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 >= 4)
14 float() electro_check2 =
16 if (self.ammo_cells >= 1)
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_refire"));
27 else if (req == WR_FIRE2)
28 weapon_prepareattack(electro_check, electro_check, electro_fire2_01, cvar("g_balance_electro_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();
41 void W_Plasma_Explode (void)
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);
53 self.event_damage = SUB_Null;
54 if (self.movetype == MOVETYPE_BOUNCE)
55 RadiusDamage (self, self.owner, cvar("g_balance_electro_damage") * 0.33, cvar("g_balance_electro_edgedamage") * 0.33, cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force") * 0.33, IT_ELECTRO);
57 RadiusDamage (self, self.owner, cvar("g_balance_electro_damage"), cvar("g_balance_electro_edgedamage"), cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force"), IT_ELECTRO);
58 sound (self, CHAN_BODY, "weapons/electro_impact.ogg", 1, ATTN_NORM);
63 void W_Plasma_Explode_Combo (void) {
64 float combocoredamage;
65 float comboedgedamage;
68 combocoredamage = cvar("g_balance_electro_combo_coredamage");
69 comboedgedamage = cvar("g_balance_electro_combo_edgedamage");
71 org2 = findbetterlocation (self.origin);
72 effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35);
73 sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
75 self.event_damage = SUB_Null;
76 if (self.movetype == MOVETYPE_BOUNCE)
77 RadiusDamage (self, self.owner, (cvar("g_balance_electro_damage") * 0.33) + combocoredamage, (cvar("g_balance_electro_edgedamage") * 0.33) + comboedgedamage, cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force") * 0.33, IT_ELECTRO);
79 RadiusDamage (self, self.owner, cvar("g_balance_electro_damage") + combocoredamage, cvar("g_balance_electro_edgedamage") + comboedgedamage, cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force"), IT_ELECTRO);
80 //te_customflash(org2, 150, 5, '0.5 0.5 1');
81 te_explosionrgb(org2, '0.5 0.5 1');
85 void W_Plasma_Check_Combo (void) {
90 rad = cvar("g_balance_electro_radius");
91 blastorigin = (self.origin + (self.mins + self.maxs) * 0.5);
92 targ = findradius (blastorigin, rad / 2);
97 if (targ.classname == "plasma") {
105 if (combotarget == 1) {
106 self.classname = "plasma_chain";
107 W_Plasma_Explode_Combo ();
113 void W_Plasma_Touch (void)
115 if (other.takedamage == DAMAGE_AIM) {
118 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
122 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
124 if(inflictor.classname == "plasma_chain") {
125 self.classname = "plasma_chain";
126 W_Plasma_Explode_Combo ();
128 self.health = self.health - damage;
129 if (self.health <= 0) {
135 void() W_Electro_Attack
141 local vector trueaim;
142 trueaim = W_TrueAim();
144 postion = self.electrocount;
145 sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
146 if (self.items & IT_STRENGTH) {
147 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
150 self.punchangle_x = -2;
152 if (cvar("g_use_ammunition"))
153 self.ammo_cells = self.ammo_cells - 2;
155 if (self.electrocount == 0)
157 self.electrocount = 1;
158 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
160 else if (self.electrocount == 1)
162 self.electrocount = 2;
163 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
167 self.electrocount = 0;
168 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
172 proj.classname = "plasma_prim";
174 proj.think = W_Plasma_Explode;
175 proj.nextthink = time + 2;
176 proj.solid = SOLID_BBOX;
177 setorigin(proj, org);
182 self.ammo_cells = self.ammo_cells - 1;
183 proj.effects = EF_FULLBRIGHT;
184 proj.movetype = MOVETYPE_BOUNCE;
185 proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
186 proj.touch = W_Plasma_Touch;
187 setmodel(proj, "models/ebomb.mdl");
188 setsize(proj, '-6 -6 -3', '6 6 3');
189 proj.takedamage = DAMAGE_YES;
190 proj.damageforcescale = 4;
192 proj.event_damage = W_Plasma_Damage;
197 if (cvar("g_use_ammunition"))
198 self.ammo_cells = self.ammo_cells - 2;
199 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
200 proj.movetype = MOVETYPE_FLY;
201 proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_speed");
202 proj.angles = vectoangles(proj.velocity);
203 proj.touch = W_Plasma_Check_Combo;
204 setmodel(proj, "models/elaser.mdl");
205 setsize(proj, '0 0 0', '0 0 0');
207 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
210 void() W_Electro_Attack2
216 postion = self.electrocount;
217 sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
218 if (self.items & IT_STRENGTH) {
219 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
222 self.punchangle_x = -2;
224 if (self.electrocount == 0)
226 self.electrocount = 1;
227 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
229 else if (self.electrocount == 1)
231 self.electrocount = 2;
232 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
236 self.electrocount = 0;
237 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
241 proj.classname = "plasma";
243 proj.think = W_Plasma_Explode;
244 proj.nextthink = time + 2;
245 proj.solid = SOLID_BBOX;
246 setorigin(proj, org);
250 if (cvar("g_use_ammunition"))
251 self.ammo_cells = self.ammo_cells - 1;
252 proj.effects = EF_ADDITIVE;
254 proj.glow_color = 45;
255 proj.movetype = MOVETYPE_BOUNCE;
256 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
257 proj.touch = W_Plasma_Touch;
258 setmodel(proj, "models/ebomb.mdl");
259 setsize(proj, '-6 -6 -3', '6 6 3');
260 proj.takedamage = DAMAGE_YES;
261 proj.damageforcescale = 4;
263 proj.event_damage = W_Plasma_Damage;
268 self.ammo_cells = self.ammo_cells - 2;
269 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
270 proj.movetype = MOVETYPE_FLY;
271 proj.velocity = v_forward * cvar("g_balance_electro_speed");
272 proj.angles = vectoangles(proj.velocity);
273 proj.touch = W_Plasma_Explode;
274 setmodel(proj, "models/elaser.mdl");
275 setsize(proj, '0 0 0', '0 0 0');
278 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
283 void() electro_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
284 void() electro_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
285 void() electro_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
287 void() electro_fire1_01 =
289 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
290 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
294 void() electro_fire1_03 =
296 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
297 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
299 void() electro_fire1_02 =
301 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
302 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
304 void() electro_fire1_01 =
306 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
307 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
310 void() electro_fire1_01 =
312 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
313 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
315 void() electro_fire2_03 =
317 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
318 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
320 void() electro_fire2_02 =
322 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
323 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_03);
325 void() electro_fire2_01 =
327 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
328 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_02);