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Added "flash.md3" to rocket launcher
[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 > 0) 
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, 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)
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
35 void W_Electro_Touch (void)
36 {
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);
49         remove (self);
50 }
51
52 void() W_Electro_Attack
53 {
54         entity  proj;
55         float postion;
56
57         postion = self.electrocount;
58         makevectors(self.v_angle);
59         sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
60
61         proj = spawn ();
62         proj.owner = self;
63         proj.classname = "spike";
64
65         proj.movetype = MOVETYPE_FLY; 
66         proj.solid = SOLID_BBOX;
67         proj.effects = 1;
68         
69         vector org;
70         org = self.origin + self.view_ofs + v_forward * 15 + v_right * 7 + v_up * -9;
71
72         te_smallflash(org);
73
74         setmodel (proj, "models/elaser.mdl");
75         setsize (proj, '0 0 0', '0 0 0');
76         if (postion == 0)
77         setorigin (proj, self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14);
78         if (postion == 1)
79         setorigin (proj, self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12);
80         if (postion == 2)
81         setorigin (proj, self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14);
82
83         proj.velocity = v_forward * 9999;
84         proj.touch = W_Electro_Touch;
85         proj.think = SUB_Remove;
86         proj.nextthink = time + 1.5;
87
88         proj.angles = vectoangles (proj.velocity);
89
90         proj.effects = proj.effects | EF_ADDITIVE;
91
92         self.attack_finished = time + 0.4;
93         self.ammo_cells = self.ammo_cells - 1;
94 }
95
96 void W_Plasma_Explode (entity ignore)
97 {
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);
107
108         te_customflash (self.origin, 5000, 10, '0 0 1');
109
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);
113
114         remove (self);
115 }
116
117 void W_Plasma_Explode2 (entity ignore)
118 {
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);
128
129         te_customflash (self.origin, 5000, 10, '0 0 1');
130
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);
134
135         remove (self);
136 }
137
138 void W_Plasma_FuseExplode (void)
139 {
140         W_Plasma_Explode2 (world);
141 }
142
143 void W_Plasma_Touch (void)
144 {
145         if (other.classname == "player" || other.classname == "corpse")
146                 W_Plasma_Explode (other);
147         else
148                 sound (self, CHAN_BODY, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
149 }
150
151 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
152 {
153         self.health = self.health - damage;
154         if (self.health <= 0)
155                 W_Plasma_FuseExplode ();
156 }
157
158 void() W_Electro_Attack2
159 {
160         entity  Plasma;
161         float postion;
162
163         postion = self.electrocount;
164         makevectors(self.v_angle);
165         sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
166
167         self.punchangle_x = -4;
168
169         Plasma = spawn ();
170         Plasma.owner = self;
171         Plasma.classname = "grenade";
172         Plasma.effects = 1;
173
174         Plasma.movetype = MOVETYPE_BOUNCE;
175         Plasma.solid = SOLID_BBOX;
176         
177         vector org;
178         org = self.origin + self.view_ofs + v_forward * 15 + v_right * 7 + v_up * -9;
179         te_smallflash(org);
180
181         Plasma.takedamage = DAMAGE_YES;
182         Plasma.damageforcescale = 4;
183         Plasma.health = 5;
184         Plasma.event_damage = W_Plasma_Damage;
185
186         setmodel (Plasma, "models/ebomb.mdl");
187         setsize (Plasma, '-6 -6 -3', '6 6 3');
188
189         if (postion == 0)
190         setorigin (Plasma, self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14);
191         if (postion == 1)
192         setorigin (Plasma, self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12);
193         if (postion == 2)
194         setorigin (Plasma, self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14);
195
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;
201
202         Plasma.touch = W_Plasma_Touch;
203         Plasma.think = W_Plasma_FuseExplode;
204         Plasma.nextthink = time + 2;
205
206         Plasma.effects = Plasma.effects | EF_ADDITIVE;
207
208         self.attack_finished = time + 1;
209         self.ammo_cells = self.ammo_cells - 2;
210
211 }
212
213 // weapon frames 
214
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 =      
219 {
220         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
221         
222         self.electrocount = self.electrocount + 1;
223                 if (self.electrocount == 3)
224                         self.electrocount = 0;
225
226         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
227 };
228 void()  electro_fire2_01 =      
229 {
230         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
231
232         self.electrocount = self.electrocount + 1;
233                 if (self.electrocount == 3)
234                         self.electrocount = 0;
235
236         weapon_thinkf(WFRAME_FIRE2, 0.3, electro_ready_01);
237 };