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