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;
7 float() electro_check =
9 if (self.ammo_cells >= cvar("g_balance_electro_primary_ammo"))
14 float() electro_check2 =
16 if (self.ammo_cells >= cvar("g_balance_electro_secondary_ammo") * 3)
21 void(float req) w_electro =
25 else if (req == WR_FIRE1)
26 weapon_prepareattack(electro_check, electro_check, electro_fire1_01, cvar("g_balance_electro_primary_refire"));
27 else if (req == WR_FIRE2)
28 weapon_prepareattack(electro_check2, electro_check2, electro_fire2_01, cvar("g_balance_electro_secondary_refire"));
29 else if (req == WR_RAISE)
31 else if (req == WR_UPDATECOUNTS)
32 self.currentammo = self.ammo_cells;
33 else if (req == WR_DROP)
34 electro_deselect_01();
35 else if (req == WR_SETUP)
36 weapon_setup(WEP_ELECTRO, "w_electro.zym", IT_CELLS);
37 else if (req == WR_CHECKAMMO)
38 weapon_hasammo = electro_check() + electro_check2();
41 void W_Plasma_Explode (void)
44 org2 = findbetterlocation (self.origin, 8);
45 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
46 WriteByte (MSG_BROADCAST, 79);
47 WriteCoord (MSG_BROADCAST, org2_x);
48 WriteCoord (MSG_BROADCAST, org2_y);
49 WriteCoord (MSG_BROADCAST, org2_z);
50 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
51 WriteCoord (MSG_BROADCAST, 0);
52 WriteCoord (MSG_BROADCAST, 0);
53 WriteByte (MSG_BROADCAST, 155);
55 self.event_damage = SUB_Null;
56 if (self.movetype == MOVETYPE_BOUNCE)
57 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);
59 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);
60 sound (self, CHAN_BODY, "weapons/electro_impact.ogg", 1, ATTN_NORM);
65 void W_Plasma_Explode_Combo (void) {
68 org2 = findbetterlocation (self.origin, 8);
69 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
70 WriteByte (MSG_BROADCAST, 79);
71 WriteCoord (MSG_BROADCAST, org2_x);
72 WriteCoord (MSG_BROADCAST, org2_y);
73 WriteCoord (MSG_BROADCAST, org2_z);
74 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
75 WriteCoord (MSG_BROADCAST, 0);
76 WriteCoord (MSG_BROADCAST, 0);
77 WriteByte (MSG_BROADCAST, 155);
78 //effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35);
80 sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
82 self.event_damage = SUB_Null;
83 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);
84 //te_customflash(org2, 150, 5, '0.5 0.5 1');
85 te_explosionrgb(org2, '0.5 0.5 1');
89 void W_Plasma_Touch (void)
91 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
93 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
97 if (other.takedamage == DAMAGE_AIM) {
100 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
104 void W_Plasma_TouchExplode (void)
106 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
108 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
115 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
117 self.health = self.health - damage;
118 if (self.health <= 0)
120 self.takedamage = DAMAGE_NO;
121 self.nextthink = time;
122 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
124 self.classname = "plasma_chain";
125 self.think = W_Plasma_Explode_Combo;
128 self.think = W_Plasma_Explode;
132 void() W_Electro_Attack
137 local vector trueaim;
138 trueaim = W_TrueAim();
140 sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
141 if (self.items & IT_STRENGTH)
142 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
144 self.punchangle_x = -2;
146 if (self.electrocount == 0)
148 self.electrocount = 1;
149 org = W_MuzzleOrigin (self, '24 5.5 -11');
151 else if (self.electrocount == 1)
153 self.electrocount = 2;
154 org = W_MuzzleOrigin (self, '24 8 -8.1');
158 self.electrocount = 0;
159 org = W_MuzzleOrigin (self, '24 10.5 -11');
163 proj.classname = "plasma_prim";
165 proj.think = W_Plasma_Explode;
166 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
167 proj.solid = SOLID_BBOX;
168 setorigin(proj, org);
170 if (cvar("g_use_ammunition"))
171 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
172 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT | EF_NOSHADOW;
173 proj.movetype = MOVETYPE_FLY;
174 proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_primary_speed");
175 proj.angles = vectoangles(proj.velocity);
176 proj.touch = W_Plasma_TouchExplode;
177 proj.flags = FL_PROJECTILE;
178 setmodel(proj, "models/elaser.mdl");
179 setsize(proj, '0 0 0', '0 0 0');
181 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
184 void() W_Electro_Attack2
189 sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
190 if (self.items & IT_STRENGTH)
191 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
193 self.punchangle_x = -2;
195 if (self.electrocount == 0)
197 self.electrocount = 1;
198 org = W_MuzzleOrigin (self, '24 6 -12');
200 else if (self.electrocount == 1)
202 self.electrocount = 2;
203 org = W_MuzzleOrigin (self, '24 8 -10');
207 self.electrocount = 0;
208 org = W_MuzzleOrigin (self, '24 10 -12');
212 proj.classname = "plasma";
214 proj.think = W_Plasma_Explode;
215 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
216 proj.solid = SOLID_BBOX;
217 setorigin(proj, org);
219 if (cvar("g_use_ammunition"))
220 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
221 proj.effects = EF_ADDITIVE | EF_NOSHADOW;
223 proj.glow_color = 45;
224 proj.movetype = MOVETYPE_BOUNCE;
225 proj.velocity = v_forward * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
226 proj.touch = W_Plasma_Touch;
227 setmodel(proj, "models/ebomb.mdl");
228 setsize(proj, '0 0 -3', '0 0 -3');
229 proj.takedamage = DAMAGE_YES;
230 proj.damageforcescale = 4;
232 proj.event_damage = W_Plasma_Damage;
233 proj.flags = FL_PROJECTILE;
235 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
240 void() electro_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
241 void() electro_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
242 void() electro_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
244 void() electro_fire1_01 =
246 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
247 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
251 void() electro_fire1_03 =
253 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
254 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
256 void() electro_fire1_02 =
258 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
259 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
261 void() electro_fire1_01 =
263 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
264 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
267 void() electro_fire1_01 =
269 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
270 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01);
272 void() electro_fire2_03 =
274 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
275 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
277 void() electro_fire2_02 =
279 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
280 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
282 void() electro_fire2_01 =
284 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
285 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02);