/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
/* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro");
/* refname */ ATTRIB(Electro, netname, string, "electro");
-/* wepname */ ATTRIB(Electro, message, string, _("Electro"));
+/* wepname */ ATTRIB(Electro, m_name, string, _("Electro"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bouncefactor, float, SEC) \
+ P(class, prefix, bouncestop, float, SEC) \
+ P(class, prefix, comboradius, float, PRI) \
+ P(class, prefix, combo_comboradius, float, NONE) \
+ P(class, prefix, combo_comboradius_thruwall, float, NONE) \
+ P(class, prefix, combo_damage, float, NONE) \
+ P(class, prefix, combo_edgedamage, float, NONE) \
+ P(class, prefix, combo_force, float, NONE) \
+ P(class, prefix, combo_radius, float, NONE) \
+ P(class, prefix, combo_safeammocheck, float, NONE) \
+ P(class, prefix, combo_speed, float, NONE) \
+ P(class, prefix, count, float, SEC) \
+ P(class, prefix, damagedbycontents, float, SEC) \
+ P(class, prefix, damageforcescale, float, SEC) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, health, float, SEC) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, midaircombo_explode, float, PRI) \
+ P(class, prefix, midaircombo_interval, float, PRI) \
+ P(class, prefix, midaircombo_radius, float, PRI) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire2, float, SEC) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, speed_up, float, SEC) \
+ P(class, prefix, speed_z, float, SEC) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, stick, float, SEC) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, touchexplode, float, SEC) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Electro, electro)
+#undef X
+
ENDCLASS(Electro)
-REGISTER_WEAPON(ELECTRO, NEW(Electro));
-
-#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro)
-#define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, BOTH, ammo) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, edgedamage) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, BOTH, radius) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, BOTH, speed) \
- w_cvar(id, sn, BOTH, spread) \
- w_cvar(id, sn, BOTH, lifetime) \
- w_cvar(id, sn, PRI, comboradius) \
- w_cvar(id, sn, PRI, midaircombo_explode) \
- w_cvar(id, sn, PRI, midaircombo_interval) \
- w_cvar(id, sn, PRI, midaircombo_radius) \
- w_cvar(id, sn, SEC, bouncefactor) \
- w_cvar(id, sn, SEC, bouncestop) \
- w_cvar(id, sn, SEC, count) \
- w_cvar(id, sn, SEC, damageforcescale) \
- w_cvar(id, sn, SEC, damagedbycontents) \
- w_cvar(id, sn, SEC, health) \
- w_cvar(id, sn, SEC, refire2) \
- w_cvar(id, sn, SEC, speed_up) \
- w_cvar(id, sn, SEC, speed_z) \
- w_cvar(id, sn, SEC, touchexplode) \
- w_cvar(id, sn, NONE, combo_comboradius) \
- w_cvar(id, sn, NONE, combo_comboradius_thruwall) \
- w_cvar(id, sn, NONE, combo_damage) \
- w_cvar(id, sn, NONE, combo_edgedamage) \
- w_cvar(id, sn, NONE, combo_force) \
- w_cvar(id, sn, NONE, combo_radius) \
- w_cvar(id, sn, NONE, combo_speed) \
- w_cvar(id, sn, NONE, combo_safeammocheck) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(ELECTRO, electro, NEW(Electro));
+
#ifdef SVQC
-ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float electro_count;
.float electro_secondarytime;
-void W_Electro_ExplodeCombo(void);
+void W_Electro_ExplodeCombo(entity this);
#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_electro) { weapon_defaultspawnfunc(WEP_ELECTRO.m_id); }
+spawnfunc(weapon_electro) { weapon_defaultspawnfunc(this, WEP_ELECTRO); }
void W_Electro_TriggerCombo(vector org, float rad, entity own)
{
if(WEP_CVAR(electro, combo_comboradius_thruwall))
{
// if distance is greater than thruwall distance, check to make sure it's not through a wall
- if(vlen(e.WarpZone_findradius_dist) > WEP_CVAR(electro, combo_comboradius_thruwall))
+ if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall)))
{
WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
if(trace_fraction != 1)
e.classname = "electro_orb_chain";
// now set the next one to trigger as well
- e.think = W_Electro_ExplodeCombo;
+ setthink(e, W_Electro_ExplodeCombo);
// delay combo chains, looks cooler
e.nextthink =
}
}
-void W_Electro_ExplodeCombo(void)
-{SELFPARAM();
- W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
+void W_Electro_ExplodeCombo(entity this)
+{
+ W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
- self.event_damage = func_null;
+ this.event_damage = func_null;
RadiusDamage(
- self,
- self.realowner,
+ this,
+ this.realowner,
WEP_CVAR(electro, combo_damage),
WEP_CVAR(electro, combo_edgedamage),
WEP_CVAR(electro, combo_radius),
- world,
- world,
+ NULL,
+ NULL,
WEP_CVAR(electro, combo_force),
WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
- world
+ NULL
);
- remove(self);
+ remove(this);
}
-void W_Electro_Explode(void)
-{SELFPARAM();
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
- if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+void W_Electro_Explode(entity this, entity directhitentity)
+{
+ if(directhitentity.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(directhitentity))
+ if(DIFF_TEAM(this.realowner, directhitentity))
+ if(!IS_DEAD(directhitentity))
+ if(IsFlying(directhitentity))
+ Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
- if(self.movetype == MOVETYPE_BOUNCE)
+ if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
{
RadiusDamage(
- self,
- self.realowner,
+ this,
+ this.realowner,
WEP_CVAR_SEC(electro, damage),
WEP_CVAR_SEC(electro, edgedamage),
WEP_CVAR_SEC(electro, radius),
- world,
- world,
+ NULL,
+ NULL,
WEP_CVAR_SEC(electro, force),
- self.projectiledeathtype,
- other
+ this.projectiledeathtype,
+ directhitentity
);
}
else
{
- W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
+ W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner);
RadiusDamage(
- self,
- self.realowner,
+ this,
+ this.realowner,
WEP_CVAR_PRI(electro, damage),
WEP_CVAR_PRI(electro, edgedamage),
WEP_CVAR_PRI(electro, radius),
- world,
- world,
+ NULL,
+ NULL,
WEP_CVAR_PRI(electro, force),
- self.projectiledeathtype,
- other
+ this.projectiledeathtype,
+ directhitentity
);
}
- remove(self);
+ remove(this);
+}
+
+void W_Electro_Explode_use(entity this, entity actor, entity trigger)
+{
+ W_Electro_Explode(this, trigger);
}
-void W_Electro_TouchExplode(void)
+void W_Electro_TouchExplode(entity this, entity toucher)
{
- PROJECTILE_TOUCH;
- W_Electro_Explode();
+ PROJECTILE_TOUCH(this, toucher);
+ W_Electro_Explode(this, toucher);
}
-void W_Electro_Bolt_Think(void)
-{SELFPARAM();
- if(time >= self.ltime)
+void W_Electro_Bolt_Think(entity this)
+{
+ if(time >= this.ltime)
{
- self.use();
+ this.use(this, NULL, NULL);
return;
}
if(WEP_CVAR_PRI(electro, midaircombo_radius))
{
float found = 0;
- entity e = WarpZone_FindRadius(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
+ entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
// loop through nearby orbs and trigger them
while(e)
if(e.classname == "electro_orb")
{
// change owner to whoever caused the combo explosion
- e.realowner = self.realowner;
+ e.realowner = this.realowner;
e.takedamage = DAMAGE_NO;
e.classname = "electro_orb_chain";
// now set the next one to trigger as well
- e.think = W_Electro_ExplodeCombo;
+ setthink(e, W_Electro_ExplodeCombo);
// delay combo chains, looks cooler
e.nextthink =
// if we triggered an orb, should we explode? if not, lets try again next time
if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
- { self.use(); }
+ { this.use(this, NULL, NULL); }
else
- { self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); }
+ { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
}
- else { self.nextthink = self.ltime; }
+ else { this.nextthink = this.ltime; }
}
-void W_Electro_Attack_Bolt(Weapon thiswep)
-{SELFPARAM();
+void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
+{
entity proj;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(electro, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo));
W_SetupShot_ProjectileSize(
- self,
+ actor,
'0 0 -3',
'0 0 -3',
false,
2,
- SND(ELECTRO_FIRE),
+ SND_ELECTRO_FIRE,
CH_WEAPON_A,
WEP_CVAR_PRI(electro, damage)
);
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- proj = spawn();
- proj.classname = "electro_bolt";
- proj.owner = proj.realowner = self;
+ proj = new(electro_bolt);
+ proj.owner = proj.realowner = actor;
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
- proj.use = W_Electro_Explode;
- proj.think = W_Electro_Bolt_Think;
+ proj.use = W_Electro_Explode_use;
+ setthink(proj, W_Electro_Bolt_Think);
proj.nextthink = time;
proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO.m_id;
setorigin(proj, w_shotorg);
- proj.movetype = MOVETYPE_FLY;
+ set_movetype(proj, MOVETYPE_FLY);
W_SetupProjVelocity_PRI(proj, electro);
proj.angles = vectoangles(proj.velocity);
- proj.touch = W_Electro_TouchExplode;
+ settouch(proj, W_Electro_TouchExplode);
setsize(proj, '0 0 -3', '0 0 -3');
proj.flags = FL_PROJECTILE;
proj.missile_flags = MIF_SPLASH;
CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
- MUTATOR_CALLHOOK(EditProjectile, self, proj);
+ MUTATOR_CALLHOOK(EditProjectile, actor, proj);
+}
+
+void W_Electro_Orb_Stick(entity this, entity to)
+{
+ entity newproj = spawn();
+ newproj.classname = this.classname;
+
+ newproj.bot_dodge = this.bot_dodge;
+ newproj.bot_dodgerating = this.bot_dodgerating;
+
+ newproj.owner = this.owner;
+ newproj.realowner = this.realowner;
+ setsize(newproj, this.mins, this.maxs);
+ setorigin(newproj, this.origin);
+ setmodel(newproj, MDL_PROJECTILE_ELECTRO);
+ newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
+
+ newproj.takedamage = this.takedamage;
+ newproj.damageforcescale = this.damageforcescale;
+ newproj.health = this.health;
+ newproj.event_damage = this.event_damage;
+ newproj.spawnshieldtime = this.spawnshieldtime;
+ newproj.damagedbycontents = true;
+
+ set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
+ newproj.projectiledeathtype = this.projectiledeathtype;
+
+ settouch(newproj, func_null);
+ setthink(newproj, getthink(this));
+ newproj.nextthink = this.nextthink;
+ newproj.use = this.use;
+ newproj.flags = this.flags;
+
+ remove(this);
+
+ if(to)
+ SetMovetypeFollow(this, to);
}
-void W_Electro_Orb_Touch(void)
-{SELFPARAM();
- PROJECTILE_TOUCH;
- if(other.takedamage == DAMAGE_AIM)
- { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } }
+void W_Electro_Orb_Touch(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
+ if(toucher.takedamage == DAMAGE_AIM)
+ { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
else
{
- //UpdateCSQCProjectile(self);
- spamsound(self, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
+ //UpdateCSQCProjectile(this);
+ spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
+
+ if(WEP_CVAR_SEC(electro, stick))
+ W_Electro_Orb_Stick(this, toucher);
}
}
-void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
return;
// note: combos are usually triggered by W_Electro_TriggerCombo, not damage
float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
- if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
return; // g_projectiles_damage says to halt
- self.health = self.health - damage;
- if(self.health <= 0)
+ this.health = this.health - damage;
+ if(this.health <= 0)
{
- self.takedamage = DAMAGE_NO;
- self.nextthink = time;
+ this.takedamage = DAMAGE_NO;
+ this.nextthink = time;
if(is_combo)
{
// change owner to whoever caused the combo explosion
- self.realowner = inflictor.realowner;
- self.classname = "electro_orb_chain";
- self.think = W_Electro_ExplodeCombo;
- self.nextthink = time +
+ 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(self.origin - inflictor.origin)
+ vlen(this.origin - inflictor.origin)
)
/
// delay combo chains, looks cooler
}
else
{
- self.use = W_Electro_Explode;
- self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
+ this.use = W_Electro_Explode_use;
+ setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
}
}
}
-void W_Electro_Attack_Orb(Weapon thiswep)
-{SELFPARAM();
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(electro, ammo));
+void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
+{
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo));
W_SetupShot_ProjectileSize(
- self,
- '0 0 -4',
- '0 0 -4',
+ actor,
+ '-4 -4 -4',
+ '4 4 4',
false,
2,
- SND(ELECTRO_FIRE2),
+ SND_ELECTRO_FIRE2,
CH_WEAPON_A,
WEP_CVAR_SEC(electro, damage)
);
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- entity proj = spawn();
- proj.classname = "electro_orb";
- proj.owner = proj.realowner = self;
- proj.use = W_Electro_Explode;
- proj.think = adaptor_think2use_hittype_splash;
+ entity proj = new(electro_orb);
+ proj.owner = proj.realowner = actor;
+ proj.use = W_Electro_Explode_use;
+ setthink(proj, adaptor_think2use_hittype_splash);
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
//proj.glow_size = 50;
//proj.glow_color = 45;
- proj.movetype = MOVETYPE_BOUNCE;
+ set_movetype(proj, MOVETYPE_BOUNCE);
W_SetupProjVelocity_UP_SEC(proj, electro);
- proj.touch = W_Electro_Orb_Touch;
- setsize(proj, '0 0 -4', '0 0 -4');
+ settouch(proj, W_Electro_Orb_Touch);
+ setsize(proj, '-4 -4 -4', '4 4 4');
proj.takedamage = DAMAGE_YES;
proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
proj.health = WEP_CVAR_SEC(electro, health);
CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
- MUTATOR_CALLHOOK(EditProjectile, self, proj);
+ MUTATOR_CALLHOOK(EditProjectile, actor, proj);
}
-void W_Electro_CheckAttack(Weapon thiswep, entity actor, int slot, int fire)
-{SELFPARAM();
- if(self.electro_count > 1)
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(thiswep, actor, slot, true, -1))
+void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ if(actor.electro_count > 1)
+ if(PHYS_INPUT_BUTTON_ATCK2(actor))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
{
- W_Electro_Attack_Orb(WEP_ELECTRO);
- self.electro_count -= 1;
- weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+ W_Electro_Attack_Orb(WEP_ELECTRO, actor);
+ actor.electro_count -= 1;
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
return;
}
// WEAPONTODO: when the player releases the button, cut down the length of refire2?
- w_ready(thiswep, actor, slot, fire);
+ w_ready(thiswep, actor, weaponentity, fire);
}
.float bot_secondary_electromooth;
- METHOD(Electro, wr_aim, void(entity thiswep))
- {
- self.BUTTON_ATCK = self.BUTTON_ATCK2 = false;
- if(vlen(self.origin-self.enemy.origin) > 1000) { self.bot_secondary_electromooth = 0; }
- if(self.bot_secondary_electromooth == 0)
- {
- float shoot;
-
- if(WEP_CVAR_PRI(electro, speed))
- shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
- else
- shoot = bot_aim(1000000, 0, 0.001, false);
-
- if(shoot)
- {
- self.BUTTON_ATCK = true;
- if(random() < 0.01) self.bot_secondary_electromooth = 1;
- }
- }
- else
- {
- if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
- {
- self.BUTTON_ATCK2 = true;
- if(random() < 0.03) self.bot_secondary_electromooth = 0;
- }
- }
- }
- METHOD(Electro, wr_think, void(entity thiswep, entity actor, int slot, int fire))
- {
- if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
- {
- float ammo_amount = 0;
- if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
- ammo_amount = 1;
- if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
- ammo_amount += 1;
-
- if(!ammo_amount)
- {
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
- return;
- }
- }
-
- if(fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(electro, refire)))
- {
- W_Electro_Attack_Bolt(thiswep);
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
- }
- }
- else if(fire & 2)
- {
- if(time >= actor.electro_secondarytime)
- if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(electro, refire)))
- {
- W_Electro_Attack_Orb(thiswep);
- actor.electro_count = WEP_CVAR_SEC(electro, count);
- weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
- actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
- }
- }
- }
- METHOD(Electro, wr_init, void(entity thiswep))
- {
- ELECTRO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
- METHOD(Electro, wr_checkammo1, bool(entity thiswep))
- {
- float ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_PRI(electro, ammo);
- ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
- return ammo_amount;
- }
- METHOD(Electro, wr_checkammo2, bool(entity thiswep))
- {
- float ammo_amount;
- if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
- {
- ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
- ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
- }
- else
- {
- ammo_amount = self.WEP_AMMO(ELECTRO) >= WEP_CVAR_SEC(electro, ammo);
- ammo_amount += self.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
- }
- return ammo_amount;
- }
- METHOD(Electro, wr_config, void(entity thiswep))
- {
- ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(Electro, wr_resetplayer, void(entity thiswep))
- {
- self.electro_secondarytime = time;
- }
- METHOD(Electro, wr_reload, void(entity thiswep))
- {
- W_Reload(self, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND(RELOAD));
- }
- METHOD(Electro, wr_suicidemessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_ELECTRO_SUICIDE_ORBS;
- else
- return WEAPON_ELECTRO_SUICIDE_BOLT;
- }
- METHOD(Electro, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- return WEAPON_ELECTRO_MURDER_ORBS;
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- return WEAPON_ELECTRO_MURDER_COMBO;
- else
- return WEAPON_ELECTRO_MURDER_BOLT;
- }
- }
+METHOD(Electro, wr_aim, void(entity thiswep, entity actor))
+{
+ PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+ if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
+ if(actor.bot_secondary_electromooth == 0)
+ {
+ float shoot;
+
+ if(WEP_CVAR_PRI(electro, speed))
+ shoot = bot_aim(actor, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
+ else
+ shoot = bot_aim(actor, 1000000, 0, 0.001, false);
+
+ if(shoot)
+ {
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
+ if(random() < 0.01) actor.bot_secondary_electromooth = 1;
+ }
+ }
+ else
+ {
+ if(bot_aim(actor, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
+ {
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ if(random() < 0.03) actor.bot_secondary_electromooth = 0;
+ }
+ }
+}
+METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
+ {
+ float ammo_amount = 0;
+ if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
+ ammo_amount = 1;
+ if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
+ ammo_amount += 1;
+
+ if(!ammo_amount)
+ {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ return;
+ }
+ }
+
+ if(fire & 1)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
+ {
+ W_Electro_Attack_Bolt(thiswep, actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+ }
+ }
+ else if(fire & 2)
+ {
+ if(time >= actor.electro_secondarytime)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
+ {
+ W_Electro_Attack_Orb(thiswep, actor);
+ actor.electro_count = WEP_CVAR_SEC(electro, count);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+ actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
+ }
+ }
+}
+METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
+ return ammo_amount;
+}
+METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ float ammo_amount;
+ if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
+ {
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+ ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+ }
+ else
+ {
+ ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
+ ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
+ }
+ return ammo_amount;
+}
+METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
+{
+ actor.electro_secondarytime = time;
+}
+METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(actor, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
+}
+METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ELECTRO_SUICIDE_ORBS;
+ else
+ return WEAPON_ELECTRO_SUICIDE_BOLT;
+}
+METHOD(Electro, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ return WEAPON_ELECTRO_MURDER_ORBS;
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_ELECTRO_MURDER_COMBO;
+ else
+ return WEAPON_ELECTRO_MURDER_BOLT;
+ }
+}
#endif
#ifdef CSQC
- METHOD(Electro, wr_impacteffect, void(entity thiswep))
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- pointparticles(particleeffectnum(EFFECT_ELECTRO_BALLEXPLODE), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- {
- // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
- pointparticles(particleeffectnum(EFFECT_ELECTRO_COMBO), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
- }
- else
- {
- pointparticles(particleeffectnum(EFFECT_ELECTRO_IMPACT), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
- }
- }
- }
+METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ {
+ // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
+ pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
+ }
+ else
+ {
+ pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+ }
+ }
+}
#endif
#endif