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added bot_number cvar
[divverent/nexuiz.git] / qcsrc / gamec / w_electro.c
1 void() electro_ready_01;
2 void() electro_fire1_01;
3 void() electro_fire2_01;
4 void() electro_deselect_01;
5 void() electro_select_01;
6
7 float() electro_check =
8 {
9         if (self.ammo_cells > 2)
10                 return TRUE;
11         return FALSE;
12 };
13
14 void(float req) w_electro =
15 {
16         if (req == WR_IDLE)
17                 electro_ready_01();
18         else if (req == WR_FIRE1)
19                 weapon_prepareattack(electro_check, electro_check, electro_fire1_01, cvar("g_balance_electro_refire"));
20         else if (req == WR_FIRE2)
21                 weapon_prepareattack(electro_check, electro_check, electro_fire2_01, cvar("g_balance_electro_refire"));
22         else if (req == WR_RAISE)
23                 electro_select_01();
24         else if (req == WR_UPDATECOUNTS)
25                 self.currentammo = self.ammo_cells;
26         else if (req == WR_DROP)
27                 electro_deselect_01();
28         else if (req == WR_SETUP)
29                 weapon_setup(WEP_ELECTRO, "w_electro.zym", IT_CELLS);
30         else if (req == WR_CHECKAMMO)
31                 weapon_hasammo = electro_check();
32 };
33
34 void W_Plasma_Explode (void)
35 {
36         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
37         WriteByte (MSG_BROADCAST, 79);
38         WriteCoord (MSG_BROADCAST, self.origin_x);
39         WriteCoord (MSG_BROADCAST, self.origin_y);
40         WriteCoord (MSG_BROADCAST, self.origin_z);
41         WriteCoord (MSG_BROADCAST, 0);          // SeienAbunae: groan... Useless clutter
42         WriteCoord (MSG_BROADCAST, 0);
43         WriteCoord (MSG_BROADCAST, 0);
44         WriteByte (MSG_BROADCAST, 155);
45
46         self.event_damage = SUB_Null;
47         if (self.movetype == MOVETYPE_BOUNCE)
48                 RadiusDamage (self, self.owner, cvar("g_balance_electro_damage") * 0.33, cvar("g_balance_electro_edgedamage") * 0.33, cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force") * 0.33, IT_ELECTRO);
49         else
50                 RadiusDamage (self, self.owner, cvar("g_balance_electro_damage"), cvar("g_balance_electro_edgedamage"), cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force"), IT_ELECTRO);
51         sound (self, CHAN_BODY, "weapons/electro_impact.wav", 1, ATTN_NORM);
52
53         remove (self);
54 }
55
56 void W_Plasma_Touch (void)
57 {
58         if (other.takedamage == DAMAGE_AIM)
59                 W_Plasma_Explode ();
60         else
61                 sound (self, CHAN_IMPACT, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
62 }
63
64 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
65 {
66         self.health = self.health - damage;
67         if (self.health <= 0)
68                 W_Plasma_Explode ();
69 }
70
71 void() W_Electro_Attack
72 {
73         local entity proj;
74         local vector org;
75         local float postion;
76
77         postion = self.electrocount;
78         sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
79
80         self.punchangle_x = -2;
81
82         self.ammo_cells = self.ammo_cells - 2;
83
84         if (self.electrocount == 0)
85         {
86                 self.electrocount = 1;
87                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
88         }
89         else if (self.electrocount == 1)
90         {
91                 self.electrocount = 2;
92                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
93         }
94         else
95         {
96                 self.electrocount = 0;
97                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
98         }
99
100         proj = spawn ();
101         proj.classname = "plasma";
102         proj.owner = self;
103         proj.think = W_Plasma_Explode;
104         proj.nextthink = time + 2;
105         proj.solid = SOLID_BBOX;
106         setorigin(proj, org);
107
108         /*
109         if (self.button3)
110         {
111                 self.ammo_cells = self.ammo_cells - 1;
112                 proj.effects = EF_FULLBRIGHT;
113                 proj.movetype = MOVETYPE_BOUNCE;
114                 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
115                 proj.touch = W_Plasma_Touch;
116                 setmodel(proj, "models/ebomb.mdl");
117                 setsize(proj, '-6 -6 -3', '6 6 3');
118                 proj.takedamage = DAMAGE_YES;
119                 proj.damageforcescale = 4;
120                 proj.health = 5;
121                 proj.event_damage = W_Plasma_Damage;
122         }
123         else
124         */
125         {
126                 self.ammo_cells = self.ammo_cells - 2;
127                 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
128                 proj.movetype = MOVETYPE_FLY;
129                 proj.velocity = v_forward * cvar("g_balance_electro_speed");
130                 proj.angles = vectoangles(proj.velocity);
131                 proj.touch = W_Plasma_Explode;
132                 setmodel(proj, "models/elaser.mdl");
133                 setsize(proj, '0 0 0', '0 0 0');
134         }
135         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
136 }
137
138 void() W_Electro_Attack2
139 {
140         local entity proj;
141         local vector org;
142         local float postion;
143
144         postion = self.electrocount;
145         sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
146
147         self.punchangle_x = -2;
148
149         if (self.electrocount == 0)
150         {
151                 self.electrocount = 1;
152                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
153         }
154         else if (self.electrocount == 1)
155         {
156                 self.electrocount = 2;
157                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
158         }
159         else
160         {
161                 self.electrocount = 0;
162                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
163         }
164
165         proj = spawn ();
166         proj.classname = "plasma";
167         proj.owner = self;
168         proj.think = W_Plasma_Explode;
169         proj.nextthink = time + 2;
170         proj.solid = SOLID_BBOX;
171         setorigin(proj, org);
172
173         //if (self.button3)
174         {
175                 self.ammo_cells = self.ammo_cells - 1;
176                 proj.effects = EF_FULLBRIGHT;
177                 proj.movetype = MOVETYPE_BOUNCE;
178                 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
179                 proj.touch = W_Plasma_Touch;
180                 setmodel(proj, "models/ebomb.mdl");
181                 setsize(proj, '-6 -6 -3', '6 6 3');
182                 proj.takedamage = DAMAGE_YES;
183                 proj.damageforcescale = 4;
184                 proj.health = 5;
185                 proj.event_damage = W_Plasma_Damage;
186         }
187         //else
188         /*
189         {
190                 self.ammo_cells = self.ammo_cells - 2;
191                 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
192                 proj.movetype = MOVETYPE_FLY;
193                 proj.velocity = v_forward * cvar("g_balance_electro_speed");
194                 proj.angles = vectoangles(proj.velocity);
195                 proj.touch = W_Plasma_Explode;
196                 setmodel(proj, "models/elaser.mdl");
197                 setsize(proj, '0 0 0', '0 0 0');
198         }
199         */
200         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
201 }
202
203 // weapon frames
204
205 void()  electro_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
206 void()  electro_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
207 void()  electro_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
208 /*
209 void()  electro_fire1_01 =
210 {
211         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
212         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
213 };
214 */
215 /*
216 void()  electro_fire1_03 =
217 {
218         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
219         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
220 }
221 void()  electro_fire1_02 =
222 {
223         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
224         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
225 }
226 void()  electro_fire1_01 =
227 {
228         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
229         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
230 }
231 */
232 void()  electro_fire1_01 =
233 {
234         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
235         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
236 };
237 void()  electro_fire2_03 =
238 {
239         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
240         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
241 }
242 void()  electro_fire2_02 =
243 {
244         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
245         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_03);
246 }
247 void()  electro_fire2_01 =
248 {
249         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
250         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_02);
251 }