2 void W_Plasma_Explode (void)
5 org2 = findbetterlocation (self.origin, 8);
7 self.event_damage = SUB_Null;
8 if (self.movetype == MOVETYPE_BOUNCE)
10 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
11 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);
15 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
16 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);
18 sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
23 void W_Plasma_Explode_Combo (void) {
26 org2 = findbetterlocation (self.origin, 8);
27 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
29 sound (self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
31 self.event_damage = SUB_Null;
32 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);
36 void W_Plasma_Touch (void)
39 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
41 sound (self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
45 if (other.takedamage == DAMAGE_AIM) {
48 if(other.classname == "player")
49 if(IsDifferentTeam(o, other))
51 announce(o, "announcer/male/electrobitch.ogg");
53 sound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
57 void W_Plasma_TouchExplode (void)
60 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
62 sound (self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
68 if(other.takedamage == DAMAGE_AIM)
69 if(other.classname == "player")
70 if(IsDifferentTeam(o, other))
72 announce(o, "announcer/male/electrobitch.ogg");
75 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
77 self.health = self.health - damage;
80 self.takedamage = DAMAGE_NO;
81 self.nextthink = time;
82 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
84 // change owner to whoever caused the combo explosion
85 self.owner = inflictor.owner;
86 self.classname = "plasma_chain";
87 self.think = W_Plasma_Explode_Combo;
90 self.think = W_Plasma_Explode;
94 void W_Electro_Attack()
98 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire.wav");
100 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
103 proj.classname = "plasma_prim";
105 proj.bot_dodge = TRUE;
106 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
107 proj.think = W_Plasma_Explode;
108 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
109 proj.solid = SOLID_BBOX;
110 setorigin(proj, w_shotorg);
112 if (cvar("g_use_ammunition"))
113 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
114 proj.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
115 proj.movetype = MOVETYPE_FLY;
116 proj.velocity = w_shotdir * cvar("g_balance_electro_primary_speed");
117 W_SetupProjectileVelocity(proj);
118 proj.angles = vectoangles(proj.velocity);
119 proj.touch = W_Plasma_TouchExplode;
120 proj.flags = FL_PROJECTILE;
121 setmodel(proj, "models/elaser.mdl"); // precision set above
122 setsize(proj, '0 0 0', '0 0 0');
124 // LordHavoc: disabled because no one likes this sound and it sometimes never stops due to packet loss
125 //sound (proj, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
128 void W_Electro_Attack2()
132 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire2.wav");
134 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
137 proj.classname = "plasma";
139 proj.think = W_Plasma_Explode;
140 proj.bot_dodge = TRUE;
141 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
142 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
143 proj.solid = SOLID_BBOX;
144 setorigin(proj, w_shotorg);
146 if (cvar("g_use_ammunition"))
147 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
148 proj.effects = EF_LOWPRECISION;
149 //proj.glow_size = 50;
150 //proj.glow_color = 45;
151 proj.movetype = MOVETYPE_BOUNCE;
152 proj.velocity = (w_shotdir + randomvec() * cvar("g_balance_electro_secondary_spread")) * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
153 W_SetupProjectileVelocity(proj);
154 proj.touch = W_Plasma_Touch;
155 setmodel(proj, "models/ebomb.mdl"); // precision set above
156 setsize(proj, '0 0 -3', '0 0 -3');
157 proj.takedamage = DAMAGE_YES;
158 proj.damageforcescale = 4;
160 proj.event_damage = W_Plasma_Damage;
161 proj.flags = FL_PROJECTILE;
163 // LordHavoc: disabled because no one likes this sound and it sometimes never stops due to packet loss
164 //sound (proj, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
167 .float bot_secondary_electromooth;
168 float w_electro(float req)
172 self.BUTTON_ATCK=FALSE;
173 self.BUTTON_ATCK2=FALSE;
174 if(vlen(self.origin-self.enemy.origin) > 1000)
175 self.bot_secondary_electromooth = 0;
176 if(self.bot_secondary_electromooth == 0)
178 if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
180 self.BUTTON_ATCK = TRUE;
181 if(random() < 0.01) self.bot_secondary_electromooth = 1;
186 if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
188 self.BUTTON_ATCK2 = TRUE;
189 if(random() < 0.03) self.bot_secondary_electromooth = 0;
193 else if (req == WR_THINK)
195 if (self.BUTTON_ATCK)
196 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
199 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
201 if (self.BUTTON_ATCK2)
202 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
205 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), w_ready);
208 else if (req == WR_PRECACHE)
210 precache_model ("models/ebomb.mdl");
211 precache_model ("models/elaser.mdl");
212 precache_model ("models/weapons/g_electro.md3");
213 precache_model ("models/weapons/v_electro.md3");
214 precache_model ("models/weapons/w_electro.zym");
215 precache_sound ("weapons/electro_bounce.wav");
216 precache_sound ("weapons/electro_fire.wav");
217 precache_sound ("weapons/electro_fire2.wav");
218 precache_sound ("weapons/electro_fly.wav");
219 precache_sound ("weapons/electro_impact.wav");
220 precache_sound ("weapons/electro_impact_combo.wav");
222 else if (req == WR_SETUP)
223 weapon_setup(WEP_ELECTRO, "electro", IT_CELLS);
224 else if (req == WR_CHECKAMMO1)
225 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
226 else if (req == WR_CHECKAMMO2)
227 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
228 else if (req == WR_REGISTER)
229 weapon_register(WEP_ELECTRO, min(cvar("g_balance_electro_primary_ammo"), cvar("g_balance_electro_secondary_ammo")));