2 void W_Plasma_Explode (void)
5 org2 = findbetterlocation (self.origin, 8);
7 if(other.takedamage == DAMAGE_AIM)
8 if(other.classname == "player")
9 if(IsDifferentTeam(self.owner, other))
11 announce(self.owner, "announcer/male/electrobitch.wav");
13 self.event_damage = SUB_Null;
14 if (self.movetype == MOVETYPE_BOUNCE)
16 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
17 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"), self.projectiledeathtype, other);
21 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
22 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"), self.projectiledeathtype, other);
25 sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
30 void W_Plasma_Explode_Combo (void) {
33 org2 = findbetterlocation (self.origin, 8);
34 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
36 sound (self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
38 self.event_damage = SUB_Null;
39 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"), WEP_ELECTRO | HITTYPE_BOUNCE, other); // use THIS type for a combo because primary can't bounce
43 void W_Plasma_Touch (void)
45 PROJECTILE_TOUCH_NOSOUND;
46 if (other.takedamage == DAMAGE_AIM) {
49 sound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
50 self.projectiledeathtype |= HITTYPE_BOUNCE;
54 void W_Plasma_TouchExplode (void)
56 PROJECTILE_TOUCH_NOSOUND;
60 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
64 self.health = self.health - damage;
67 self.takedamage = DAMAGE_NO;
68 self.nextthink = time;
69 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
71 // change owner to whoever caused the combo explosion
72 self.owner = inflictor.owner;
73 self.classname = "plasma_chain";
74 self.think = W_Plasma_Explode_Combo;
75 self.nextthink = time + vlen(self.origin - inflictor.origin) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
78 self.think = W_Plasma_Explode;
82 void W_Electro_Attack()
86 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire.wav");
88 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
91 proj.classname = "plasma_prim";
93 proj.bot_dodge = TRUE;
94 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
95 proj.use = W_Plasma_Explode;
96 proj.think = adaptor_think2use;
97 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
98 proj.solid = SOLID_BBOX;
99 proj.projectiledeathtype = WEP_ELECTRO;
100 setorigin(proj, w_shotorg);
102 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
103 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
104 proj.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
105 proj.movetype = MOVETYPE_FLY;
106 proj.velocity = w_shotdir * cvar("g_balance_electro_primary_speed");
107 W_SetupProjectileVelocity(proj);
108 proj.angles = vectoangles(proj.velocity);
109 proj.touch = W_Plasma_TouchExplode;
110 proj.flags = FL_PROJECTILE;
111 setmodel(proj, "models/elaser.mdl"); // precision set above
112 setsize(proj, '0 0 0', '0 0 0');
114 // LordHavoc: disabled because no one likes this sound and it sometimes never stops due to packet loss
115 //sound (proj, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
118 void W_Electro_Attack2()
122 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire2.wav");
124 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
127 proj.classname = "plasma";
129 proj.use = W_Plasma_Explode;
130 proj.think = adaptor_think2use;
131 proj.bot_dodge = TRUE;
132 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
133 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
134 proj.solid = SOLID_BBOX;
135 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
136 setorigin(proj, w_shotorg);
138 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
139 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
140 proj.effects = EF_LOWPRECISION;
141 //proj.glow_size = 50;
142 //proj.glow_color = 45;
143 proj.movetype = MOVETYPE_BOUNCE;
144 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");
145 W_SetupProjectileVelocity(proj);
146 proj.touch = W_Plasma_Touch;
147 setmodel(proj, "models/ebomb.mdl"); // precision set above
148 setsize(proj, '0 0 -3', '0 0 -3');
149 proj.takedamage = DAMAGE_YES;
150 proj.damageforcescale = 4;
151 proj.health = cvar("g_balance_electro_secondary_health");
152 proj.event_damage = W_Plasma_Damage;
153 proj.flags = FL_PROJECTILE;
155 // LordHavoc: disabled because no one likes this sound and it sometimes never stops due to packet loss
156 //sound (proj, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
159 void spawnfunc_weapon_electro (void)
161 weapon_defaultspawnfunc(WEP_ELECTRO);
164 .float bot_secondary_electromooth;
165 float w_electro(float req)
169 self.BUTTON_ATCK=FALSE;
170 self.BUTTON_ATCK2=FALSE;
171 if(vlen(self.origin-self.enemy.origin) > 1000)
172 self.bot_secondary_electromooth = 0;
173 if(self.bot_secondary_electromooth == 0)
175 if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
177 self.BUTTON_ATCK = TRUE;
178 if(random() < 0.01) self.bot_secondary_electromooth = 1;
183 if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
185 self.BUTTON_ATCK2 = TRUE;
186 if(random() < 0.03) self.bot_secondary_electromooth = 0;
190 else if (req == WR_THINK)
192 if (self.BUTTON_ATCK)
193 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
196 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
198 if (self.BUTTON_ATCK2)
199 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
202 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), w_ready);
205 else if (req == WR_PRECACHE)
207 precache_model ("models/ebomb.mdl");
208 precache_model ("models/elaser.mdl");
209 precache_model ("models/weapons/g_electro.md3");
210 precache_model ("models/weapons/v_electro.md3");
211 precache_model ("models/weapons/w_electro.zym");
212 precache_sound ("weapons/electro_bounce.wav");
213 precache_sound ("weapons/electro_fire.wav");
214 precache_sound ("weapons/electro_fire2.wav");
215 precache_sound ("weapons/electro_fly.wav");
216 precache_sound ("weapons/electro_impact.wav");
217 precache_sound ("weapons/electro_impact_combo.wav");
219 else if (req == WR_SETUP)
220 weapon_setup(WEP_ELECTRO);
221 else if (req == WR_CHECKAMMO1)
222 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
223 else if (req == WR_CHECKAMMO2)
224 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
225 else if (req == WR_SUICIDEMESSAGE)
227 if(w_deathtype & HITTYPE_SECONDARY)
228 w_deathtypestring = "could not remember where he put plasma";
230 w_deathtypestring = "played with plasma";
232 else if (req == WR_KILLMESSAGE)
234 if(w_deathtype & HITTYPE_SECONDARY)
236 if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
237 w_deathtypestring = "just noticed #'s blue ball";
238 else // unchecked: BOUNCE
239 w_deathtypestring = "got in touch with #'s blue ball";
243 if(w_deathtype & HITTYPE_BOUNCE) // combo
244 w_deathtypestring = "felt the electrifying air of #'s combo";
245 else if(w_deathtype & HITTYPE_SPLASH)
246 w_deathtypestring = "got too close to #'s blue beam";
248 w_deathtypestring = "was blasted by #'s blue beam";