]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/gamec/w_electro.c
rework TrueAim (now one function instead code spread everywhere). Now
[divverent/nexuiz.git] / data / 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.ogg", 1, ATTN_NORM);
52
53         remove (self);
54 }
55
56 void W_Plasma_Explode_Combo (void) {
57         float  combocoredamage;
58         float  comboedgedamage;
59         vector org2;
60                 
61         combocoredamage = cvar("g_balance_electro_combo_coredamage");
62         comboedgedamage = cvar("g_balance_electro_combo_edgedamage");
63
64         org2 = findbetterlocation (self.origin);
65         effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35);
66         sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
67         
68         self.event_damage = SUB_Null;
69         if (self.movetype == MOVETYPE_BOUNCE)
70                 RadiusDamage (self, self.owner, (cvar("g_balance_electro_damage") * 0.33) + combocoredamage, (cvar("g_balance_electro_edgedamage") * 0.33) + comboedgedamage, cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force") * 0.33, IT_ELECTRO);
71         else
72                 RadiusDamage (self, self.owner, cvar("g_balance_electro_damage") + combocoredamage, cvar("g_balance_electro_edgedamage") + comboedgedamage, cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force"), IT_ELECTRO);
73         //te_customflash(org2, 150, 5, '0.5 0.5 1');
74         te_explosionrgb(org2, '0.5 0.5 1');
75         remove (self);  
76 }
77
78 void W_Plasma_Check_Combo (void) {
79         entity  targ;
80         vector  blastorigin;    
81         float   combotarget;
82         float   rad;
83         rad = cvar("g_balance_electro_radius");
84         blastorigin = (self.origin + (self.mins + self.maxs) * 0.5);
85         targ = findradius (blastorigin, rad / 2);
86         combotarget = 0;
87         while (targ) {  
88                 if (targ != self) {
89                         if (world != targ) {
90                                 if (targ.classname == "plasma") {
91                                         combotarget = 1;
92                                 }
93                         }
94                 }
95                 targ = targ.chain;
96         }
97         
98         if (combotarget == 1) {
99                 self.classname = "plasma_chain";
100                 W_Plasma_Explode_Combo ();
101         } else {
102                 W_Plasma_Explode ();
103         }
104 }
105
106 void W_Plasma_Touch (void)
107 {
108         if (other.takedamage == DAMAGE_AIM) {
109                 W_Plasma_Explode ();
110         } else {
111                 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
112         }
113 }
114
115 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
116 {
117         if(inflictor.classname == "plasma_chain") {
118                 self.classname = "plasma_chain";
119                 W_Plasma_Explode_Combo ();
120         } else {
121                 self.health = self.health - damage;
122                 if (self.health <= 0) {
123                         W_Plasma_Explode ();
124                 }
125         }
126 }
127
128 void() W_Electro_Attack
129 {
130         local entity proj;
131         local vector org;
132         local float postion;
133         
134         local vector trueaim;
135         trueaim = W_TrueAim();
136
137         postion = self.electrocount;
138         sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
139         if (self.items & IT_STRENGTH) {
140                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
141         }
142
143         self.punchangle_x = -2;
144
145         if (cvar("g_use_ammunition"))
146                 self.ammo_cells = self.ammo_cells - 2;
147
148         if (self.electrocount == 0)
149         {
150                 self.electrocount = 1;
151                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
152         }
153         else if (self.electrocount == 1)
154         {
155                 self.electrocount = 2;
156                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
157         }
158         else
159         {
160                 self.electrocount = 0;
161                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
162         }
163
164         proj = spawn ();
165         proj.classname = "plasma_prim";
166         proj.owner = self;
167         proj.think = W_Plasma_Explode;
168         proj.nextthink = time + 2;
169         proj.solid = SOLID_BBOX;
170         setorigin(proj, org);
171
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 = normalize(trueaim - org) * 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                 if (cvar("g_use_ammunition"))
191                         self.ammo_cells = self.ammo_cells - 2;
192                 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
193                 proj.movetype = MOVETYPE_FLY;
194                 proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_speed");
195                 proj.angles = vectoangles(proj.velocity);
196                 proj.touch = W_Plasma_Check_Combo;
197                 setmodel(proj, "models/elaser.mdl");
198                 setsize(proj, '0 0 0', '0 0 0');
199         }
200         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
201 }
202
203 void() W_Electro_Attack2
204 {
205         local entity proj;
206         local vector org;
207         local float postion;
208
209         postion = self.electrocount;
210         sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
211         if (self.items & IT_STRENGTH) {
212                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
213         }
214         
215         self.punchangle_x = -2;
216
217         if (self.electrocount == 0)
218         {
219                 self.electrocount = 1;
220                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
221         }
222         else if (self.electrocount == 1)
223         {
224                 self.electrocount = 2;
225                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
226         }
227         else
228         {
229                 self.electrocount = 0;
230                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
231         }
232
233         proj = spawn ();
234         proj.classname = "plasma";
235         proj.owner = self;
236         proj.think = W_Plasma_Explode;
237         proj.nextthink = time + 2;
238         proj.solid = SOLID_BBOX;
239         setorigin(proj, org);
240
241         //if (self.button3)
242         {
243                 if (cvar("g_use_ammunition"))
244                         self.ammo_cells = self.ammo_cells - 1;
245                 proj.effects = EF_ADDITIVE;
246                 proj.glow_size = 50;
247                 proj.glow_color = 45;
248                 proj.movetype = MOVETYPE_BOUNCE;
249                 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
250                 proj.touch = W_Plasma_Touch;
251                 setmodel(proj, "models/ebomb.mdl");
252                 setsize(proj, '-6 -6 -3', '6 6 3');
253                 proj.takedamage = DAMAGE_YES;
254                 proj.damageforcescale = 4;
255                 proj.health = 5;
256                 proj.event_damage = W_Plasma_Damage;
257         }
258         //else
259         /*
260         {
261                 self.ammo_cells = self.ammo_cells - 2;
262                 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
263                 proj.movetype = MOVETYPE_FLY;
264                 proj.velocity = v_forward * cvar("g_balance_electro_speed");
265                 proj.angles = vectoangles(proj.velocity);
266                 proj.touch = W_Plasma_Explode;
267                 setmodel(proj, "models/elaser.mdl");
268                 setsize(proj, '0 0 0', '0 0 0');
269         }
270         */
271         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
272 }
273
274 // weapon frames
275
276 void()  electro_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
277 void()  electro_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
278 void()  electro_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
279 /*
280 void()  electro_fire1_01 =
281 {
282         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
283         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
284 };
285 */
286 /*
287 void()  electro_fire1_03 =
288 {
289         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
290         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
291 }
292 void()  electro_fire1_02 =
293 {
294         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
295         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
296 }
297 void()  electro_fire1_01 =
298 {
299         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
300         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
301 }
302 */
303 void()  electro_fire1_01 =
304 {
305         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
306         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
307 };
308 void()  electro_fire2_03 =
309 {
310         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
311         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
312 }
313 void()  electro_fire2_02 =
314 {
315         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
316         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_03);
317 }
318 void()  electro_fire2_01 =
319 {
320         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
321         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_02);
322 }