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;
7 float() electro_check =
9 if (self.ammo_cells > 0)
14 void(float req) w_electro =
18 else if (req == WR_FIRE1)
19 weapon_prepareattack(electro_check, electro_check, electro_fire1_01, 0.4);
20 else if (req == WR_FIRE2)
21 weapon_prepareattack(electro_check, electro_check, electro_fire2_01, 2);
22 else if (req == WR_RAISE)
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();
35 void W_Electro_Touch (void)
37 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
38 WriteByte (MSG_BROADCAST, 79);
39 WriteCoord (MSG_BROADCAST, self.origin_x);
40 WriteCoord (MSG_BROADCAST, self.origin_y);
41 WriteCoord (MSG_BROADCAST, self.origin_z);
42 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
43 WriteCoord (MSG_BROADCAST, 0); // Sajt: Yeah.. I agree with him
44 WriteCoord (MSG_BROADCAST, 0);
45 WriteByte (MSG_BROADCAST, 155);
46 self.event_damage = SUB_Null;
47 RadiusDamage (self, self.owner, 50, 10, 70, world, 50, IT_ELECTRO);
48 sound (self, CHAN_IMPACT, "weapons/plasmahit.wav", 1, ATTN_NORM);
52 void() W_Electro_Attack
57 postion = self.electrocount;
58 makevectors(self.v_angle);
59 sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
63 proj.classname = "spike";
65 proj.movetype = MOVETYPE_FLY;
66 proj.solid = SOLID_BBOX;
70 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 7 + v_up * -9;
74 setmodel (proj, "models/elaser.mdl");
75 setsize (proj, '0 0 0', '0 0 0');
77 setorigin (proj, self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14);
79 setorigin (proj, self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12);
81 setorigin (proj, self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14);
83 proj.velocity = v_forward * 9999;
84 proj.touch = W_Electro_Touch;
85 proj.think = SUB_Remove;
86 proj.nextthink = time + 1.5;
88 proj.angles = vectoangles (proj.velocity);
90 proj.effects = proj.effects | EF_ADDITIVE;
92 self.attack_finished = time + 0.4;
93 self.ammo_cells = self.ammo_cells - 1;
96 void W_Plasma_Explode (entity ignore)
98 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
99 WriteByte (MSG_BROADCAST, 79);
100 WriteCoord (MSG_BROADCAST, self.origin_x);
101 WriteCoord (MSG_BROADCAST, self.origin_y);
102 WriteCoord (MSG_BROADCAST, self.origin_z);
103 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
104 WriteCoord (MSG_BROADCAST, 0);
105 WriteCoord (MSG_BROADCAST, 0);
106 WriteByte (MSG_BROADCAST, 155);
108 te_customflash (self.origin, 5000, 10, '0 0 1');
110 self.event_damage = SUB_Null;
111 RadiusDamage (self, self.owner, 100, 50, 100, world, 50, IT_ELECTRO);
112 sound (self, CHAN_IMPACT, "weapons/plasmahit.wav", 1, ATTN_NORM);
117 void W_Plasma_Explode2 (entity ignore)
119 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
120 WriteByte (MSG_BROADCAST, 79);
121 WriteCoord (MSG_BROADCAST, self.origin_x);
122 WriteCoord (MSG_BROADCAST, self.origin_y);
123 WriteCoord (MSG_BROADCAST, self.origin_z);
124 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
125 WriteCoord (MSG_BROADCAST, 0);
126 WriteCoord (MSG_BROADCAST, 0);
127 WriteByte (MSG_BROADCAST, 155);
129 te_customflash (self.origin, 5000, 10, '0 0 1');
131 self.event_damage = SUB_Null;
132 RadiusDamage (self, self.owner, 150, 50, 150, world, 150, IT_ELECTRO);
133 sound (self, CHAN_IMPACT, "weapons/plasmahit.wav", 1, ATTN_NORM);
138 void W_Plasma_FuseExplode (void)
140 W_Plasma_Explode2 (world);
143 void W_Plasma_Touch (void)
145 if (other.classname == "player" || other.classname == "corpse")
146 W_Plasma_Explode (other);
148 sound (self, CHAN_BODY, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
151 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
153 self.health = self.health - damage;
154 if (self.health <= 0)
155 W_Plasma_FuseExplode ();
158 void() W_Electro_Attack2
163 postion = self.electrocount;
164 makevectors(self.v_angle);
165 sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
167 self.punchangle_x = -4;
171 Plasma.classname = "grenade";
174 Plasma.movetype = MOVETYPE_BOUNCE;
175 Plasma.solid = SOLID_BBOX;
178 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 7 + v_up * -9;
181 Plasma.takedamage = DAMAGE_YES;
182 Plasma.damageforcescale = 4;
184 Plasma.event_damage = W_Plasma_Damage;
186 setmodel (Plasma, "models/ebomb.mdl");
187 setsize (Plasma, '-6 -6 -3', '6 6 3');
190 setorigin (Plasma, self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14);
192 setorigin (Plasma, self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12);
194 setorigin (Plasma, self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14);
196 Plasma.velocity = v_forward * 900 + v_up * 200;
197 Plasma.angles = vectoangles (Plasma.velocity);
198 Plasma.avelocity_y = random () * -500 - 500;
199 Plasma.avelocity_x = random () * -500 - 500;
200 Plasma.avelocity_z = random () * -500 - 500;
202 Plasma.touch = W_Plasma_Touch;
203 Plasma.think = W_Plasma_FuseExplode;
204 Plasma.nextthink = time + 2;
206 Plasma.effects = Plasma.effects | EF_ADDITIVE;
208 self.attack_finished = time + 1;
209 self.ammo_cells = self.ammo_cells - 2;
215 void() electro_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
216 void() electro_select_01 = {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
217 void() electro_deselect_01 = {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
218 void() electro_fire1_01 =
220 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
222 self.electrocount = self.electrocount + 1;
223 if (self.electrocount == 3)
224 self.electrocount = 0;
226 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
228 void() electro_fire2_01 =
230 weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
232 self.electrocount = self.electrocount + 1;
233 if (self.electrocount == 3)
234 self.electrocount = 0;
236 weapon_thinkf(WFRAME_FIRE2, 0.3, electro_ready_01);