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) \
void W_Electro_ExplodeCombo(entity this)
{
- W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
+ 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(entity this)
+void W_Electro_Explode(entity this, entity directhitentity)
{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
- if(!IS_DEAD(other))
- if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+ 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)
{
- WITHSELF(this, W_Electro_Explode(this));
+ W_Electro_Explode(this, trigger);
}
-void W_Electro_TouchExplode(entity this)
+void W_Electro_TouchExplode(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- W_Electro_Explode(this);
+ PROJECTILE_TOUCH(this, toucher);
+ W_Electro_Explode(this, toucher);
}
void W_Electro_Bolt_Think(entity this)
{
- if(time >= self.ltime)
+ if(time >= this.ltime)
{
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";
if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
{ 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, entity actor)
-{entity this = 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,
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
proj = new(electro_bolt);
- proj.owner = proj.realowner = self;
+ proj.owner = proj.realowner = actor;
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
proj.use = W_Electro_Explode_use;
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);
settouch(proj, W_Electro_TouchExplode);
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(entity this)
+void W_Electro_Orb_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- if(other.takedamage == DAMAGE_AIM)
- { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(self); } }
+ 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_Attack_Orb(Weapon thiswep, entity actor)
-{entity this = actor;
- W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(electro, ammo));
+{
+ 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,
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
entity proj = new(electro_orb);
- proj.owner = proj.realowner = self;
+ proj.owner = proj.realowner = actor;
proj.use = W_Electro_Explode_use;
setthink(proj, adaptor_think2use_hittype_splash);
proj.bot_dodge = true;
//proj.glow_size = 50;
//proj.glow_color = 45;
- proj.movetype = MOVETYPE_BOUNCE;
+ set_movetype(proj, MOVETYPE_BOUNCE);
W_SetupProjVelocity_UP_SEC(proj, electro);
settouch(proj, W_Electro_Orb_Touch);
- setsize(proj, '0 0 -4', '0 0 -4');
+ 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, .entity weaponentity, int fire)
-{entity this = actor;
- if(self.electro_count > 1)
- if(PHYS_INPUT_BUTTON_ATCK2(self))
+{
+ 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, actor);
- self.electro_count -= 1;
+ actor.electro_count -= 1;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
return;
}
METHOD(Electro, wr_aim, void(entity thiswep, entity actor))
{
- entity this = actor;
- PHYS_INPUT_BUTTON_ATCK(self) = PHYS_INPUT_BUTTON_ATCK2(self) = false;
- if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; }
- if(self.bot_secondary_electromooth == 0)
+ 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(self, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
+ shoot = bot_aim(actor, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
else
- shoot = bot_aim(self, 1000000, 0, 0.001, false);
+ shoot = bot_aim(actor, 1000000, 0, 0.001, false);
if(shoot)
{
- PHYS_INPUT_BUTTON_ATCK(self) = true;
- if(random() < 0.01) self.bot_secondary_electromooth = 1;
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
+ if(random() < 0.01) actor.bot_secondary_electromooth = 1;
}
}
else
{
- if(bot_aim(self, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
+ 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(self) = true;
- if(random() < 0.03) self.bot_secondary_electromooth = 0;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ if(random() < 0.03) actor.bot_secondary_electromooth = 0;
}
}
}
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.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
}
}
}
}
METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
{
- entity this = actor;
- self.electro_secondarytime = time;
+ actor.electro_secondarytime = time;
}
METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
{
- entity this = 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(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+ sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
}
else
{
// 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(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
+ 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(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+ sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
}
}
}