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Now addng level numbers automatically
[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"))
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         te_spikequad(self.origin);
72         /*
73         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
74         WriteByte (MSG_BROADCAST, 79);
75         WriteCoord (MSG_BROADCAST, org2_x);
76         WriteCoord (MSG_BROADCAST, org2_y);
77         WriteCoord (MSG_BROADCAST, org2_z);
78         WriteCoord (MSG_BROADCAST, 0);          // SeienAbunae: groan... Useless clutter
79         WriteCoord (MSG_BROADCAST, 0);
80         WriteCoord (MSG_BROADCAST, 0);
81         WriteByte (MSG_BROADCAST, 155);
82         */
83         //effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35);
84
85         sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
86
87         self.event_damage = SUB_Null;
88         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);
89         //te_customflash(org2, 150, 5, '0.5 0.5 1');
90         te_explosionrgb(org2, '0.5 0.5 1');
91         remove (self);
92 }
93
94 void W_Plasma_Touch (void)
95 {
96         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
97         {
98                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
99                 remove(self);
100                 return;
101         }
102         if (other.takedamage == DAMAGE_AIM) {
103                 W_Plasma_Explode ();
104         } else {
105                 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
106         }
107 }
108
109 void W_Plasma_TouchExplode (void)
110 {
111         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
112         {
113                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
114                 remove(self);
115                 return;
116         }
117         W_Plasma_Explode ();
118 }
119
120 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
121 {
122         self.health = self.health - damage;
123         if (self.health <= 0)
124         {
125                 self.takedamage = DAMAGE_NO;
126                 self.nextthink = time;
127                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
128                 {
129                         // change owner to whoever caused the combo explosion
130                         self.owner = inflictor.owner;
131                         self.classname = "plasma_chain";
132                         self.think = W_Plasma_Explode_Combo;
133                 }
134                 else
135                         self.think = W_Plasma_Explode;
136         }
137 }
138
139 void() W_Electro_Attack
140 {
141         local entity proj;
142         local vector org;
143
144         local vector trueaim;
145         trueaim = W_TrueAim();
146
147         sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
148         if (self.items & IT_STRENGTH)
149                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
150
151         self.punchangle_x = -2;
152
153         if (self.electrocount == 0)
154         {
155                 self.electrocount = 1;
156                 org = W_MuzzleOrigin (self, '24 5.5 -11');
157         }
158         else if (self.electrocount == 1)
159         {
160                 self.electrocount = 2;
161                 org = W_MuzzleOrigin (self, '24 8 -8.1');
162         }
163         else
164         {
165                 self.electrocount = 0;
166                 org = W_MuzzleOrigin (self, '24 10.5 -11');
167         }
168
169         proj = spawn ();
170         proj.classname = "plasma_prim";
171         proj.owner = self;
172         proj.bot_dodge = TRUE;
173         proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
174         proj.think = W_Plasma_Explode;
175         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
176         proj.solid = SOLID_BBOX;
177         setorigin(proj, org);
178
179         if (cvar("g_use_ammunition"))
180                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
181         proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT | EF_NOSHADOW;
182         proj.movetype = MOVETYPE_FLY;
183         proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_primary_speed");
184         proj.angles = vectoangles(proj.velocity);
185         proj.touch = W_Plasma_TouchExplode;
186         proj.flags = FL_PROJECTILE;
187         setmodel(proj, "models/elaser.mdl");
188         setsize(proj, '0 0 0', '0 0 0');
189
190         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
191 }
192
193 void() W_Electro_Attack2
194 {
195         local entity proj;
196         local vector org;
197
198         sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
199         if (self.items & IT_STRENGTH)
200                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
201
202         self.punchangle_x = -2;
203
204         if (self.electrocount == 0)
205         {
206                 self.electrocount = 1;
207                 org = W_MuzzleOrigin (self, '24 6 -12');
208         }
209         else if (self.electrocount == 1)
210         {
211                 self.electrocount = 2;
212                 org = W_MuzzleOrigin (self, '24 8 -10');
213         }
214         else
215         {
216                 self.electrocount = 0;
217                 org = W_MuzzleOrigin (self, '24 10 -12');
218         }
219
220         proj = spawn ();
221         proj.classname = "plasma";
222         proj.owner = self;
223         proj.think = W_Plasma_Explode;
224         proj.bot_dodge = TRUE;
225         proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
226         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
227         proj.solid = SOLID_BBOX;
228         setorigin(proj, org);
229
230         if (cvar("g_use_ammunition"))
231                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
232         proj.effects = EF_ADDITIVE | EF_NOSHADOW;
233         proj.glow_size = 50;
234         proj.glow_color = 45;
235         proj.movetype = MOVETYPE_BOUNCE;
236         proj.velocity = v_forward * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
237         proj.touch = W_Plasma_Touch;
238         setmodel(proj, "models/ebomb.mdl");
239         setsize(proj, '0 0 -3', '0 0 -3');
240         proj.takedamage = DAMAGE_YES;
241         proj.damageforcescale = 4;
242         proj.health = 5;
243         proj.event_damage = W_Plasma_Damage;
244         proj.flags = FL_PROJECTILE;
245
246         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
247 }
248
249 // weapon frames
250
251 void()  electro_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
252 void()  electro_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
253 void()  electro_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
254 /*
255 void()  electro_fire1_01 =
256 {
257         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
258         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
259 };
260 */
261 /*
262 void()  electro_fire1_03 =
263 {
264         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
265         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
266 }
267 void()  electro_fire1_02 =
268 {
269         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
270         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
271 }
272 void()  electro_fire1_01 =
273 {
274         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
275         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
276 }
277 */
278 void()  electro_fire1_01 =
279 {
280         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
281         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01);
282 };
283 /*
284 void()  electro_fire2_03 =
285 {
286         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
287         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
288 }
289 void()  electro_fire2_02 =
290 {
291         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
292         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
293 }
294 void()  electro_fire2_01 =
295 {
296         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
297         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02);
298 }
299 */
300 void()  electro_fire2_01 =
301 {
302         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
303         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
304 }