2 void W_Plasma_Explode (void)
5 org2 = findbetterlocation (self.origin, 8);
6 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
7 WriteByte (MSG_BROADCAST, 79);
8 WriteCoord (MSG_BROADCAST, org2_x);
9 WriteCoord (MSG_BROADCAST, org2_y);
10 WriteCoord (MSG_BROADCAST, org2_z);
11 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
12 WriteCoord (MSG_BROADCAST, 0);
13 WriteCoord (MSG_BROADCAST, 0);
14 WriteByte (MSG_BROADCAST, 155);
16 self.event_damage = SUB_Null;
17 if (self.movetype == MOVETYPE_BOUNCE)
18 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"), IT_ELECTRO);
20 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"), IT_ELECTRO);
21 sound (self, CHAN_BODY, "weapons/electro_impact.wav", 1, ATTN_NORM);
26 void W_Plasma_Explode_Combo (void) {
29 org2 = findbetterlocation (self.origin, 8);
30 te_spikequad(self.origin);
32 sound (self, CHAN_BODY, "weapons/electro_impact_combo.wav", 1, ATTN_NORM);
34 self.event_damage = SUB_Null;
35 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"), IT_ELECTRO);
36 te_explosionrgb(org2, '0.5 0.5 1');
40 void W_Plasma_Touch (void)
42 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
48 if (other.takedamage == DAMAGE_AIM) {
51 sound (self, CHAN_IMPACT, "weapons/electro_bounce.wav", 1, ATTN_NORM);
55 void W_Plasma_TouchExplode (void)
57 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
59 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
66 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
68 self.health = self.health - damage;
71 self.takedamage = DAMAGE_NO;
72 self.nextthink = time;
73 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
75 // change owner to whoever caused the combo explosion
76 self.owner = inflictor.owner;
77 self.classname = "plasma_chain";
78 self.think = W_Plasma_Explode_Combo;
81 self.think = W_Plasma_Explode;
85 void() W_Electro_Attack
89 W_SetupShot (self, '11 8 -8', FALSE, 2, "weapons/electro_fire.wav");
91 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg + v_forward * 8, v_forward * 1000, 1);
94 proj.classname = "plasma_prim";
96 proj.bot_dodge = TRUE;
97 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
98 proj.think = W_Plasma_Explode;
99 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
100 proj.solid = SOLID_BBOX;
101 setorigin(proj, w_shotorg);
103 if (cvar("g_use_ammunition"))
104 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
105 proj.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
106 proj.movetype = MOVETYPE_FLY;
107 proj.velocity = w_shotdir * cvar("g_balance_electro_primary_speed");
108 W_SetupProjectileVelocity(proj);
109 proj.angles = vectoangles(proj.velocity);
110 proj.touch = W_Plasma_TouchExplode;
111 proj.flags = FL_PROJECTILE;
112 setmodel(proj, "models/elaser.mdl"); // precision set above
113 setsize(proj, '0 0 0', '0 0 0');
115 // LordHavoc: disabled because no one likes this sound and it sometimes never stops due to packet loss
116 //sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
119 void() W_Electro_Attack2
123 W_SetupShot (self, '8 4.5 -13', FALSE, 2, "weapons/electro_fire2.wav");
125 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg + v_forward * 8, v_forward * 1000, 1);
128 proj.classname = "plasma";
130 proj.think = W_Plasma_Explode;
131 proj.bot_dodge = TRUE;
132 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
133 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
134 proj.solid = SOLID_BBOX;
135 setorigin(proj, w_shotorg);
137 if (cvar("g_use_ammunition"))
138 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
139 proj.effects = EF_LOWPRECISION;
140 //proj.glow_size = 50;
141 //proj.glow_color = 45;
142 proj.movetype = MOVETYPE_BOUNCE;
143 proj.velocity = (v_forward + randomvec() * cvar("g_balance_electro_secondary_spread")) * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
144 W_SetupProjectileVelocity(proj);
145 proj.touch = W_Plasma_Touch;
146 setmodel(proj, "models/ebomb.mdl"); // precision set above
147 setsize(proj, '0 0 -3', '0 0 -3');
148 proj.takedamage = DAMAGE_YES;
149 proj.damageforcescale = 4;
151 proj.event_damage = W_Plasma_Damage;
152 proj.flags = FL_PROJECTILE;
154 // LordHavoc: disabled because no one likes this sound and it sometimes never stops due to packet loss
155 //sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
158 .float bot_secondary_electromooth;
159 float(float req) w_electro =
165 if(vlen(self.origin-self.enemy.origin) > 1000)
166 self.bot_secondary_electromooth = 0;
167 if(self.bot_secondary_electromooth == 0)
169 if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
172 if(random() < 0.01) self.bot_secondary_electromooth = 1;
177 if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
180 if(random() < 0.03) self.bot_secondary_electromooth = 0;
184 else if (req == WR_THINK)
187 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
190 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
193 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
196 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), w_ready);
199 else if (req == WR_PRECACHE)
201 precache_model ("models/ebomb.mdl");
202 precache_model ("models/elaser.mdl");
203 precache_model ("models/weapons/g_electro.md3");
204 precache_model ("models/weapons/v_electro.md3");
205 precache_model ("models/weapons/w_electro.zym");
206 precache_sound ("weapons/electro_bounce.wav");
207 precache_sound ("weapons/electro_fire.wav");
208 precache_sound ("weapons/electro_fire2.wav");
209 precache_sound ("weapons/electro_fly.wav");
210 precache_sound ("weapons/electro_impact.wav");
211 precache_sound ("weapons/electro_impact_combo.wav");
213 else if (req == WR_SETUP)
214 weapon_setup(WEP_ELECTRO, "electro", IT_CELLS);
215 else if (req == WR_CHECKAMMO1)
216 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
217 else if (req == WR_CHECKAMMO2)
218 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
219 else if (req == WR_REGISTER)
220 weapon_register(WEP_ELECTRO, min(cvar("g_balance_electro_primary_ammo"), cvar("g_balance_electro_secondary_ammo")));