2 void W_Plasma_Explode (void)
4 if(other.takedamage == DAMAGE_AIM)
5 if(other.classname == "player")
6 if(IsDifferentTeam(self.owner, other))
7 if(other.deadflag == DEAD_NO)
9 announce(self.owner, "announcer/male/electrobitch.wav");
11 self.event_damage = SUB_Null;
12 if (self.movetype == MOVETYPE_BOUNCE)
14 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);
18 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);
24 void W_Plasma_Explode_Combo (void) {
25 self.event_damage = SUB_Null;
26 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
30 void W_Plasma_Touch (void)
33 if (other.takedamage == DAMAGE_AIM) {
36 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
37 self.projectiledeathtype |= HITTYPE_BOUNCE;
41 void W_Plasma_TouchExplode (void)
47 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
51 self.health = self.health - damage;
54 self.takedamage = DAMAGE_NO;
55 self.nextthink = time;
56 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
58 // change owner to whoever caused the combo explosion
59 self.owner = inflictor.owner;
60 self.classname = "plasma_chain";
61 self.think = W_Plasma_Explode_Combo;
62 self.nextthink = time + vlen(self.origin - inflictor.origin) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
65 self.think = W_Plasma_Explode;
69 void W_Electro_Attack()
73 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
75 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
78 proj.classname = "plasma_prim";
80 proj.bot_dodge = TRUE;
81 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
82 proj.use = W_Plasma_Explode;
83 proj.think = adaptor_think2use;
84 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
85 PROJECTILE_MAKETRIGGER(proj);
86 proj.projectiledeathtype = WEP_ELECTRO;
87 setorigin(proj, w_shotorg);
89 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
90 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
91 proj.movetype = MOVETYPE_FLY;
92 proj.velocity = w_shotdir * cvar("g_balance_electro_primary_speed");
93 W_SetupProjectileVelocity(proj);
94 proj.angles = vectoangles(proj.velocity);
95 proj.touch = W_Plasma_TouchExplode;
96 setsize(proj, '0 0 -3', '0 0 -3');
97 proj.flags = FL_PROJECTILE;
99 //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
102 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
105 void W_Electro_Attack2()
109 W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
110 w_shotdir = v_forward; // no TrueAim for grenades please
112 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
115 proj.classname = "plasma";
117 proj.use = W_Plasma_Explode;
118 proj.think = adaptor_think2use;
119 proj.bot_dodge = TRUE;
120 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
121 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
122 PROJECTILE_MAKETRIGGER(proj);
123 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
124 setorigin(proj, w_shotorg);
126 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
127 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
128 //proj.glow_size = 50;
129 //proj.glow_color = 45;
130 proj.movetype = MOVETYPE_BOUNCE;
131 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");
132 W_SetupProjectileVelocity(proj);
133 proj.touch = W_Plasma_Touch;
134 setsize(proj, '0 0 -3', '0 0 -3');
135 proj.takedamage = DAMAGE_YES;
136 proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
137 proj.health = cvar("g_balance_electro_secondary_health");
138 proj.event_damage = W_Plasma_Damage;
139 proj.flags = FL_PROJECTILE;
144 copyentity(proj, p2);
145 setmodel(p2, "models/ebomb.mdl");
146 setsize(p2, proj.mins, proj.maxs);
149 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
152 void spawnfunc_weapon_electro (void)
154 weapon_defaultspawnfunc(WEP_ELECTRO);
157 .float bot_secondary_electromooth;
158 float w_electro(float req)
162 self.BUTTON_ATCK=FALSE;
163 self.BUTTON_ATCK2=FALSE;
164 if(vlen(self.origin-self.enemy.origin) > 1000)
165 self.bot_secondary_electromooth = 0;
166 if(self.bot_secondary_electromooth == 0)
168 if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
170 self.BUTTON_ATCK = TRUE;
171 if(random() < 0.01) self.bot_secondary_electromooth = 1;
176 if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
178 self.BUTTON_ATCK2 = TRUE;
179 if(random() < 0.03) self.bot_secondary_electromooth = 0;
183 else if (req == WR_THINK)
185 if (self.BUTTON_ATCK)
186 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
189 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
191 if (self.BUTTON_ATCK2)
192 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
195 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_ready);
198 else if (req == WR_PRECACHE)
200 precache_model ("models/weapons/g_electro.md3");
201 precache_model ("models/weapons/v_electro.md3");
202 precache_model ("models/weapons/h_electro.dpm");
203 precache_sound ("weapons/electro_bounce.wav");
204 precache_sound ("weapons/electro_fire.wav");
205 precache_sound ("weapons/electro_fire2.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);
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_SUICIDEMESSAGE)
217 if(w_deathtype & HITTYPE_SECONDARY)
218 w_deathtypestring = "could not remember where he put plasma";
220 w_deathtypestring = "played with plasma";
222 else if (req == WR_KILLMESSAGE)
224 if(w_deathtype & HITTYPE_SECONDARY)
226 if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
227 w_deathtypestring = "just noticed #'s blue ball";
228 else // unchecked: BOUNCE
229 w_deathtypestring = "got in touch with #'s blue ball";
233 if(w_deathtype & HITTYPE_BOUNCE) // combo
234 w_deathtypestring = "felt the electrifying air of #'s combo";
235 else if(w_deathtype & HITTYPE_SPLASH)
236 w_deathtypestring = "got too close to #'s blue beam";
238 w_deathtypestring = "was blasted by #'s blue beam";