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update the csqc projectile when a func_rotating like entity is hit (csqc doesn't...
[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
7         if(other.takedamage == DAMAGE_AIM)
8                 if(other.classname == "player")
9                         if(IsDifferentTeam(self.owner, other))
10                                 if(IsFlying(other))
11                                         announce(self.owner, "announcer/male/electrobitch.wav");
12
13         self.event_damage = SUB_Null;
14         if (self.movetype == MOVETYPE_BOUNCE)
15         {
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);
18         }
19         else
20         {
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);
23         }
24
25         sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
26
27         remove (self);
28 }
29
30 void W_Plasma_Explode_Combo (void) {
31         vector org2;
32
33         org2 = findbetterlocation (self.origin, 8);
34         pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
35
36         sound (self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
37
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
40         remove (self);
41 }
42
43 void W_Plasma_Touch (void)
44 {
45         PROJECTILE_TOUCH;
46         if (other.takedamage == DAMAGE_AIM) {
47                 W_Plasma_Explode ();
48         } else {
49                 sound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
50                 self.projectiledeathtype |= HITTYPE_BOUNCE;
51         }
52
53         if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
54                 UpdateCSQCProjectile(self);
55 }
56
57 void W_Plasma_TouchExplode (void)
58 {
59         PROJECTILE_TOUCH;
60         W_Plasma_Explode ();
61 }
62
63 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
64 {
65         if(self.health <= 0)
66                 return;
67         self.health = self.health - damage;
68         if (self.health <= 0)
69         {
70                 self.takedamage = DAMAGE_NO;
71                 self.nextthink = time;
72                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
73                 {
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
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, '25 8 -8', FALSE, 2, "weapons/electro_fire.wav");
90
91         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 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.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);
104
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');
116
117         //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
118         //sounds bad
119 }
120
121 void W_Electro_Attack2()
122 {
123         local entity proj;
124
125         W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire2.wav");
126
127         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
128
129         proj = spawn ();
130         proj.classname = "plasma";
131         proj.owner = self;
132         proj.use = W_Plasma_Explode;
133         proj.think = adaptor_think2use;
134         proj.bot_dodge = TRUE;
135         proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
136         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
137         proj.solid = SOLID_BBOX;
138         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
139         setorigin(proj, w_shotorg);
140
141         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
142                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
143         proj.effects = EF_LOWPRECISION;
144         //proj.glow_size = 50;
145         //proj.glow_color = 45;
146         proj.movetype = MOVETYPE_BOUNCE;
147         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");
148         W_SetupProjectileVelocity(proj);
149         proj.touch = W_Plasma_Touch;
150         setmodel(proj, "models/ebomb.mdl"); // precision set above
151         setsize(proj, '0 0 -3', '0 0 -3');
152         proj.takedamage = DAMAGE_YES;
153         proj.damageforcescale = 4;
154         proj.health = cvar("g_balance_electro_secondary_health");
155         proj.event_damage = W_Plasma_Damage;
156         proj.flags = FL_PROJECTILE;
157
158         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO);
159 }
160
161 void spawnfunc_weapon_electro (void)
162 {
163         weapon_defaultspawnfunc(WEP_ELECTRO);
164 }
165
166 .float bot_secondary_electromooth;
167 float w_electro(float req)
168 {
169         if (req == WR_AIM)
170         {
171                 self.BUTTON_ATCK=FALSE;
172                 self.BUTTON_ATCK2=FALSE;
173                 if(vlen(self.origin-self.enemy.origin) > 1000)
174                         self.bot_secondary_electromooth = 0;
175                 if(self.bot_secondary_electromooth == 0)
176                 {
177                         if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
178                         {
179                                 self.BUTTON_ATCK = TRUE;
180                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
181                         }
182                 }
183                 else
184                 {
185                         if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
186                         {
187                                 self.BUTTON_ATCK2 = TRUE;
188                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
189                         }
190                 }
191         }
192         else if (req == WR_THINK)
193         {
194                 if (self.BUTTON_ATCK)
195                 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
196                 {
197                         W_Electro_Attack();
198                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
199                 }
200                 if (self.BUTTON_ATCK2)
201                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
202                 {
203                         W_Electro_Attack2();
204                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), w_ready);
205                 }
206         }
207         else if (req == WR_PRECACHE)
208         {
209                 precache_model ("models/ebomb.mdl");
210                 precache_model ("models/elaser.mdl");
211                 precache_model ("models/weapons/g_electro.md3");
212                 precache_model ("models/weapons/v_electro.md3");
213                 precache_model ("models/weapons/w_electro.zym");
214                 precache_sound ("weapons/electro_bounce.wav");
215                 precache_sound ("weapons/electro_fire.wav");
216                 precache_sound ("weapons/electro_fire2.wav");
217                 precache_sound ("weapons/electro_fly.wav");
218                 precache_sound ("weapons/electro_impact.wav");
219                 precache_sound ("weapons/electro_impact_combo.wav");
220         }
221         else if (req == WR_SETUP)
222                 weapon_setup(WEP_ELECTRO);
223         else if (req == WR_CHECKAMMO1)
224                 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
225         else if (req == WR_CHECKAMMO2)
226                 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
227         else if (req == WR_SUICIDEMESSAGE)
228         {
229                 if(w_deathtype & HITTYPE_SECONDARY)
230                         w_deathtypestring = "could not remember where he put plasma";
231                 else
232                         w_deathtypestring = "played with plasma";
233         }
234         else if (req == WR_KILLMESSAGE)
235         {
236                 if(w_deathtype & HITTYPE_SECONDARY)
237                 {
238                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
239                                 w_deathtypestring = "just noticed #'s blue ball";
240                         else // unchecked: BOUNCE
241                                 w_deathtypestring = "got in touch with #'s blue ball";
242                 }
243                 else
244                 {
245                         if(w_deathtype & HITTYPE_BOUNCE) // combo
246                                 w_deathtypestring = "felt the electrifying air of #'s combo";
247                         else if(w_deathtype & HITTYPE_SPLASH)
248                                 w_deathtypestring = "got too close to #'s blue beam";
249                         else
250                                 w_deathtypestring = "was blasted by #'s blue beam";
251                 }
252         }
253         return TRUE;
254 };