1 void() electro_ready_01;
2 void() electro_fire1_01;
3 void() electro_deselect_01;
4 void() electro_select_01;
6 float() electro_check =
8 if (self.ammo_cells > 2)
13 void(float req) w_electro =
17 else if (req == WR_FIRE1 || req == WR_FIRE2)
18 weapon_prepareattack(electro_check, electro_check, electro_fire1_01, cvar("g_balance_electro_refire"));
19 else if (req == WR_RAISE)
21 else if (req == WR_UPDATECOUNTS)
22 self.currentammo = self.ammo_cells;
23 else if (req == WR_DROP)
24 electro_deselect_01();
25 else if (req == WR_SETUP)
26 weapon_setup(WEP_ELECTRO, "w_electro.zym", IT_CELLS);
27 else if (req == WR_CHECKAMMO)
28 weapon_hasammo = electro_check();
31 void W_Plasma_Explode (void)
33 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
34 WriteByte (MSG_BROADCAST, 79);
35 WriteCoord (MSG_BROADCAST, self.origin_x);
36 WriteCoord (MSG_BROADCAST, self.origin_y);
37 WriteCoord (MSG_BROADCAST, self.origin_z);
38 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
39 WriteCoord (MSG_BROADCAST, 0);
40 WriteCoord (MSG_BROADCAST, 0);
41 WriteByte (MSG_BROADCAST, 155);
43 self.event_damage = SUB_Null;
44 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);
45 sound (self, CHAN_IMPACT, "weapons/plasmahit.wav", 1, ATTN_NORM);
50 void W_Plasma_Touch (void)
52 if (other.classname == "player" || other.classname == "corpse")
55 sound (self, CHAN_BODY, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
58 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
60 self.health = self.health - damage;
65 void() W_Electro_Attack
71 postion = self.electrocount;
72 sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
74 self.punchangle_x = -2;
76 self.ammo_cells = self.ammo_cells - 2;
78 if (self.electrocount == 0)
80 self.electrocount = 1;
81 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
83 else if (self.electrocount == 1)
85 self.electrocount = 2;
86 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
90 self.electrocount = 0;
91 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
96 proj.classname = "plasma";
98 proj.effects = EF_BRIGHTFIELD | EF_ADDITIVE;
99 proj.think = W_Plasma_Explode;
100 proj.nextthink = time + 2;
101 proj.solid = SOLID_BBOX;
102 setorigin(proj, org);
106 proj.movetype = MOVETYPE_BOUNCE;
107 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
108 proj.touch = W_Plasma_Touch;
109 setmodel(proj, "models/ebomb.mdl");
110 setsize(proj, '-6 -6 -3', '6 6 3');
111 proj.takedamage = DAMAGE_YES;
112 proj.damageforcescale = 4;
114 proj.event_damage = W_Plasma_Damage;
118 proj.movetype = MOVETYPE_FLY;
119 proj.velocity = v_forward * cvar("g_balance_electro_speed");
120 proj.angles = vectoangles(proj.velocity);
121 proj.touch = W_Plasma_Explode;
122 setmodel(proj, "models/elaser.mdl");
123 setsize(proj, '0 0 0', '0 0 0');
129 void() electro_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
130 void() electro_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
131 void() electro_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
132 void() electro_fire1_01 =
134 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
135 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);