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weaponsounds, defaultmodel, electrocombo, specmode and weaponmodel colors
[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, 30);
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         postion = self.electrocount;
135         sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
136
137         self.punchangle_x = -2;
138
139         if (cvar("g_use_ammunition"))
140                 self.ammo_cells = self.ammo_cells - 2;
141
142         if (self.electrocount == 0)
143         {
144                 self.electrocount = 1;
145                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
146         }
147         else if (self.electrocount == 1)
148         {
149                 self.electrocount = 2;
150                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
151         }
152         else
153         {
154                 self.electrocount = 0;
155                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
156         }
157
158         proj = spawn ();
159         proj.classname = "plasma_prim";
160         proj.owner = self;
161         proj.think = W_Plasma_Explode;
162         proj.nextthink = time + 2;
163         proj.solid = SOLID_BBOX;
164         setorigin(proj, org);
165
166         /*
167         if (self.button3)
168         {
169                 self.ammo_cells = self.ammo_cells - 1;
170                 proj.effects = EF_FULLBRIGHT;
171                 proj.movetype = MOVETYPE_BOUNCE;
172                 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
173                 proj.touch = W_Plasma_Touch;
174                 setmodel(proj, "models/ebomb.mdl");
175                 setsize(proj, '-6 -6 -3', '6 6 3');
176                 proj.takedamage = DAMAGE_YES;
177                 proj.damageforcescale = 4;
178                 proj.health = 5;
179                 proj.event_damage = W_Plasma_Damage;
180         }
181         else
182         */
183         {
184                 if (cvar("g_use_ammunition"))
185                         self.ammo_cells = self.ammo_cells - 2;
186                 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
187                 proj.movetype = MOVETYPE_FLY;
188                 proj.velocity = v_forward * cvar("g_balance_electro_speed");
189                 proj.angles = vectoangles(proj.velocity);
190                 proj.touch = W_Plasma_Check_Combo;
191                 setmodel(proj, "models/elaser.mdl");
192                 setsize(proj, '0 0 0', '0 0 0');
193         }
194         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
195 }
196
197 void() W_Electro_Attack2
198 {
199         local entity proj;
200         local vector org;
201         local float postion;
202
203         postion = self.electrocount;
204         sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
205
206         self.punchangle_x = -2;
207
208         if (self.electrocount == 0)
209         {
210                 self.electrocount = 1;
211                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
212         }
213         else if (self.electrocount == 1)
214         {
215                 self.electrocount = 2;
216                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
217         }
218         else
219         {
220                 self.electrocount = 0;
221                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
222         }
223
224         proj = spawn ();
225         proj.classname = "plasma";
226         proj.owner = self;
227         proj.think = W_Plasma_Explode;
228         proj.nextthink = time + 2;
229         proj.solid = SOLID_BBOX;
230         setorigin(proj, org);
231
232         //if (self.button3)
233         {
234                 if (cvar("g_use_ammunition"))
235                         self.ammo_cells = self.ammo_cells - 1;
236                 proj.effects = EF_ADDITIVE;
237                 proj.glow_size = 50;
238                 proj.glow_color = 45;
239                 proj.movetype = MOVETYPE_BOUNCE;
240                 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
241                 proj.touch = W_Plasma_Touch;
242                 setmodel(proj, "models/ebomb.mdl");
243                 setsize(proj, '-6 -6 -3', '6 6 3');
244                 proj.takedamage = DAMAGE_YES;
245                 proj.damageforcescale = 4;
246                 proj.health = 5;
247                 proj.event_damage = W_Plasma_Damage;
248         }
249         //else
250         /*
251         {
252                 self.ammo_cells = self.ammo_cells - 2;
253                 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
254                 proj.movetype = MOVETYPE_FLY;
255                 proj.velocity = v_forward * cvar("g_balance_electro_speed");
256                 proj.angles = vectoangles(proj.velocity);
257                 proj.touch = W_Plasma_Explode;
258                 setmodel(proj, "models/elaser.mdl");
259                 setsize(proj, '0 0 0', '0 0 0');
260         }
261         */
262         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
263 }
264
265 // weapon frames
266
267 void()  electro_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
268 void()  electro_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
269 void()  electro_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
270 /*
271 void()  electro_fire1_01 =
272 {
273         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
274         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
275 };
276 */
277 /*
278 void()  electro_fire1_03 =
279 {
280         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
281         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
282 }
283 void()  electro_fire1_02 =
284 {
285         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
286         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
287 }
288 void()  electro_fire1_01 =
289 {
290         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
291         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
292 }
293 */
294 void()  electro_fire1_01 =
295 {
296         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
297         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
298 };
299 void()  electro_fire2_03 =
300 {
301         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
302         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
303 }
304 void()  electro_fire2_02 =
305 {
306         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
307         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_03);
308 }
309 void()  electro_fire2_01 =
310 {
311         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
312         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_02);
313 }