2 void W_Plasma_Explode (void)
4 if(other.takedamage == DAMAGE_AIM)
5 if(other.classname == "player")
6 if(IsDifferentTeam(self.owner, other))
8 announce(self.owner, "announcer/male/electrobitch.wav");
10 self.event_damage = SUB_Null;
11 if (self.movetype == MOVETYPE_BOUNCE)
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);
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);
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
29 void W_Plasma_Touch (void)
32 if (other.takedamage == DAMAGE_AIM) {
35 sound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
36 self.projectiledeathtype |= HITTYPE_BOUNCE;
39 if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
40 UpdateCSQCProjectile(self);
43 void W_Plasma_TouchExplode (void)
49 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
53 self.health = self.health - damage;
56 self.takedamage = DAMAGE_NO;
57 self.nextthink = time;
58 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
60 // change owner to whoever caused the combo explosion
61 self.owner = inflictor.owner;
62 self.classname = "plasma_chain";
63 self.think = W_Plasma_Explode_Combo;
64 self.nextthink = time + vlen(self.origin - inflictor.origin) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
67 self.think = W_Plasma_Explode;
71 void W_Electro_Attack()
75 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire.wav");
77 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
80 proj.classname = "plasma_prim";
82 proj.bot_dodge = TRUE;
83 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
84 proj.use = W_Plasma_Explode;
85 proj.think = adaptor_think2use;
86 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
87 proj.solid = SOLID_BBOX;
88 proj.projectiledeathtype = WEP_ELECTRO;
89 setorigin(proj, w_shotorg);
91 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
92 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
93 proj.movetype = MOVETYPE_FLY;
94 proj.velocity = w_shotdir * cvar("g_balance_electro_primary_speed");
95 W_SetupProjectileVelocity(proj);
96 proj.angles = vectoangles(proj.velocity);
97 proj.touch = W_Plasma_TouchExplode;
98 proj.flags = FL_PROJECTILE;
99 setmodel(proj, "null"); // precision set above
100 setsize(proj, '0 0 0', '0 0 0');
102 //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
105 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM);
108 void W_Electro_Attack2()
112 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire2.wav");
114 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
117 proj.classname = "plasma";
119 proj.use = W_Plasma_Explode;
120 proj.think = adaptor_think2use;
121 proj.bot_dodge = TRUE;
122 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
123 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
124 proj.solid = SOLID_BBOX;
125 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
126 setorigin(proj, w_shotorg);
128 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
129 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
130 //proj.glow_size = 50;
131 //proj.glow_color = 45;
132 proj.movetype = MOVETYPE_BOUNCE;
133 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");
134 W_SetupProjectileVelocity(proj);
135 proj.touch = W_Plasma_Touch;
136 setmodel(proj, "null"); // precision set above
137 setsize(proj, '0 0 -3', '0 0 -3');
138 proj.takedamage = DAMAGE_YES;
139 proj.damageforcescale = 4;
140 proj.health = cvar("g_balance_electro_secondary_health");
141 proj.event_damage = W_Plasma_Damage;
142 proj.flags = FL_PROJECTILE;
144 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO);
145 proj.effects = EF_NODEPTHTEST;
148 void spawnfunc_weapon_electro (void)
150 weapon_defaultspawnfunc(WEP_ELECTRO);
153 .float bot_secondary_electromooth;
154 float w_electro(float req)
158 self.BUTTON_ATCK=FALSE;
159 self.BUTTON_ATCK2=FALSE;
160 if(vlen(self.origin-self.enemy.origin) > 1000)
161 self.bot_secondary_electromooth = 0;
162 if(self.bot_secondary_electromooth == 0)
164 if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
166 self.BUTTON_ATCK = TRUE;
167 if(random() < 0.01) self.bot_secondary_electromooth = 1;
172 if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
174 self.BUTTON_ATCK2 = TRUE;
175 if(random() < 0.03) self.bot_secondary_electromooth = 0;
179 else if (req == WR_THINK)
181 if (self.BUTTON_ATCK)
182 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
185 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
187 if (self.BUTTON_ATCK2)
188 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
191 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), w_ready);
194 else if (req == WR_PRECACHE)
196 precache_model ("models/weapons/g_electro.md3");
197 precache_model ("models/weapons/v_electro.md3");
198 precache_model ("models/weapons/w_electro.zym");
199 precache_sound ("weapons/electro_bounce.wav");
200 precache_sound ("weapons/electro_fire.wav");
201 precache_sound ("weapons/electro_fire2.wav");
202 precache_sound ("weapons/electro_impact_combo.wav");
204 else if (req == WR_SETUP)
205 weapon_setup(WEP_ELECTRO);
206 else if (req == WR_CHECKAMMO1)
207 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
208 else if (req == WR_CHECKAMMO2)
209 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
210 else if (req == WR_SUICIDEMESSAGE)
212 if(w_deathtype & HITTYPE_SECONDARY)
213 w_deathtypestring = "could not remember where he put plasma";
215 w_deathtypestring = "played with plasma";
217 else if (req == WR_KILLMESSAGE)
219 if(w_deathtype & HITTYPE_SECONDARY)
221 if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
222 w_deathtypestring = "just noticed #'s blue ball";
223 else // unchecked: BOUNCE
224 w_deathtypestring = "got in touch with #'s blue ball";
228 if(w_deathtype & HITTYPE_BOUNCE) // combo
229 w_deathtypestring = "felt the electrifying air of #'s combo";
230 else if(w_deathtype & HITTYPE_SPLASH)
231 w_deathtypestring = "got too close to #'s blue beam";
233 w_deathtypestring = "was blasted by #'s blue beam";