#include "electro.qh"
#ifdef SVQC
+#include <common/effects/qc/_mod.qh>
void W_Electro_TriggerCombo(vector org, float rad, entity own)
{
setthink(e, W_Electro_ExplodeCombo);
// delay combo chains, looks cooler
- e.nextthink =
- (
- time
- +
- (WEP_CVAR(electro, combo_speed) ?
- (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
- :
- 0
- )
- );
+ float delay = 0;
+ if (WEP_CVAR(electro, combo_speed))
+ delay = vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed);
+ e.nextthink = time + delay;
}
e = e.chain;
}
W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
this.event_damage = func_null;
+ this.velocity = this.movedir; // particle fx and decals need .velocity
RadiusDamage(
this,
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
+ this.velocity = this.movedir; // particle fx and decals need .velocity
if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
{
}
-void sys_phys_update_single(entity this);
+//void sys_phys_update_single(entity this);
void W_Electro_Bolt_Think(entity this)
{
// (the bolt and orb should explode together because they interacted together)
// while keeping the chaining delay.
setthink(e, W_Electro_ExplodeCombo);
- e.nextthink =
- (
- time
- +
- (WEP_CVAR_PRI(electro, midaircombo_speed) ?
- (vlen(e.WarpZone_findradius_dist) / WEP_CVAR_PRI(electro, midaircombo_speed))
- :
- 0
- )
- );
-
+ float delay = 0;
+ if (WEP_CVAR_PRI(electro, midaircombo_speed))
+ delay = vlen(e.WarpZone_findradius_dist) / WEP_CVAR_PRI(electro, midaircombo_speed);
+ e.nextthink = time + delay;
++found;
}
thiswep.m_id
);
- Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
proj = new(electro_bolt);
proj.owner = proj.realowner = actor;
// proj.com_phys_vel = proj.velocity;
}
+void W_Electro_Orb_Follow_Think(entity this)
+{
+ if (time > this.death_time)
+ {
+ adaptor_think2use_hittype_splash(this);
+ return;
+ }
+ if (this.move_movetype == MOVETYPE_FOLLOW)
+ {
+ int lost = LostMovetypeFollow(this);
+ if (lost == 2)
+ {
+ // FIXME if player disconnected, it isn't possible to drop the orb at player's origin
+ // see comment in LostMovetypeFollow implementation
+ delete(this);
+ return;
+ }
+ if (lost)
+ {
+ // drop the orb at the corpse's location
+ PROJECTILE_MAKETRIGGER(this);
+ set_movetype(this, MOVETYPE_TOSS);
+
+ setthink(this, adaptor_think2use_hittype_splash);
+ this.nextthink = this.death_time;
+ return;
+ }
+ }
+ this.nextthink = time;
+}
+
void W_Electro_Orb_Stick(entity this, entity to)
{
entity newproj = spawn();
newproj.owner = this.owner;
newproj.realowner = this.realowner;
- setsize(newproj, this.mins, this.maxs);
setorigin(newproj, this.origin);
setmodel(newproj, MDL_PROJECTILE_ELECTRO);
+ setsize(newproj, this.mins, this.maxs);
newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
+ newproj.movedir = -trace_plane_normal;
+
newproj.takedamage = this.takedamage;
newproj.damageforcescale = this.damageforcescale;
SetResourceExplicit(newproj, RES_HEALTH, GetResource(this, RES_HEALTH));
newproj.weaponentity_fld = this.weaponentity_fld;
settouch(newproj, func_null);
- setthink(newproj, getthink(this));
- newproj.nextthink = this.nextthink;
+ newproj.death_time = this.death_time;
newproj.use = this.use;
newproj.flags = this.flags;
IL_PUSH(g_projectiles, newproj);
IL_PUSH(g_bot_dodge, newproj);
+ // check if limits are enabled (we can tell by checking if the original orb is listed) and push it to the list if so
+ if(LimitedElectroBallRubbleList && IL_CONTAINS(LimitedElectroBallRubbleList, this))
+ {
+ ReplaceOldListedChildRubble(LimitedElectroBallRubbleList, newproj, this);
+ }
+
delete(this);
if(to)
+ {
SetMovetypeFollow(newproj, to);
+
+ setthink(newproj, W_Electro_Orb_Follow_Think);
+ newproj.nextthink = time;
+ }
+ else
+ {
+ setthink(newproj, adaptor_think2use_hittype_splash);
+ newproj.nextthink = newproj.death_time;
+ }
}
void W_Electro_Orb_Touch(entity this, entity toucher)
this.realowner = inflictor.realowner;
this.classname = "electro_orb_chain";
setthink(this, W_Electro_ExplodeCombo);
- this.nextthink = time +
- (
- // bound the length, inflictor may be in a galaxy far far away (warpzones)
- min(
- WEP_CVAR(electro, combo_radius),
- vlen(this.origin - inflictor.origin)
- )
- /
- // delay combo chains, looks cooler
- WEP_CVAR(electro, combo_speed)
- );
+ // delay combo chains, looks cooler
+ // bound the length, inflictor may be in a galaxy far far away (warpzones)
+ float len = min(WEP_CVAR(electro, combo_radius), vlen(this.origin - inflictor.origin));
+ float delay = len / WEP_CVAR(electro, combo_speed);
+ this.nextthink = time + delay;
}
else
{
w_shotdir = v_forward; // no TrueAim for grenades please
- Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
entity proj = new(electro_orb);
proj.owner = proj.realowner = actor;
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
+ proj.death_time = time + WEP_CVAR_SEC(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
proj.weaponentity_fld = weaponentity;
proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
proj.missile_flags = MIF_SPLASH | MIF_ARC;
+ if(WEP_CVAR_SEC(electro, limit) > 0)
+ {
+ if (!LimitedElectroBallRubbleList)
+ LimitedElectroBallRubbleList = IL_NEW();
+ ListNewChildRubble(LimitedElectroBallRubbleList, proj);
+ LimitedChildrenRubble(LimitedElectroBallRubbleList, "electro_orb", WEP_CVAR_SEC(electro, limit), adaptor_think2use_hittype_splash, actor);
+ }
+
CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
MUTATOR_CALLHOOK(EditProjectile, actor, proj);