2 void W_Plasma_Explode (void)
5 org2 = findbetterlocation (self.origin, 8);
6 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
7 WriteByte (MSG_BROADCAST, 79);
8 WriteCoord (MSG_BROADCAST, org2_x);
9 WriteCoord (MSG_BROADCAST, org2_y);
10 WriteCoord (MSG_BROADCAST, org2_z);
11 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
12 WriteCoord (MSG_BROADCAST, 0);
13 WriteCoord (MSG_BROADCAST, 0);
14 WriteByte (MSG_BROADCAST, 155);
16 self.event_damage = SUB_Null;
17 if (self.movetype == MOVETYPE_BOUNCE)
18 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);
20 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);
21 sound (self, CHAN_BODY, "weapons/electro_impact.wav", 1, ATTN_NORM);
26 void W_Plasma_Explode_Combo (void) {
29 org2 = findbetterlocation (self.origin, 8);
30 te_spikequad(self.origin);
32 sound (self, CHAN_BODY, "weapons/electro_impact_combo.wav", 1, ATTN_NORM);
34 self.event_damage = SUB_Null;
35 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 te_explosionrgb(org2, '0.5 0.5 1');
40 void W_Plasma_Touch (void)
42 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
48 if (other.takedamage == DAMAGE_AIM) {
51 sound (self, CHAN_IMPACT, "weapons/electro_bounce.wav", 1, ATTN_NORM);
55 void W_Plasma_TouchExplode (void)
57 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
59 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
66 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
68 self.health = self.health - damage;
71 self.takedamage = DAMAGE_NO;
72 self.nextthink = time;
73 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
75 // change owner to whoever caused the combo explosion
76 self.owner = inflictor.owner;
77 self.classname = "plasma_chain";
78 self.think = W_Plasma_Explode_Combo;
81 self.think = W_Plasma_Explode;
85 void() W_Electro_Attack
89 W_SetupShot (self, '11 8 -8', FALSE, 2, "weapons/electro_fire.wav");
92 proj.classname = "plasma_prim";
94 proj.bot_dodge = TRUE;
95 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
96 proj.think = W_Plasma_Explode;
97 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
98 proj.solid = SOLID_BBOX;
99 setorigin(proj, w_shotorg);
101 if (cvar("g_use_ammunition"))
102 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
103 proj.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
104 proj.movetype = MOVETYPE_FLY;
105 proj.velocity = w_shotdir * cvar("g_balance_electro_primary_speed");
106 W_SetupProjectileVelocity(proj);
107 proj.angles = vectoangles(proj.velocity);
108 proj.touch = W_Plasma_TouchExplode;
109 proj.flags = FL_PROJECTILE;
110 setmodel(proj, "models/elaser.mdl"); // precision set above
111 setsize(proj, '0 0 0', '0 0 0');
113 // LordHavoc: disabled because no one likes this sound and it sometimes never stops due to packet loss
114 //sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
117 void() W_Electro_Attack2
121 W_SetupShot (self, '8 4.5 -13', FALSE, 2, "weapons/electro_fire2.wav");
124 proj.classname = "plasma";
126 proj.think = W_Plasma_Explode;
127 proj.bot_dodge = TRUE;
128 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
129 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
130 proj.solid = SOLID_BBOX;
131 setorigin(proj, w_shotorg);
133 if (cvar("g_use_ammunition"))
134 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
135 proj.effects = EF_LOWPRECISION;
136 //proj.glow_size = 50;
137 //proj.glow_color = 45;
138 proj.movetype = MOVETYPE_BOUNCE;
139 proj.velocity = (v_forward + randomvec() * cvar("g_balance_electro_secondary_spread")) * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
140 W_SetupProjectileVelocity(proj);
141 proj.touch = W_Plasma_Touch;
142 setmodel(proj, "models/ebomb.mdl"); // precision set above
143 setsize(proj, '0 0 -3', '0 0 -3');
144 proj.takedamage = DAMAGE_YES;
145 proj.damageforcescale = 4;
147 proj.event_damage = W_Plasma_Damage;
148 proj.flags = FL_PROJECTILE;
150 // LordHavoc: disabled because no one likes this sound and it sometimes never stops due to packet loss
151 //sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
154 .float bot_secondary_electromooth;
155 float(float req) w_electro =
161 if(vlen(self.origin-self.enemy.origin) > 1000)
162 self.bot_secondary_electromooth = 0;
163 if(self.bot_secondary_electromooth == 0)
165 if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
168 if(random() < 0.01) self.bot_secondary_electromooth = 1;
173 if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
176 if(random() < 0.03) self.bot_secondary_electromooth = 0;
180 else if (req == WR_THINK)
183 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
186 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
189 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
192 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), w_ready);
195 else if (req == WR_PRECACHE)
197 precache_model ("models/ebomb.mdl");
198 precache_model ("models/elaser.mdl");
199 precache_model ("models/weapons/g_electro.md3");
200 precache_model ("models/weapons/v_electro.md3");
201 precache_model ("models/weapons/w_electro.zym");
202 precache_sound ("weapons/electro_bounce.wav");
203 precache_sound ("weapons/electro_fire.wav");
204 precache_sound ("weapons/electro_fire2.wav");
205 precache_sound ("weapons/electro_fly.wav");
206 precache_sound ("weapons/electro_impact.wav");
207 precache_sound ("weapons/electro_impact_combo.wav");
209 else if (req == WR_SETUP)
210 weapon_setup(WEP_ELECTRO, "electro", IT_CELLS);
211 else if (req == WR_CHECKAMMO1)
212 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
213 else if (req == WR_CHECKAMMO2)
214 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
215 else if (req == WR_REGISTER)
216 weapon_register(WEP_ELECTRO, min(cvar("g_balance_electro_primary_ammo"), cvar("g_balance_electro_secondary_ammo")));