2 void W_Plasma_Explode (void)
5 org2 = findbetterlocation (self.origin, 8);
7 if(other.takedamage == DAMAGE_AIM)
8 if(other.classname == "player")
9 if(IsDifferentTeam(self.owner, other))
11 announce(self.owner, "announcer/male/electrobitch.wav");
13 self.event_damage = SUB_Null;
14 if (self.movetype == MOVETYPE_BOUNCE)
16 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
17 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);
21 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
22 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);
25 sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
30 void W_Plasma_Explode_Combo (void) {
33 org2 = findbetterlocation (self.origin, 8);
34 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
36 sound (self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
38 self.event_damage = SUB_Null;
39 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
43 void W_Plasma_Touch (void)
46 if (other.takedamage == DAMAGE_AIM) {
49 sound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
50 self.projectiledeathtype |= HITTYPE_BOUNCE;
53 if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
54 UpdateCSQCProjectile(self);
57 void W_Plasma_TouchExplode (void)
63 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
67 self.health = self.health - damage;
70 self.takedamage = DAMAGE_NO;
71 self.nextthink = time;
72 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
74 // change owner to whoever caused the combo explosion
75 self.owner = inflictor.owner;
76 self.classname = "plasma_chain";
77 self.think = W_Plasma_Explode_Combo;
78 self.nextthink = time + vlen(self.origin - inflictor.origin) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
81 self.think = W_Plasma_Explode;
85 void W_Electro_Attack()
89 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire.wav");
91 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
94 proj.classname = "plasma_prim";
96 proj.bot_dodge = TRUE;
97 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
98 proj.use = W_Plasma_Explode;
99 proj.think = adaptor_think2use;
100 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
101 proj.solid = SOLID_BBOX;
102 proj.projectiledeathtype = WEP_ELECTRO;
103 setorigin(proj, w_shotorg);
105 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
106 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
107 proj.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
108 proj.movetype = MOVETYPE_FLY;
109 proj.velocity = w_shotdir * cvar("g_balance_electro_primary_speed");
110 W_SetupProjectileVelocity(proj);
111 proj.angles = vectoangles(proj.velocity);
112 proj.touch = W_Plasma_TouchExplode;
113 proj.flags = FL_PROJECTILE;
114 setmodel(proj, "models/elaser.mdl"); // precision set above
115 setsize(proj, '0 0 0', '0 0 0');
117 //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
120 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM);
123 void W_Electro_Attack2()
127 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire2.wav");
129 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
132 proj.classname = "plasma";
134 proj.use = W_Plasma_Explode;
135 proj.think = adaptor_think2use;
136 proj.bot_dodge = TRUE;
137 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
138 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
139 proj.solid = SOLID_BBOX;
140 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
141 setorigin(proj, w_shotorg);
143 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
144 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
145 proj.effects = EF_LOWPRECISION;
146 //proj.glow_size = 50;
147 //proj.glow_color = 45;
148 proj.movetype = MOVETYPE_BOUNCE;
149 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");
150 W_SetupProjectileVelocity(proj);
151 proj.touch = W_Plasma_Touch;
152 setmodel(proj, "models/ebomb.mdl"); // precision set above
153 setsize(proj, '0 0 -3', '0 0 -3');
154 proj.takedamage = DAMAGE_YES;
155 proj.damageforcescale = 4;
156 proj.health = cvar("g_balance_electro_secondary_health");
157 proj.event_damage = W_Plasma_Damage;
158 proj.flags = FL_PROJECTILE;
160 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO);
163 void spawnfunc_weapon_electro (void)
165 weapon_defaultspawnfunc(WEP_ELECTRO);
168 .float bot_secondary_electromooth;
169 float w_electro(float req)
173 self.BUTTON_ATCK=FALSE;
174 self.BUTTON_ATCK2=FALSE;
175 if(vlen(self.origin-self.enemy.origin) > 1000)
176 self.bot_secondary_electromooth = 0;
177 if(self.bot_secondary_electromooth == 0)
179 if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
181 self.BUTTON_ATCK = TRUE;
182 if(random() < 0.01) self.bot_secondary_electromooth = 1;
187 if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
189 self.BUTTON_ATCK2 = TRUE;
190 if(random() < 0.03) self.bot_secondary_electromooth = 0;
194 else if (req == WR_THINK)
196 if (self.BUTTON_ATCK)
197 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
200 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
202 if (self.BUTTON_ATCK2)
203 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
206 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), w_ready);
209 else if (req == WR_PRECACHE)
211 precache_model ("models/ebomb.mdl");
212 precache_model ("models/elaser.mdl");
213 precache_model ("models/weapons/g_electro.md3");
214 precache_model ("models/weapons/v_electro.md3");
215 precache_model ("models/weapons/w_electro.zym");
216 precache_sound ("weapons/electro_bounce.wav");
217 precache_sound ("weapons/electro_fire.wav");
218 precache_sound ("weapons/electro_fire2.wav");
219 precache_sound ("weapons/electro_fly.wav");
220 precache_sound ("weapons/electro_impact.wav");
221 precache_sound ("weapons/electro_impact_combo.wav");
223 else if (req == WR_SETUP)
224 weapon_setup(WEP_ELECTRO);
225 else if (req == WR_CHECKAMMO1)
226 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
227 else if (req == WR_CHECKAMMO2)
228 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
229 else if (req == WR_SUICIDEMESSAGE)
231 if(w_deathtype & HITTYPE_SECONDARY)
232 w_deathtypestring = "could not remember where he put plasma";
234 w_deathtypestring = "played with plasma";
236 else if (req == WR_KILLMESSAGE)
238 if(w_deathtype & HITTYPE_SECONDARY)
240 if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
241 w_deathtypestring = "just noticed #'s blue ball";
242 else // unchecked: BOUNCE
243 w_deathtypestring = "got in touch with #'s blue ball";
247 if(w_deathtype & HITTYPE_BOUNCE) // combo
248 w_deathtypestring = "felt the electrifying air of #'s combo";
249 else if(w_deathtype & HITTYPE_SPLASH)
250 w_deathtypestring = "got too close to #'s blue beam";
252 w_deathtypestring = "was blasted by #'s blue beam";