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Make multiple turrets a bit less of a cpuhog by spreading the thinks over different...
[divverent/nexuiz.git] / data / qcsrc / server / w_electro.qc
1
2 void W_Plasma_Explode (void)
3 {
4         if(other.takedamage == DAMAGE_AIM)
5                 if(other.classname == "player")
6                         if(IsDifferentTeam(self.owner, other))
7                                 if(other.deadflag == DEAD_NO)
8                                         if(IsFlying(other))
9                                                 announce(self.owner, "announcer/male/electrobitch.wav");
10
11         self.event_damage = SUB_Null;
12         self.takedamage = DAMAGE_NO;
13         if (self.movetype == MOVETYPE_BOUNCE)
14         {
15                 RadiusDamage (self, self.owner, cvar("g_balance_electro_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), self.projectiledeathtype, other);
16         }
17         else
18         {
19                 RadiusDamage (self, self.owner, cvar("g_balance_electro_primary_damage"), cvar("g_balance_electro_primary_edgedamage"), cvar("g_balance_electro_primary_radius"), world, cvar("g_balance_electro_primary_force"), self.projectiledeathtype, other);
20         }
21
22         remove (self);
23 }
24
25 void W_Plasma_Explode_Combo (void) {
26         self.event_damage = SUB_Null;
27         RadiusDamage (self, self.owner, cvar("g_balance_electro_combo_damage"), cvar("g_balance_electro_combo_edgedamage"), cvar("g_balance_electro_combo_radius"), world, cvar("g_balance_electro_combo_force"), WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
28         remove (self);
29 }
30
31 void W_Plasma_Touch (void)
32 {
33         PROJECTILE_TOUCH;
34         if (other.takedamage == DAMAGE_AIM) {
35                 W_Plasma_Explode ();
36         } else {
37                 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
38                 self.projectiledeathtype |= HITTYPE_BOUNCE;
39         }
40 }
41
42 void W_Plasma_TouchExplode (void)
43 {
44         PROJECTILE_TOUCH;
45         W_Plasma_Explode ();
46 }
47
48 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
49 {
50         if(self.health <= 0)
51                 return;
52         self.health = self.health - damage;
53         if (self.health <= 0)
54         {
55                 self.takedamage = DAMAGE_NO;
56                 self.nextthink = time;
57                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
58                 {
59                         // change owner to whoever caused the combo explosion
60                         self.owner = inflictor.owner;
61                         self.classname = "plasma_chain";
62                         self.think = W_Plasma_Explode_Combo;
63                         self.nextthink = time + vlen(self.origin - inflictor.origin) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
64                 }
65                 else
66                         self.think = W_Plasma_Explode;
67         }
68 }
69
70 void W_Electro_Attack()
71 {
72         local entity proj;
73
74         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
75
76         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
77
78         proj = spawn ();
79         proj.classname = "plasma_prim";
80         proj.owner = self;
81         proj.bot_dodge = TRUE;
82         proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
83         proj.use = W_Plasma_Explode;
84         proj.think = adaptor_think2use;
85         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
86         PROJECTILE_MAKETRIGGER(proj);
87         proj.projectiledeathtype = WEP_ELECTRO;
88         setorigin(proj, w_shotorg);
89
90         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
91                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
92         proj.movetype = MOVETYPE_FLY;
93         proj.velocity = w_shotdir * cvar("g_balance_electro_primary_speed");
94         W_SetupProjectileVelocity(proj);
95         proj.angles = vectoangles(proj.velocity);
96         proj.touch = W_Plasma_TouchExplode;
97         setsize(proj, '0 0 -3', '0 0 -3');
98         proj.flags = FL_PROJECTILE;
99
100         //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
101         //sounds bad
102
103         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
104 }
105
106 void W_Electro_Attack2()
107 {
108         local entity proj;
109
110         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
111         w_shotdir = v_forward; // no TrueAim for grenades please
112
113         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
114
115         proj = spawn ();
116         proj.classname = "plasma";
117         proj.owner = self;
118         proj.use = W_Plasma_Explode;
119         proj.think = adaptor_think2use;
120         proj.bot_dodge = TRUE;
121         proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
122         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
123         PROJECTILE_MAKETRIGGER(proj);
124         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
125         setorigin(proj, w_shotorg);
126
127         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
128                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
129         //proj.glow_size = 50;
130         //proj.glow_color = 45;
131         proj.movetype = MOVETYPE_BOUNCE;
132         proj.velocity = (w_shotdir + randomvec() * cvar("g_balance_electro_secondary_spread")) * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
133         W_SetupProjectileVelocity(proj);
134         proj.touch = W_Plasma_Touch;
135         setsize(proj, '0 0 -3', '0 0 -3');
136         proj.takedamage = DAMAGE_YES;
137         proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
138         proj.health = cvar("g_balance_electro_secondary_health");
139         proj.event_damage = W_Plasma_Damage;
140         proj.flags = FL_PROJECTILE;
141
142 #if 0
143         entity p2;
144         p2 = spawn();
145         copyentity(proj, p2);
146         setmodel(p2, "models/ebomb.mdl");
147         setsize(p2, proj.mins, proj.maxs);
148 #endif
149
150         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
151 }
152
153 void spawnfunc_weapon_electro (void)
154 {
155         weapon_defaultspawnfunc(WEP_ELECTRO);
156 }
157
158 .float bot_secondary_electromooth;
159 float w_electro(float req)
160 {
161         if (req == WR_AIM)
162         {
163                 self.BUTTON_ATCK=FALSE;
164                 self.BUTTON_ATCK2=FALSE;
165                 if(vlen(self.origin-self.enemy.origin) > 1000)
166                         self.bot_secondary_electromooth = 0;
167                 if(self.bot_secondary_electromooth == 0)
168                 {
169                         if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
170                         {
171                                 self.BUTTON_ATCK = TRUE;
172                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
173                         }
174                 }
175                 else
176                 {
177                         if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
178                         {
179                                 self.BUTTON_ATCK2 = TRUE;
180                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
181                         }
182                 }
183         }
184         else if (req == WR_THINK)
185         {
186                 if (self.BUTTON_ATCK)
187                 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
188                 {
189                         W_Electro_Attack();
190                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
191                 }
192                 if (self.BUTTON_ATCK2)
193                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
194                 {
195                         W_Electro_Attack2();
196                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_ready);
197                 }
198         }
199         else if (req == WR_PRECACHE)
200         {
201                 precache_model ("models/weapons/g_electro.md3");
202                 precache_model ("models/weapons/v_electro.md3");
203                 precache_model ("models/weapons/h_electro.dpm");
204                 precache_sound ("weapons/electro_bounce.wav");
205                 precache_sound ("weapons/electro_fire.wav");
206                 precache_sound ("weapons/electro_fire2.wav");
207                 precache_sound ("weapons/electro_impact.wav");
208                 precache_sound ("weapons/electro_impact_combo.wav");
209         }
210         else if (req == WR_SETUP)
211                 weapon_setup(WEP_ELECTRO);
212         else if (req == WR_CHECKAMMO1)
213                 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
214         else if (req == WR_CHECKAMMO2)
215                 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
216         else if (req == WR_SUICIDEMESSAGE)
217         {
218                 if(w_deathtype & HITTYPE_SECONDARY)
219                         w_deathtypestring = "could not remember where he put plasma";
220                 else
221                         w_deathtypestring = "played with plasma";
222         }
223         else if (req == WR_KILLMESSAGE)
224         {
225                 if(w_deathtype & HITTYPE_SECONDARY)
226                 {
227                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
228                                 w_deathtypestring = "just noticed #'s blue ball";
229                         else // unchecked: BOUNCE
230                                 w_deathtypestring = "got in touch with #'s blue ball";
231                 }
232                 else
233                 {
234                         if(w_deathtype & HITTYPE_BOUNCE) // combo
235                                 w_deathtypestring = "felt the electrifying air of #'s combo";
236                         else if(w_deathtype & HITTYPE_SPLASH)
237                                 w_deathtypestring = "got too close to #'s blue beam";
238                         else
239                                 w_deathtypestring = "was blasted by #'s blue beam";
240                 }
241         }
242         return TRUE;
243 };