]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_electro.qc
added muzzleflash effects for all weapons (most emit light, all emit
[divverent/nexuiz.git] / data / qcsrc / server / w_electro.qc
1
2 void W_Plasma_Explode (void)
3 {
4         vector org2;
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);
15
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);
19         else
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);
22
23         remove (self);
24 }
25
26 void W_Plasma_Explode_Combo (void) {
27         vector org2;
28
29         org2 = findbetterlocation (self.origin, 8);
30         te_spikequad(self.origin);
31
32         sound (self, CHAN_BODY, "weapons/electro_impact_combo.wav", 1, ATTN_NORM);
33
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');
37         remove (self);
38 }
39
40 void W_Plasma_Touch (void)
41 {
42         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
43         {
44                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
45                 remove(self);
46                 return;
47         }
48         if (other.takedamage == DAMAGE_AIM) {
49                 W_Plasma_Explode ();
50         } else {
51                 sound (self, CHAN_IMPACT, "weapons/electro_bounce.wav", 1, ATTN_NORM);
52         }
53 }
54
55 void W_Plasma_TouchExplode (void)
56 {
57         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
58         {
59                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
60                 remove(self);
61                 return;
62         }
63         W_Plasma_Explode ();
64 }
65
66 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
67 {
68         self.health = self.health - damage;
69         if (self.health <= 0)
70         {
71                 self.takedamage = DAMAGE_NO;
72                 self.nextthink = time;
73                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
74                 {
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;
79                 }
80                 else
81                         self.think = W_Plasma_Explode;
82         }
83 }
84
85 void() W_Electro_Attack
86 {
87         local entity proj;
88
89         W_SetupShot (self, '11 8 -8', FALSE, 2, "weapons/electro_fire.wav");
90
91         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg + v_forward * 8, v_forward * 1000, 1);
92
93         proj = spawn ();
94         proj.classname = "plasma_prim";
95         proj.owner = self;
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);
102
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');
114
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);
117 }
118
119 void() W_Electro_Attack2
120 {
121         local entity proj;
122
123         W_SetupShot (self, '8 4.5 -13', FALSE, 2, "weapons/electro_fire2.wav");
124
125         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg + v_forward * 8, v_forward * 1000, 1);
126
127         proj = spawn ();
128         proj.classname = "plasma";
129         proj.owner = self;
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);
136
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;
150         proj.health = 5;
151         proj.event_damage = W_Plasma_Damage;
152         proj.flags = FL_PROJECTILE;
153
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);
156 }
157
158 .float bot_secondary_electromooth;
159 float(float req) w_electro =
160 {
161         if (req == WR_AIM)
162         {
163                 self.button0=FALSE;
164                 self.button3=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.button0 = 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.button3 = TRUE;
180                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
181                         }
182                 }
183         }
184         else if (req == WR_THINK)
185         {
186                 if (self.button0)
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.button3)
193                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
194                 {
195                         W_Electro_Attack2();
196                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), w_ready);
197                 }
198         }
199         else if (req == WR_PRECACHE)
200         {
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");
212         }
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")));
221         return TRUE;
222 };