]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/w_electro.c
renamed almost all weapon cvars, added distinct cvars for primary/secondary
[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_check, electro_check, 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 (other.takedamage == DAMAGE_AIM) {
80                 W_Plasma_Explode ();
81         } else {
82                 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
83         }
84 }
85
86 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
87 {
88         self.health = self.health - damage;
89         if (self.health <= 0)
90         {
91                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
92                 {
93                         self.classname = "plasma_chain";
94                         W_Plasma_Explode_Combo ();
95                 }
96                 else
97                         W_Plasma_Explode ();
98         }
99 }
100
101 void() W_Electro_Attack
102 {
103         local entity proj;
104         local vector org;
105         local float postion;
106
107         local vector trueaim;
108         trueaim = W_TrueAim();
109
110         postion = self.electrocount;
111         sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
112         if (self.items & IT_STRENGTH) {
113                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
114         }
115
116         self.punchangle_x = -2;
117
118         if (self.electrocount == 0)
119         {
120                 self.electrocount = 1;
121                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
122         }
123         else if (self.electrocount == 1)
124         {
125                 self.electrocount = 2;
126                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
127         }
128         else
129         {
130                 self.electrocount = 0;
131                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
132         }
133
134         proj = spawn ();
135         proj.classname = "plasma_prim";
136         proj.owner = self;
137         proj.think = W_Plasma_Explode;
138         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
139         proj.solid = SOLID_BBOX;
140         setorigin(proj, org);
141
142         if (cvar("g_use_ammunition"))
143                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
144         proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT | EF_NOSHADOW;
145         proj.movetype = MOVETYPE_FLY;
146         proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_primary_speed");
147         proj.angles = vectoangles(proj.velocity);
148         proj.touch = W_Plasma_Explode;
149         setmodel(proj, "models/elaser.mdl");
150         setsize(proj, '0 0 0', '0 0 0');
151
152         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
153 }
154
155 void() W_Electro_Attack2
156 {
157         local entity proj;
158         local vector org;
159         local float postion;
160
161         postion = self.electrocount;
162         sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
163         if (self.items & IT_STRENGTH) {
164                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
165         }
166
167         self.punchangle_x = -2;
168
169         if (self.electrocount == 0)
170         {
171                 self.electrocount = 1;
172                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
173         }
174         else if (self.electrocount == 1)
175         {
176                 self.electrocount = 2;
177                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
178         }
179         else
180         {
181                 self.electrocount = 0;
182                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
183         }
184
185         proj = spawn ();
186         proj.classname = "plasma";
187         proj.owner = self;
188         proj.think = W_Plasma_Explode;
189         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
190         proj.solid = SOLID_BBOX;
191         setorigin(proj, org);
192
193         if (cvar("g_use_ammunition"))
194                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
195         proj.effects = EF_ADDITIVE | EF_NOSHADOW;
196         proj.glow_size = 50;
197         proj.glow_color = 45;
198         proj.movetype = MOVETYPE_BOUNCE;
199         proj.velocity = v_forward * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
200         proj.touch = W_Plasma_Touch;
201         setmodel(proj, "models/ebomb.mdl");
202         setsize(proj, '-6 -6 -3', '6 6 3');
203         proj.takedamage = DAMAGE_YES;
204         proj.damageforcescale = 4;
205         proj.health = 5;
206         proj.event_damage = W_Plasma_Damage;
207
208         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
209 }
210
211 // weapon frames
212
213 void()  electro_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
214 void()  electro_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
215 void()  electro_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
216 /*
217 void()  electro_fire1_01 =
218 {
219         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
220         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
221 };
222 */
223 /*
224 void()  electro_fire1_03 =
225 {
226         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
227         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
228 }
229 void()  electro_fire1_02 =
230 {
231         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
232         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
233 }
234 void()  electro_fire1_01 =
235 {
236         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
237         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
238 }
239 */
240 void()  electro_fire1_01 =
241 {
242         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
243         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01);
244 };
245 void()  electro_fire2_03 =
246 {
247         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
248         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
249 }
250 void()  electro_fire2_02 =
251 {
252         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
253         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
254 }
255 void()  electro_fire2_01 =
256 {
257         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
258         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_rsecondary_animtime"), electro_fire2_02);
259 }