;
296 CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
298 MUTATOR_CALLHOOK(EditProjectile, self, proj);
301 void W_Electro_Orb_Touch(entity this)
303 PROJECTILE_TOUCH(this);
304 if(other.takedamage == DAMAGE_AIM)
305 { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(self); } }
308 //UpdateCSQCProjectile(self);
309 spamsound(self, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
310 self.projectiledeathtype |= HITTYPE_BOUNCE;
314 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
319 // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
320 float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
322 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
323 return; // g_projectiles_damage says to halt
325 this.health = this.health - damage;
328 this.takedamage = DAMAGE_NO;
329 this.nextthink = time;
332 // change owner to whoever caused the combo explosion
333 this.realowner = inflictor.realowner;
334 this.classname = "electro_orb_chain";
335 setthink(this, W_Electro_ExplodeCombo);
336 this.nextthink = time +
338 // bound the length, inflictor may be in a galaxy far far away (warpzones)
340 WEP_CVAR(electro, combo_radius),
341 vlen(this.origin - inflictor.origin)
344 // delay combo chains, looks cooler
345 WEP_CVAR(electro, combo_speed)
350 this.use = W_Electro_Explode_use;
351 setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
356 void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
357 {entity this = actor;
358 W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(electro, ammo));
360 W_SetupShot_ProjectileSize(
368 WEP_CVAR_SEC(electro, damage)
371 w_shotdir = v_forward; // no TrueAim for grenades please
373 Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
375 entity proj = new(electro_orb);
376 proj.owner = proj.realowner = self;
377 proj.use = W_Electro_Explode_use;
378 setthink(proj, adaptor_think2use_hittype_splash);
379 proj.bot_dodge = true;
380 proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
381 proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
382 PROJECTILE_MAKETRIGGER(proj);
383 proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY;
384 setorigin(proj, w_shotorg);
386 //proj.glow_size = 50;
387 //proj.glow_color = 45;
388 proj.movetype = MOVETYPE_BOUNCE;
389 W_SetupProjVelocity_UP_SEC(proj, electro);
390 settouch(proj, W_Electro_Orb_Touch);
391 setsize(proj, '0 0 -4', '0 0 -4');
392 proj.takedamage = DAMAGE_YES;
393 proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
394 proj.health = WEP_CVAR_SEC(electro, health);
395 proj.event_damage = W_Electro_Orb_Damage;
396 proj.flags = FL_PROJECTILE;
397 proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
399 proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
400 proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
401 proj.missile_flags = MIF_SPLASH | MIF_ARC;
406 copyentity(proj, p2);
407 setmodel(p2, MDL_PROJECTILE_ELECTRO);
408 setsize(p2, proj.mins, proj.maxs);
411 CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
413 MUTATOR_CALLHOOK(EditProjectile, self, proj);
416 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
417 {entity this = actor;
418 if(self.electro_count > 1)
419 if(PHYS_INPUT_BUTTON_ATCK2(self))
420 if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
422 W_Electro_Attack_Orb(WEP_ELECTRO, actor);
423 self.electro_count -= 1;
424 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
427 // WEAPONTODO: when the player releases the button, cut down the length of refire2?
428 w_ready(thiswep, actor, weaponentity, fire);
431 .float bot_secondary_electromooth;
433 METHOD(Electro, wr_aim, void(entity thiswep, entity actor))
436 PHYS_INPUT_BUTTON_ATCK(self) = PHYS_INPUT_BUTTON_ATCK2(self) = false;
437 if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; }
438 if(self.bot_secondary_electromooth == 0)
442 if(WEP_CVAR_PRI(electro, speed))
443 shoot = bot_aim(self, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
445 shoot = bot_aim(self, 1000000, 0, 0.001, false);
449 PHYS_INPUT_BUTTON_ATCK(self) = true;
450 if(random() < 0.01) self.bot_secondary_electromooth = 1;
455 if(bot_aim(self, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
457 PHYS_INPUT_BUTTON_ATCK2(self) = true;
458 if(random() < 0.03) self.bot_secondary_electromooth = 0;
462 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
464 if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
466 float ammo_amount = 0;
467 if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
469 if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
474 thiswep.wr_reload(thiswep, actor, weaponentity);
481 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
483 W_Electro_Attack_Bolt(thiswep, actor);
484 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
489 if(time >= actor.electro_secondarytime)
490 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
492 W_Electro_Attack_Orb(thiswep, actor);
493 actor.electro_count = WEP_CVAR_SEC(electro, count);
494 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
495 actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
499 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor))
501 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
502 ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
505 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor))
508 if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
510 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
511 ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
515 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
516 ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
520 METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
523 self.electro_secondarytime = time;
525 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
527 W_Reload(actor, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
529 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
531 if(w_deathtype & HITTYPE_SECONDARY)
532 return WEAPON_ELECTRO_SUICIDE_ORBS;
534 return WEAPON_ELECTRO_SUICIDE_BOLT;
536 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
538 if(w_deathtype & HITTYPE_SECONDARY)
540 return WEAPON_ELECTRO_MURDER_ORBS;
544 if(w_deathtype & HITTYPE_BOUNCE)
545 return WEAPON_ELECTRO_MURDER_COMBO;
547 return WEAPON_ELECTRO_MURDER_BOLT;
554 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
558 org2 = w_org + w_backoff * 6;
559 if(w_deathtype & HITTYPE_SECONDARY)
561 pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
563 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
567 if(w_deathtype & HITTYPE_BOUNCE)
569 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
570 pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
572 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
576 pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
578 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);