1 void() electro_ready_01;
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2 void() electro_fire1_01;
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3 void() electro_deselect_01;
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4 void() electro_select_01;
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6 float() electro_check =
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8 if (self.ammo_cells > 2)
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13 void(float req) w_electro =
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17 else if (req == WR_FIRE1 || req == WR_FIRE2)
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18 weapon_prepareattack(electro_check, electro_check, electro_fire1_01, cvar("g_balance_electro_refire"));
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19 else if (req == WR_RAISE)
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20 electro_select_01();
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21 else if (req == WR_UPDATECOUNTS)
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22 // self.currentammo = floor(self.ammo_cells / 2); //why divide by 2?
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23 self.currentammo = floor(self.ammo_cells);
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24 else if (req == WR_DROP)
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25 electro_deselect_01();
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26 else if (req == WR_SETUP)
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27 weapon_setup(WEP_ELECTRO, "w_electro.zym", IT_CELLS);
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28 else if (req == WR_CHECKAMMO)
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29 weapon_hasammo = electro_check();
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32 void W_Plasma_Explode (void)
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34 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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35 WriteByte (MSG_BROADCAST, 79);
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36 WriteCoord (MSG_BROADCAST, self.origin_x);
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37 WriteCoord (MSG_BROADCAST, self.origin_y);
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38 WriteCoord (MSG_BROADCAST, self.origin_z);
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39 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
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40 WriteCoord (MSG_BROADCAST, 0);
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41 WriteCoord (MSG_BROADCAST, 0);
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42 WriteByte (MSG_BROADCAST, 155);
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44 self.event_damage = SUB_Null;
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45 RadiusDamage (self, self.owner, cvar("g_balance_electro_damage"), cvar("g_balance_electro_edgedamage"), cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force"), WEP_ELECTRO);
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46 sound (self, CHAN_BODY, "weapons/electro_impact.ogg", 1, ATTN_NORM);
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51 void W_Plasma_Touch (void)
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53 if (other.classname == "player" || other.classname == "corpse")
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54 W_Plasma_Explode ();
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56 sound (self, CHAN_IMPACT, "weapons/grenade_bounce.ogg", 1, ATTN_NORM);
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59 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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61 self.health = self.health - damage;
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62 if (self.health <= 0)
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63 W_Plasma_Explode ();
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66 void() W_Electro_Attack
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70 local float postion;
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73 local vector trueaim;
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74 org = self.origin + self.view_ofs;
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75 end = self.origin + self.view_ofs + v_forward * 4096;
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76 traceline(org,end,TRUE,self);
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77 trueaim = trace_endpos;
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79 postion = self.electrocount;
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80 sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
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82 self.punchangle_x = -2;
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84 if (cvar("g_use_ammunition"))
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85 self.ammo_cells = self.ammo_cells - 2;
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87 if (self.electrocount == 0)
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89 self.electrocount = 1;
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90 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
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92 else if (self.electrocount == 1)
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94 self.electrocount = 2;
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95 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
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99 self.electrocount = 0;
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100 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
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104 proj.classname = "plasma";
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106 proj.effects = EF_BRIGHTFIELD | EF_ADDITIVE;
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107 proj.think = W_Plasma_Explode;
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108 proj.nextthink = time + 2;
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109 proj.solid = SOLID_BBOX;
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110 setorigin(proj, org);
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114 proj.movetype = MOVETYPE_BOUNCE;
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115 proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
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116 proj.touch = W_Plasma_Touch;
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117 setmodel(proj, "models/ebomb.mdl");
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118 setsize(proj, '-6 -6 -3', '6 6 3');
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119 proj.takedamage = DAMAGE_YES;
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120 proj.damageforcescale = 4;
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122 proj.event_damage = W_Plasma_Damage;
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126 proj.movetype = MOVETYPE_FLY;
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127 proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_speed");
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128 proj.angles = vectoangles(proj.velocity);
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129 proj.touch = W_Plasma_Explode;
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130 setmodel(proj, "models/elaser.mdl");
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131 setsize(proj, '0 0 0', '0 0 0');
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133 sound (proj, CHAN_BODY, "weapons/electro_fly.ogg", 1, ATTN_NORM);
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138 void() electro_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
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139 void() electro_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
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140 void() electro_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
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141 void() electro_fire1_01 =
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143 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
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144 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
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