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 > 2)
14 void(float req) w_electro =
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)
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();
34 void W_Plasma_Explode (void)
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);
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);
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);
56 void W_Plasma_Explode_Combo (void) {
57 float combocoredamage;
58 float comboedgedamage;
61 combocoredamage = cvar("g_balance_electro_combo_coredamage");
62 comboedgedamage = cvar("g_balance_electro_combo_edgedamage");
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);
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);
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');
78 void W_Plasma_Check_Combo (void) {
83 rad = cvar("g_balance_electro_radius");
84 blastorigin = (self.origin + (self.mins + self.maxs) * 0.5);
85 targ = findradius (blastorigin, rad / 2);
90 if (targ.classname == "plasma") {
98 if (combotarget == 1) {
99 self.classname = "plasma_chain";
100 W_Plasma_Explode_Combo ();
106 void W_Plasma_Touch (void)
108 if (other.takedamage == DAMAGE_AIM) {
111 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
115 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
117 if(inflictor.classname == "plasma_chain") {
118 self.classname = "plasma_chain";
119 W_Plasma_Explode_Combo ();
121 self.health = self.health - damage;
122 if (self.health <= 0) {
128 void() W_Electro_Attack
134 local vector trueaim;
135 trueaim = W_TrueAim();
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);
143 self.punchangle_x = -2;
145 if (cvar("g_use_ammunition"))
146 self.ammo_cells = self.ammo_cells - 2;
148 if (self.electrocount == 0)
150 self.electrocount = 1;
151 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
153 else if (self.electrocount == 1)
155 self.electrocount = 2;
156 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
160 self.electrocount = 0;
161 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
165 proj.classname = "plasma_prim";
167 proj.think = W_Plasma_Explode;
168 proj.nextthink = time + 2;
169 proj.solid = SOLID_BBOX;
170 setorigin(proj, org);
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;
185 proj.event_damage = W_Plasma_Damage;
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');
200 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
203 void() W_Electro_Attack2
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);
215 self.punchangle_x = -2;
217 if (self.electrocount == 0)
219 self.electrocount = 1;
220 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
222 else if (self.electrocount == 1)
224 self.electrocount = 2;
225 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
229 self.electrocount = 0;
230 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
234 proj.classname = "plasma";
236 proj.think = W_Plasma_Explode;
237 proj.nextthink = time + 2;
238 proj.solid = SOLID_BBOX;
239 setorigin(proj, org);
243 if (cvar("g_use_ammunition"))
244 self.ammo_cells = self.ammo_cells - 1;
245 proj.effects = EF_ADDITIVE;
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;
256 proj.event_damage = W_Plasma_Damage;
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');
271 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
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);};
280 void() electro_fire1_01 =
282 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
283 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
287 void() electro_fire1_03 =
289 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
290 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
292 void() electro_fire1_02 =
294 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
295 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
297 void() electro_fire1_01 =
299 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
300 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
303 void() electro_fire1_01 =
305 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
306 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
308 void() electro_fire2_03 =
310 weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
311 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
313 void() electro_fire2_02 =
315 weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
316 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_03);
318 void() electro_fire2_01 =
320 weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
321 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_02);