]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/w_electro.c
Fixed g_campaign team balance
[divverent/nexuiz.git] / data / qcsrc / server / gamec / w_electro.c
1 void() electro_ready_01;
2 void() electro_fire1_01;
3 void() electro_fire2_01;
4 void() electro_deselect_01;
5 void() electro_select_01;
6
7 float() electro_check =
8 {
9         if (self.ammo_cells >= cvar("g_balance_electro_primary_ammo"))
10                 return TRUE;
11         return FALSE;
12 };
13
14 float() electro_check2 =
15 {
16         if (self.ammo_cells >= cvar("g_balance_electro_secondary_ammo") * 3)
17                 return TRUE;
18         return FALSE;
19 };
20
21 void(float req) w_electro =
22 {
23         if (req == WR_IDLE)
24                 electro_ready_01();
25         else if (req == WR_AIM)
26                 self.button0 = bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE);
27         else if (req == WR_FIRE1)
28                 weapon_prepareattack(electro_check, electro_check, electro_fire1_01, cvar("g_balance_electro_primary_refire"));
29         else if (req == WR_FIRE2)
30                 weapon_prepareattack(electro_check2, electro_check2, electro_fire2_01, cvar("g_balance_electro_secondary_refire"));
31         else if (req == WR_RAISE)
32                 electro_select_01();
33         else if (req == WR_UPDATECOUNTS)
34                 self.currentammo = self.ammo_cells;
35         else if (req == WR_DROP)
36                 electro_deselect_01();
37         else if (req == WR_SETUP)
38                 weapon_setup(WEP_ELECTRO, "w_electro.zym", IT_CELLS);
39         else if (req == WR_CHECKAMMO)
40                 weapon_hasammo = electro_check() + electro_check2();
41 };
42
43 void W_Plasma_Explode (void)
44 {
45         vector org2;
46         org2 = findbetterlocation (self.origin, 8);
47         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
48         WriteByte (MSG_BROADCAST, 79);
49         WriteCoord (MSG_BROADCAST, org2_x);
50         WriteCoord (MSG_BROADCAST, org2_y);
51         WriteCoord (MSG_BROADCAST, org2_z);
52         WriteCoord (MSG_BROADCAST, 0);          // SeienAbunae: groan... Useless clutter
53         WriteCoord (MSG_BROADCAST, 0);
54         WriteCoord (MSG_BROADCAST, 0);
55         WriteByte (MSG_BROADCAST, 155);
56
57         self.event_damage = SUB_Null;
58         if (self.movetype == MOVETYPE_BOUNCE)
59                 RadiusDamage (self, self.owner, cvar("g_balance_electro_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), IT_ELECTRO);
60         else
61                 RadiusDamage (self, self.owner, cvar("g_balance_electro_primary_damage"), cvar("g_balance_electro_primary_edgedamage"), cvar("g_balance_electro_primary_radius"), world, cvar("g_balance_electro_primary_force"), IT_ELECTRO);
62         sound (self, CHAN_BODY, "weapons/electro_impact.ogg", 1, ATTN_NORM);
63
64         remove (self);
65 }
66
67 void W_Plasma_Explode_Combo (void) {
68         vector org2;
69
70         org2 = findbetterlocation (self.origin, 8);
71         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
72         WriteByte (MSG_BROADCAST, 79);
73         WriteCoord (MSG_BROADCAST, org2_x);
74         WriteCoord (MSG_BROADCAST, org2_y);
75         WriteCoord (MSG_BROADCAST, org2_z);
76         WriteCoord (MSG_BROADCAST, 0);          // SeienAbunae: groan... Useless clutter
77         WriteCoord (MSG_BROADCAST, 0);
78         WriteCoord (MSG_BROADCAST, 0);
79         WriteByte (MSG_BROADCAST, 155);
80         //effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35);
81
82         sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
83
84         self.event_damage = SUB_Null;
85         RadiusDamage (self, self.owner, cvar("g_balance_electro_combo_damage"), cvar("g_balance_electro_combo_edgedamage"), cvar("g_balance_electro_combo_radius"), world, cvar("g_balance_electro_combo_force"), IT_ELECTRO);
86         //te_customflash(org2, 150, 5, '0.5 0.5 1');
87         te_explosionrgb(org2, '0.5 0.5 1');
88         remove (self);
89 }
90
91 void W_Plasma_Touch (void)
92 {
93         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
94         {
95                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
96                 remove(self);
97                 return;
98         }
99         if (other.takedamage == DAMAGE_AIM) {
100                 W_Plasma_Explode ();
101         } else {
102                 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
103         }
104 }
105
106 void W_Plasma_TouchExplode (void)
107 {
108         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
109         {
110                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
111                 remove(self);
112                 return;
113         }
114         W_Plasma_Explode ();
115 }
116
117 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
118 {
119         self.health = self.health - damage;
120         if (self.health <= 0)
121         {
122                 self.takedamage = DAMAGE_NO;
123                 self.nextthink = time;
124                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
125                 {
126                         self.classname = "plasma_chain";
127                         self.think = W_Plasma_Explode_Combo;
128                 }
129                 else
130                         self.think = W_Plasma_Explode;
131         }
132 }
133
134 void() W_Electro_Attack
135 {
136         local entity proj;
137         local vector org;
138
139         local vector trueaim;
140         trueaim = W_TrueAim();
141
142         sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
143         if (self.items & IT_STRENGTH)
144                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
145
146         self.punchangle_x = -2;
147
148         if (self.electrocount == 0)
149         {
150                 self.electrocount = 1;
151                 org = W_MuzzleOrigin (self, '24 5.5 -11');
152         }
153         else if (self.electrocount == 1)
154         {
155                 self.electrocount = 2;
156                 org = W_MuzzleOrigin (self, '24 8 -8.1');
157         }
158         else
159         {
160                 self.electrocount = 0;
161                 org = W_MuzzleOrigin (self, '24 10.5 -11');
162         }
163
164         proj = spawn ();
165         proj.classname = "plasma_prim";
166         proj.owner = self;
167         proj.bot_dodge = TRUE;
168         proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
169         proj.think = W_Plasma_Explode;
170         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
171         proj.solid = SOLID_BBOX;
172         setorigin(proj, org);
173
174         if (cvar("g_use_ammunition"))
175                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
176         proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT | EF_NOSHADOW;
177         proj.movetype = MOVETYPE_FLY;
178         proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_primary_speed");
179         proj.angles = vectoangles(proj.velocity);
180         proj.touch = W_Plasma_TouchExplode;
181         proj.flags = FL_PROJECTILE;
182         setmodel(proj, "models/elaser.mdl");
183         setsize(proj, '0 0 0', '0 0 0');
184
185         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
186 }
187
188 void() W_Electro_Attack2
189 {
190         local entity proj;
191         local vector org;
192
193         sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
194         if (self.items & IT_STRENGTH)
195                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
196
197         self.punchangle_x = -2;
198
199         if (self.electrocount == 0)
200         {
201                 self.electrocount = 1;
202                 org = W_MuzzleOrigin (self, '24 6 -12');
203         }
204         else if (self.electrocount == 1)
205         {
206                 self.electrocount = 2;
207                 org = W_MuzzleOrigin (self, '24 8 -10');
208         }
209         else
210         {
211                 self.electrocount = 0;
212                 org = W_MuzzleOrigin (self, '24 10 -12');
213         }
214
215         proj = spawn ();
216         proj.classname = "plasma";
217         proj.owner = self;
218         proj.think = W_Plasma_Explode;
219         proj.bot_dodge = TRUE;
220         proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
221         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
222         proj.solid = SOLID_BBOX;
223         setorigin(proj, org);
224
225         if (cvar("g_use_ammunition"))
226                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
227         proj.effects = EF_ADDITIVE | EF_NOSHADOW;
228         proj.glow_size = 50;
229         proj.glow_color = 45;
230         proj.movetype = MOVETYPE_BOUNCE;
231         proj.velocity = v_forward * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
232         proj.touch = W_Plasma_Touch;
233         setmodel(proj, "models/ebomb.mdl");
234         setsize(proj, '0 0 -3', '0 0 -3');
235         proj.takedamage = DAMAGE_YES;
236         proj.damageforcescale = 4;
237         proj.health = 5;
238         proj.event_damage = W_Plasma_Damage;
239         proj.flags = FL_PROJECTILE;
240
241         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
242 }
243
244 // weapon frames
245
246 void()  electro_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
247 void()  electro_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
248 void()  electro_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
249 /*
250 void()  electro_fire1_01 =
251 {
252         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
253         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
254 };
255 */
256 /*
257 void()  electro_fire1_03 =
258 {
259         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
260         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
261 }
262 void()  electro_fire1_02 =
263 {
264         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
265         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
266 }
267 void()  electro_fire1_01 =
268 {
269         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
270         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
271 }
272 */
273 void()  electro_fire1_01 =
274 {
275         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
276         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01);
277 };
278 void()  electro_fire2_03 =
279 {
280         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
281         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
282 }
283 void()  electro_fire2_02 =
284 {
285         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
286         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
287 }
288 void()  electro_fire2_01 =
289 {
290         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
291         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02);
292 }