]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_crylink.qc
r4931 | tzork | 2008-10-29 07:21:55 +0100 (Wed, 29 Oct 2008) | 7 lines
[divverent/nexuiz.git] / data / qcsrc / server / w_crylink.qc
1 .float gravity;
2 const vector proj_color = '1 1 1';
3
4 .entity realowner;
5
6 void W_Crylink_Touch (void)
7 {
8         float finalhit;
9         float f;
10         PROJECTILE_TOUCH;
11         pointparticles(particleeffectnum("crylink_impactbig"), self.origin, '0 0 0', 1);
12         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
13         if(finalhit)
14                 f = 1;
15         else
16                 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
17         if(self.alpha)
18                 f *= self.alpha;
19         RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other);
20         if (finalhit)
21         {
22                 remove (self);
23                 return;
24         }
25         self.cnt = self.cnt - 1;
26         self.angles = vectoangles(self.velocity);
27         self.owner = world;
28         self.projectiledeathtype |= HITTYPE_BOUNCE;
29         //self.scale = 1 + self.cnt;
30 }
31
32 void W_Crylink_Touch2 (void)
33 {
34         float finalhit;
35         float f;
36         PROJECTILE_TOUCH;
37         pointparticles(particleeffectnum("crylink_impact"), self.origin, '0 0 0', 1);
38         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
39         if(finalhit)
40                 f = 1;
41         else
42                 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
43         if(self.alpha)
44                 f *= self.alpha;
45         RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage") * f, cvar("g_balance_crylink_secondary_edgedamage") * f, cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force") * f, self.projectiledeathtype, other);
46         if (finalhit)
47         {
48                 remove (self);
49                 return;
50         }
51         self.cnt = self.cnt - 1;
52         self.angles = vectoangles(self.velocity);
53         self.owner = world;
54         self.projectiledeathtype |= HITTYPE_BOUNCE;
55 //      self.scale = 1 + 1 * self.cnt;
56 }
57
58 void W_Crylink_Attack (void)
59 {
60         local float counter, shots;
61         local entity proj;
62         local vector s;
63
64         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
65                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
66
67         W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire.wav");
68
69         shots = cvar("g_balance_crylink_primary_shots");
70         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
71         while (counter < shots)
72         {
73                 proj = spawn ();
74                 proj.realowner = proj.owner = self;
75                 proj.classname = "spike";
76                 proj.bot_dodge = TRUE;
77                 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
78
79                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
80                 proj.solid = SOLID_BBOX;
81                 proj.projectiledeathtype = WEP_CRYLINK;
82                 //proj.gravity = 0.001;
83
84                 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
85                 setsize (proj, '0 0 0', '0 0 0');
86                 setorigin (proj, w_shotorg);
87
88                 s = '0 0 0';
89                 if (counter == 0)
90                         s = '0 0 0';
91                 else if (counter == 1)
92                         s = '0 0 1';
93                 else if (counter == 2)
94                         s = '0 -0.71 -0.71';
95                 else if (counter == 3)
96                         s = '0 0.71 -0.71';
97                 else
98                         s = randomvec();
99                 s = s * cvar("g_balance_crylink_primary_spread");
100                 proj.velocity = (w_shotdir + v_right * s_y + v_up * s_z) * cvar("g_balance_crylink_primary_speed");
101 //              proj.velocity = (w_shotdir + randomvec() * cvar("g_balance_crylink_primary_spread")) * cvar("g_balance_crylink_primary_speed");
102                 W_SetupProjectileVelocity(proj);
103                 proj.touch = W_Crylink_Touch;
104                 if(counter == 0)
105                         SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime"));
106                 else if(counter <= 3)
107                         SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime"));
108                 else
109                         SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime"));
110                 proj.cnt = cvar("g_balance_crylink_primary_bounces");
111                 proj.scale = 1 + 1 * proj.cnt;
112
113                 proj.angles = vectoangles (proj.velocity);
114
115                 //proj.glow_size = 20;
116
117                 proj.effects = EF_LOWPRECISION;
118                 proj.flags = FL_PROJECTILE;
119                 proj.colormod = proj_color;
120                 counter = counter + 1;
121         }
122 }
123
124 void W_Crylink_Attack2 (void)
125 {
126         local float counter, shots;
127         local entity proj;
128
129         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
130                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
131
132         W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire.wav");
133
134         shots = cvar("g_balance_crylink_secondary_shots");
135         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
136         while (counter < shots)
137         {
138                 proj = spawn ();
139                 proj.realowner = proj.owner = self;
140                 proj.classname = "spike";
141                 proj.bot_dodge = TRUE;
142                 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
143
144                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
145                 proj.solid = SOLID_BBOX;
146                 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
147                 //proj.gravity = 0.001;
148
149                 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
150                 setsize (proj, '0 0 0', '0 0 0');
151                 setorigin (proj, w_shotorg);
152
153                 proj.velocity = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")) * cvar("g_balance_crylink_secondary_speed");
154                 W_SetupProjectileVelocity(proj);
155                 proj.touch = W_Crylink_Touch2;
156                 if(counter == (shots - 1) / 2)
157                         SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
158                 else
159                         SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime"));
160                 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
161                 proj.scale = 1 + 1 * proj.cnt;
162
163                 proj.angles = vectoangles (proj.velocity);
164
165                 //proj.glow_size = 20;
166
167                 proj.effects = EF_LOWPRECISION;
168                 proj.flags = FL_PROJECTILE;
169                 proj.colormod = proj_color;
170                 counter = counter + 1;
171         }
172 }
173
174
175 /*
176 // experimental lightning gun
177 void W_Crylink_Attack3 (void)
178 {
179         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
180                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
181         W_SetupShot (self, '25 8 -8', TRUE, 0, "weapons/crylink_fire.wav");
182
183         traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * 1000, FALSE, self, self.ping * 0.001);
184
185         pointparticles(particleeffectnum("lightning_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
186         pointparticles(particleeffectnum("lightning_impact", trace_endpos, trace_plane_normal * 1000, 1);
187         trailparticles(world, particleeffectnum("lightning_beam", w_shotorg, trace_endpos);
188
189         if (trace_fraction < 1)
190                 Damage(trace_ent, self, self, cvar("g_balance_crylink_primary_damage"), WEP_CRYLINK | HITTYPE_SECONDARY, trace_endpos, '0 0 0');
191 }
192 */
193
194 void spawnfunc_weapon_crylink (void)
195 {
196         weapon_defaultspawnfunc(WEP_CRYLINK);
197 }
198
199 float w_crylink(float req)
200 {
201         if (req == WR_AIM)
202         {
203                 if (random() > 0.15)
204                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
205                 else
206                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
207         }
208         else if (req == WR_THINK)
209         {
210                 if (self.BUTTON_ATCK)
211                 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
212                 {
213                         W_Crylink_Attack();
214                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
215                 }
216                 if (self.BUTTON_ATCK2)
217                 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
218                 {
219                         W_Crylink_Attack2();
220                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
221                 }
222         }
223         else if (req == WR_PRECACHE)
224         {
225                 precache_model ("models/plasma.mdl");
226                 precache_model ("models/plasmatrail.mdl");
227                 precache_model ("models/weapons/g_crylink.md3");
228                 precache_model ("models/weapons/v_crylink.md3");
229                 precache_model ("models/weapons/w_crylink.zym");
230                 precache_sound ("weapons/crylink_fire.wav");
231         }
232         else if (req == WR_SETUP)
233                 weapon_setup(WEP_CRYLINK);
234         else if (req == WR_CHECKAMMO1)
235                 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
236         else if (req == WR_CHECKAMMO2)
237                 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
238         else if (req == WR_SUICIDEMESSAGE)
239         {
240                 w_deathtypestring = "succeeded at self-destructing himself with the Crylink";
241         }
242         else if (req == WR_KILLMESSAGE)
243         {
244                 if(w_deathtype & HITTYPE_BOUNCE)
245                         w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
246                 else if(w_deathtype & HITTYPE_SPLASH)
247                         w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
248                 else
249                         w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY
250         }
251         return TRUE;
252 };