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New location escapes: %d - location of last death, %y: location of crosshair
[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         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
44         WriteByte (MSG_BROADCAST, 79);
45         WriteCoord (MSG_BROADCAST, self.origin_x);
46         WriteCoord (MSG_BROADCAST, self.origin_y);
47         WriteCoord (MSG_BROADCAST, self.origin_z);
48         WriteCoord (MSG_BROADCAST, 0);          // SeienAbunae: groan... Useless clutter
49         WriteCoord (MSG_BROADCAST, 0);
50         WriteCoord (MSG_BROADCAST, 0);
51         WriteByte (MSG_BROADCAST, 155);
52
53         self.event_damage = SUB_Null;
54         if (self.movetype == MOVETYPE_BOUNCE)
55                 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);
56         else
57                 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);
58         sound (self, CHAN_BODY, "weapons/electro_impact.ogg", 1, ATTN_NORM);
59
60         remove (self);
61 }
62
63 void W_Plasma_Explode_Combo (void) {
64         vector org2;
65
66         org2 = findbetterlocation (self.origin);
67         effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35);
68         sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
69
70         self.event_damage = SUB_Null;
71         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);
72         //te_customflash(org2, 150, 5, '0.5 0.5 1');
73         te_explosionrgb(org2, '0.5 0.5 1');
74         remove (self);
75 }
76
77 void W_Plasma_Touch (void)
78 {
79         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
80         {
81                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
82                 remove(self);
83                 return;
84         }
85         if (other.takedamage == DAMAGE_AIM) {
86                 W_Plasma_Explode ();
87         } else {
88                 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
89         }
90 }
91
92 void W_Plasma_TouchExplode (void)
93 {
94         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
95         {
96                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
97                 remove(self);
98                 return;
99         }
100         W_Plasma_Explode ();
101 }
102
103 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
104 {
105         self.health = self.health - damage;
106         if (self.health <= 0)
107         {
108                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
109                 {
110                         self.classname = "plasma_chain";
111                         W_Plasma_Explode_Combo ();
112                 }
113                 else
114                         W_Plasma_Explode ();
115         }
116 }
117
118 void() W_Electro_Attack
119 {
120         local entity proj;
121         local vector org;
122
123         local vector trueaim;
124         trueaim = W_TrueAim();
125
126         sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
127         if (self.items & IT_STRENGTH)
128                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
129
130         self.punchangle_x = -2;
131
132         if (self.electrocount == 0)
133         {
134                 self.electrocount = 1;
135                 org = W_MuzzleOrigin (self, '24 5.5 -11');
136         }
137         else if (self.electrocount == 1)
138         {
139                 self.electrocount = 2;
140                 org = W_MuzzleOrigin (self, '24 8 -8.1');
141         }
142         else
143         {
144                 self.electrocount = 0;
145                 org = W_MuzzleOrigin (self, '24 10.5 -11');
146         }
147
148         proj = spawn ();
149         proj.classname = "plasma_prim";
150         proj.owner = self;
151         proj.think = W_Plasma_Explode;
152         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
153         proj.solid = SOLID_BBOX;
154         setorigin(proj, org);
155
156         if (cvar("g_use_ammunition"))
157                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
158         proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT | EF_NOSHADOW;
159         proj.movetype = MOVETYPE_FLY;
160         proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_primary_speed");
161         proj.angles = vectoangles(proj.velocity);
162         proj.touch = W_Plasma_TouchExplode;
163         setmodel(proj, "models/elaser.mdl");
164         setsize(proj, '0 0 0', '0 0 0');
165
166         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
167 }
168
169 void() W_Electro_Attack2
170 {
171         local entity proj;
172         local vector org;
173
174         sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
175         if (self.items & IT_STRENGTH)
176                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
177
178         self.punchangle_x = -2;
179
180         if (self.electrocount == 0)
181         {
182                 self.electrocount = 1;
183                 org = W_MuzzleOrigin (self, '24 6 -12');
184         }
185         else if (self.electrocount == 1)
186         {
187                 self.electrocount = 2;
188                 org = W_MuzzleOrigin (self, '24 8 -10');
189         }
190         else
191         {
192                 self.electrocount = 0;
193                 org = W_MuzzleOrigin (self, '24 10 -12');
194         }
195
196         proj = spawn ();
197         proj.classname = "plasma";
198         proj.owner = self;
199         proj.think = W_Plasma_Explode;
200         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
201         proj.solid = SOLID_BBOX;
202         setorigin(proj, org);
203
204         if (cvar("g_use_ammunition"))
205                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
206         proj.effects = EF_ADDITIVE | EF_NOSHADOW;
207         proj.glow_size = 50;
208         proj.glow_color = 45;
209         proj.movetype = MOVETYPE_BOUNCE;
210         proj.velocity = v_forward * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
211         proj.touch = W_Plasma_Touch;
212         setmodel(proj, "models/ebomb.mdl");
213         setsize(proj, '0 0 -3', '0 0 -3');
214         proj.takedamage = DAMAGE_YES;
215         proj.damageforcescale = 4;
216         proj.health = 5;
217         proj.event_damage = W_Plasma_Damage;
218
219         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
220 }
221
222 // weapon frames
223
224 void()  electro_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
225 void()  electro_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
226 void()  electro_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
227 /*
228 void()  electro_fire1_01 =
229 {
230         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
231         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
232 };
233 */
234 /*
235 void()  electro_fire1_03 =
236 {
237         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
238         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
239 }
240 void()  electro_fire1_02 =
241 {
242         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
243         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
244 }
245 void()  electro_fire1_01 =
246 {
247         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
248         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
249 }
250 */
251 void()  electro_fire1_01 =
252 {
253         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
254         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01);
255 };
256 void()  electro_fire2_03 =
257 {
258         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
259         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
260 }
261 void()  electro_fire2_02 =
262 {
263         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
264         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
265 }
266 void()  electro_fire2_01 =
267 {
268         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
269         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02);
270 }