5 void W_Electro_TriggerCombo(vector org, float rad, entity own)
7 entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
10 if(e.classname == "electro_orb")
12 // do we allow thruwall triggering?
13 if(WEP_CVAR(electro, combo_comboradius_thruwall))
15 // if distance is greater than thruwall distance, check to make sure it's not through a wall
16 if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall)))
18 WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
19 if(trace_fraction != 1)
21 // trigger is through a wall and outside of thruwall range, abort
28 // change owner to whoever caused the combo explosion
30 e.takedamage = DAMAGE_NO;
31 e.classname = "electro_orb_chain";
33 // now set the next one to trigger as well
34 setthink(e, W_Electro_ExplodeCombo);
36 // delay combo chains, looks cooler
41 (WEP_CVAR(electro, combo_speed) ?
42 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
52 void W_Electro_ExplodeCombo(entity this)
54 W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
56 this.event_damage = func_null;
61 WEP_CVAR(electro, combo_damage),
62 WEP_CVAR(electro, combo_edgedamage),
63 WEP_CVAR(electro, combo_radius),
66 WEP_CVAR(electro, combo_force),
67 WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
68 this.weaponentity_fld,
75 void W_Electro_Explode(entity this, entity directhitentity)
77 if(directhitentity.takedamage == DAMAGE_AIM)
78 if(IS_PLAYER(directhitentity))
79 if(DIFF_TEAM(this.realowner, directhitentity))
80 if(!IS_DEAD(directhitentity))
81 if(IsFlying(directhitentity))
82 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
84 this.event_damage = func_null;
85 this.takedamage = DAMAGE_NO;
87 if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
92 WEP_CVAR_SEC(electro, damage),
93 WEP_CVAR_SEC(electro, edgedamage),
94 WEP_CVAR_SEC(electro, radius),
97 WEP_CVAR_SEC(electro, force),
98 this.projectiledeathtype,
99 this.weaponentity_fld,
105 W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner);
109 WEP_CVAR_PRI(electro, damage),
110 WEP_CVAR_PRI(electro, edgedamage),
111 WEP_CVAR_PRI(electro, radius),
114 WEP_CVAR_PRI(electro, force),
115 this.projectiledeathtype,
116 this.weaponentity_fld,
124 void W_Electro_Explode_use(entity this, entity actor, entity trigger)
126 W_Electro_Explode(this, trigger);
129 void W_Electro_TouchExplode(entity this, entity toucher)
131 PROJECTILE_TOUCH(this, toucher);
132 W_Electro_Explode(this, toucher);
136 void sys_phys_update_single(entity this);
138 void W_Electro_Bolt_Think(entity this)
140 // sys_phys_update_single(this);
141 if(time >= this.ltime)
143 this.use(this, NULL, NULL);
147 if(WEP_CVAR_PRI(electro, midaircombo_radius))
150 entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
152 // loop through nearby orbs and trigger them
155 if(e.classname == "electro_orb")
158 if (this.owner == e.owner)
160 explode = WEP_CVAR_PRI(electro, midaircombo_own);
162 else if (SAME_TEAM(this.owner, e.owner))
164 explode = WEP_CVAR_PRI(electro, midaircombo_teammate);
168 explode = WEP_CVAR_PRI(electro, midaircombo_enemy);
173 // change owner to whoever caused the combo explosion
174 e.realowner = this.realowner;
175 e.takedamage = DAMAGE_NO;
176 e.classname = "electro_orb_chain";
178 // Only first orb explosion uses midaircombo_speed, others use the normal combo_speed.
179 // This allows to avoid the delay on the first explosion which looks better
180 // (the bolt and orb should explode together because they interacted together)
181 // while keeping the chaining delay.
182 setthink(e, W_Electro_ExplodeCombo);
187 (WEP_CVAR_PRI(electro, midaircombo_speed) ?
188 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR_PRI(electro, midaircombo_speed))
201 // if we triggered an orb, should we explode? if not, lets try again next time
202 if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
203 { this.use(this, NULL, NULL); }
205 { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
207 else { this.nextthink = this.ltime; }
208 // this.nextthink = time;
211 void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
215 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo), weaponentity);
217 W_SetupShot_ProjectileSize(
226 WEP_CVAR_PRI(electro, damage),
230 W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
232 proj = new(electro_bolt);
233 proj.owner = proj.realowner = actor;
234 proj.bot_dodge = true;
235 proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
236 proj.use = W_Electro_Explode_use;
237 setthink(proj, W_Electro_Bolt_Think);
238 proj.nextthink = time;
239 proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
240 PROJECTILE_MAKETRIGGER(proj);
241 proj.projectiledeathtype = thiswep.m_id;
242 proj.weaponentity_fld = weaponentity;
243 setorigin(proj, w_shotorg);
246 set_movetype(proj, MOVETYPE_FLY);
247 W_SetupProjVelocity_PRI(proj, electro);
248 proj.angles = vectoangles(proj.velocity);
249 settouch(proj, W_Electro_TouchExplode);
250 setsize(proj, '0 0 -3', '0 0 -3');
251 proj.flags = FL_PROJECTILE;
252 IL_PUSH(g_projectiles, proj);
253 IL_PUSH(g_bot_dodge, proj);
254 proj.missile_flags = MIF_SPLASH;
256 CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
258 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
259 // proj.com_phys_pos = proj.origin;
260 // proj.com_phys_vel = proj.velocity;
263 void W_Electro_Orb_Stick(entity this, entity to)
265 entity newproj = spawn();
266 newproj.classname = this.classname;
268 newproj.bot_dodge = this.bot_dodge;
269 newproj.bot_dodgerating = this.bot_dodgerating;
271 newproj.owner = this.owner;
272 newproj.realowner = this.realowner;
273 setsize(newproj, this.mins, this.maxs);
274 setorigin(newproj, this.origin);
275 setmodel(newproj, MDL_PROJECTILE_ELECTRO);
276 newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
278 newproj.takedamage = this.takedamage;
279 newproj.damageforcescale = this.damageforcescale;
280 SetResourceExplicit(newproj, RES_HEALTH, GetResource(this, RES_HEALTH));
281 newproj.event_damage = this.event_damage;
282 newproj.spawnshieldtime = this.spawnshieldtime;
283 newproj.damagedbycontents = true;
284 IL_PUSH(g_damagedbycontents, newproj);
286 set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
287 newproj.projectiledeathtype = this.projectiledeathtype;
288 newproj.weaponentity_fld = this.weaponentity_fld;
290 settouch(newproj, func_null);
291 setthink(newproj, getthink(this));
292 newproj.nextthink = this.nextthink;
293 newproj.use = this.use;
294 newproj.flags = this.flags;
295 IL_PUSH(g_projectiles, newproj);
296 IL_PUSH(g_bot_dodge, newproj);
301 SetMovetypeFollow(newproj, to);
304 void W_Electro_Orb_Touch(entity this, entity toucher)
306 PROJECTILE_TOUCH(this, toucher);
307 if(toucher.takedamage == DAMAGE_AIM && WEP_CVAR_SEC(electro, touchexplode))
308 { W_Electro_Explode(this, toucher); }
309 else if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles!
311 //UpdateCSQCProjectile(this);
312 spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
313 this.projectiledeathtype |= HITTYPE_BOUNCE;
315 if(WEP_CVAR_SEC(electro, stick))
316 W_Electro_Orb_Stick(this, toucher);
320 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
322 if(GetResource(this, RES_HEALTH) <= 0)
325 // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
326 float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
328 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
329 return; // g_projectiles_damage says to halt
331 TakeResource(this, RES_HEALTH, damage);
332 if(GetResource(this, RES_HEALTH) <= 0)
334 this.takedamage = DAMAGE_NO;
335 this.nextthink = time;
338 // change owner to whoever caused the combo explosion
339 this.realowner = inflictor.realowner;
340 this.classname = "electro_orb_chain";
341 setthink(this, W_Electro_ExplodeCombo);
342 this.nextthink = time +
344 // bound the length, inflictor may be in a galaxy far far away (warpzones)
346 WEP_CVAR(electro, combo_radius),
347 vlen(this.origin - inflictor.origin)
350 // delay combo chains, looks cooler
351 WEP_CVAR(electro, combo_speed)
356 this.use = W_Electro_Explode_use;
357 setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
362 void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
364 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo), weaponentity);
366 W_SetupShot_ProjectileSize(
375 WEP_CVAR_SEC(electro, damage),
376 thiswep.m_id | HITTYPE_SECONDARY
379 w_shotdir = v_forward; // no TrueAim for grenades please
381 W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
383 entity proj = new(electro_orb);
384 proj.owner = proj.realowner = actor;
385 proj.use = W_Electro_Explode_use;
386 setthink(proj, adaptor_think2use_hittype_splash);
387 proj.bot_dodge = true;
388 proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
389 proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
390 PROJECTILE_MAKETRIGGER(proj);
391 proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
392 proj.weaponentity_fld = weaponentity;
393 setorigin(proj, w_shotorg);
395 //proj.glow_size = 50;
396 //proj.glow_color = 45;
397 set_movetype(proj, MOVETYPE_BOUNCE);
398 W_SetupProjVelocity_UP_SEC(proj, electro);
399 settouch(proj, W_Electro_Orb_Touch);
400 setsize(proj, '-4 -4 -4', '4 4 4');
401 proj.takedamage = DAMAGE_YES;
402 proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
403 SetResourceExplicit(proj, RES_HEALTH, WEP_CVAR_SEC(electro, health));
404 proj.event_damage = W_Electro_Orb_Damage;
405 proj.flags = FL_PROJECTILE;
406 IL_PUSH(g_projectiles, proj);
407 IL_PUSH(g_bot_dodge, proj);
408 proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
409 if(proj.damagedbycontents)
410 IL_PUSH(g_damagedbycontents, proj);
412 proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
413 proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
414 proj.missile_flags = MIF_SPLASH | MIF_ARC;
416 CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
418 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
421 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
423 if(actor.(weaponentity).electro_count > 1)
424 if(PHYS_INPUT_BUTTON_ATCK2(actor))
425 if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
427 W_Electro_Attack_Orb(thiswep, actor, weaponentity);
428 actor.(weaponentity).electro_count -= 1;
429 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
432 // WEAPONTODO: when the player releases the button, cut down the length of refire2?
433 w_ready(thiswep, actor, weaponentity, fire);
436 .float bot_secondary_electromooth;
438 METHOD(Electro, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
440 PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
441 if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
442 if(actor.bot_secondary_electromooth == 0)
446 if(WEP_CVAR_PRI(electro, speed))
447 shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
449 shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
453 PHYS_INPUT_BUTTON_ATCK(actor) = true;
454 if(random() < 0.01) actor.bot_secondary_electromooth = 1;
459 if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
461 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
462 if(random() < 0.03) actor.bot_secondary_electromooth = 0;
466 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
468 if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
470 float ammo_amount = 0;
471 if(actor.(weaponentity).clip_load >= WEP_CVAR_PRI(electro, ammo))
473 if(actor.(weaponentity).clip_load >= WEP_CVAR_SEC(electro, ammo))
478 thiswep.wr_reload(thiswep, actor, weaponentity);
485 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
487 W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
488 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
493 if(time >= actor.(weaponentity).electro_secondarytime)
494 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
496 W_Electro_Attack_Orb(thiswep, actor, weaponentity);
497 actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count);
498 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
499 actor.(weaponentity).electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
503 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
505 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo);
506 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(electro, ammo);
509 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
512 if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
514 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
515 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
519 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo);
520 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo);
524 METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
526 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
528 .entity weaponentity = weaponentities[slot];
529 actor.(weaponentity).electro_secondarytime = time;
532 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
534 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
536 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
538 if(w_deathtype & HITTYPE_SECONDARY)
539 return WEAPON_ELECTRO_SUICIDE_ORBS;
541 return WEAPON_ELECTRO_SUICIDE_BOLT;
543 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
545 if(w_deathtype & HITTYPE_SECONDARY)
547 return WEAPON_ELECTRO_MURDER_ORBS;
551 if(w_deathtype & HITTYPE_BOUNCE)
552 return WEAPON_ELECTRO_MURDER_COMBO;
554 return WEAPON_ELECTRO_MURDER_BOLT;
561 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
564 org2 = w_org + w_backoff * 6;
565 if(w_deathtype & HITTYPE_SECONDARY)
567 pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
569 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
573 if(w_deathtype & HITTYPE_BOUNCE)
575 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
576 pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
578 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
582 pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
584 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);