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updated particle effects
[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_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)
30                 electro_select_01();
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();
39 };
40
41 void W_Plasma_Explode (void)
42 {
43         vector org2;
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);
54
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);
58         else
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);
61
62         remove (self);
63 }
64
65 void W_Plasma_Explode_Combo (void) {
66         vector org2;
67
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);
79
80         sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
81
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');
86         remove (self);
87 }
88
89 void W_Plasma_Touch (void)
90 {
91         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
92         {
93                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
94                 remove(self);
95                 return;
96         }
97         if (other.takedamage == DAMAGE_AIM) {
98                 W_Plasma_Explode ();
99         } else {
100                 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
101         }
102 }
103
104 void W_Plasma_TouchExplode (void)
105 {
106         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
107         {
108                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
109                 remove(self);
110                 return;
111         }
112         W_Plasma_Explode ();
113 }
114
115 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
116 {
117         self.health = self.health - damage;
118         if (self.health <= 0)
119         {
120                 self.takedamage = DAMAGE_NO;
121                 self.nextthink = time;
122                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
123                 {
124                         self.classname = "plasma_chain";
125                         self.think = W_Plasma_Explode_Combo;
126                 }
127                 else
128                         self.think = W_Plasma_Explode;
129         }
130 }
131
132 void() W_Electro_Attack
133 {
134         local entity proj;
135         local vector org;
136
137         local vector trueaim;
138         trueaim = W_TrueAim();
139
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);
143
144         self.punchangle_x = -2;
145
146         if (self.electrocount == 0)
147         {
148                 self.electrocount = 1;
149                 org = W_MuzzleOrigin (self, '24 5.5 -11');
150         }
151         else if (self.electrocount == 1)
152         {
153                 self.electrocount = 2;
154                 org = W_MuzzleOrigin (self, '24 8 -8.1');
155         }
156         else
157         {
158                 self.electrocount = 0;
159                 org = W_MuzzleOrigin (self, '24 10.5 -11');
160         }
161
162         proj = spawn ();
163         proj.classname = "plasma_prim";
164         proj.owner = self;
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);
169
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');
180
181         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
182 }
183
184 void() W_Electro_Attack2
185 {
186         local entity proj;
187         local vector org;
188
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);
192
193         self.punchangle_x = -2;
194
195         if (self.electrocount == 0)
196         {
197                 self.electrocount = 1;
198                 org = W_MuzzleOrigin (self, '24 6 -12');
199         }
200         else if (self.electrocount == 1)
201         {
202                 self.electrocount = 2;
203                 org = W_MuzzleOrigin (self, '24 8 -10');
204         }
205         else
206         {
207                 self.electrocount = 0;
208                 org = W_MuzzleOrigin (self, '24 10 -12');
209         }
210
211         proj = spawn ();
212         proj.classname = "plasma";
213         proj.owner = self;
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);
218
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;
222         proj.glow_size = 50;
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;
231         proj.health = 5;
232         proj.event_damage = W_Plasma_Damage;
233         proj.flags = FL_PROJECTILE;
234
235         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
236 }
237
238 // weapon frames
239
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);};
243 /*
244 void()  electro_fire1_01 =
245 {
246         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
247         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
248 };
249 */
250 /*
251 void()  electro_fire1_03 =
252 {
253         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
254         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
255 }
256 void()  electro_fire1_02 =
257 {
258         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
259         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
260 }
261 void()  electro_fire1_01 =
262 {
263         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
264         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
265 }
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_primary_animtime"), electro_ready_01);
271 };
272 void()  electro_fire2_03 =
273 {
274         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
275         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
276 }
277 void()  electro_fire2_02 =
278 {
279         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
280         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
281 }
282 void()  electro_fire2_01 =
283 {
284         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
285         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02);
286 }