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make use of EF_TELEPORT_BIT for weapon animation
[divverent/nexuiz.git] / data / qcsrc / server / w_electro.qc
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         if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough
40                 UpdateCSQCProjectile(self);
41 }
42
43 void W_Plasma_TouchExplode (void)
44 {
45         PROJECTILE_TOUCH;
46         W_Plasma_Explode ();
47 }
48
49 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
50 {
51         if(self.health <= 0)
52                 return;
53         self.health = self.health - damage;
54         if (self.health <= 0)
55         {
56                 self.takedamage = DAMAGE_NO;
57                 self.nextthink = time;
58                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
59                 {
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
65                 }
66                 else
67                         self.think = W_Plasma_Explode;
68         }
69 }
70
71 void W_Electro_Attack()
72 {
73         local entity proj;
74
75         W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire.wav");
76
77         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
78
79         proj = spawn ();
80         proj.classname = "plasma_prim";
81         proj.owner = self;
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);
90
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
100         //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
101         //sounds bad
102
103         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
104 }
105
106 void W_Electro_Attack2()
107 {
108         local entity proj;
109
110         W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire2.wav");
111
112         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
113
114         proj = spawn ();
115         proj.classname = "plasma";
116         proj.owner = self;
117         proj.use = W_Plasma_Explode;
118         proj.think = adaptor_think2use;
119         proj.bot_dodge = TRUE;
120         proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
121         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
122         proj.solid = SOLID_BBOX;
123         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
124         setorigin(proj, w_shotorg);
125
126         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
127                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
128         //proj.glow_size = 50;
129         //proj.glow_color = 45;
130         proj.movetype = MOVETYPE_BOUNCE;
131         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");
132         W_SetupProjectileVelocity(proj);
133         proj.touch = W_Plasma_Touch;
134         setsize(proj, '0 0 -3', '0 0 -3');
135         proj.takedamage = DAMAGE_YES;
136         proj.damageforcescale = 4;
137         proj.health = cvar("g_balance_electro_secondary_health");
138         proj.event_damage = W_Plasma_Damage;
139         proj.flags = FL_PROJECTILE;
140
141         entity p2;
142         p2 = spawn();
143         copyentity(proj, p2);
144         setmodel(p2, "models/ebomb.mdl");
145         setsize(p2, proj.mins, proj.maxs);
146
147         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
148 }
149
150 void spawnfunc_weapon_electro (void)
151 {
152         weapon_defaultspawnfunc(WEP_ELECTRO);
153 }
154
155 .float bot_secondary_electromooth;
156 float w_electro(float req)
157 {
158         if (req == WR_AIM)
159         {
160                 self.BUTTON_ATCK=FALSE;
161                 self.BUTTON_ATCK2=FALSE;
162                 if(vlen(self.origin-self.enemy.origin) > 1000)
163                         self.bot_secondary_electromooth = 0;
164                 if(self.bot_secondary_electromooth == 0)
165                 {
166                         if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
167                         {
168                                 self.BUTTON_ATCK = TRUE;
169                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
170                         }
171                 }
172                 else
173                 {
174                         if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
175                         {
176                                 self.BUTTON_ATCK2 = TRUE;
177                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
178                         }
179                 }
180         }
181         else if (req == WR_THINK)
182         {
183                 if (self.BUTTON_ATCK)
184                 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
185                 {
186                         W_Electro_Attack();
187                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
188                 }
189                 if (self.BUTTON_ATCK2)
190                 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
191                 {
192                         W_Electro_Attack2();
193                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), w_ready);
194                 }
195         }
196         else if (req == WR_PRECACHE)
197         {
198                 precache_model ("models/weapons/g_electro.md3");
199                 precache_model ("models/weapons/v_electro.md3");
200                 precache_model ("models/weapons/w_electro.zym");
201                 precache_sound ("weapons/electro_bounce.wav");
202                 precache_sound ("weapons/electro_fire.wav");
203                 precache_sound ("weapons/electro_fire2.wav");
204                 precache_sound ("weapons/electro_impact_combo.wav");
205         }
206         else if (req == WR_SETUP)
207                 weapon_setup(WEP_ELECTRO);
208         else if (req == WR_CHECKAMMO1)
209                 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
210         else if (req == WR_CHECKAMMO2)
211                 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
212         else if (req == WR_SUICIDEMESSAGE)
213         {
214                 if(w_deathtype & HITTYPE_SECONDARY)
215                         w_deathtypestring = "could not remember where he put plasma";
216                 else
217                         w_deathtypestring = "played with plasma";
218         }
219         else if (req == WR_KILLMESSAGE)
220         {
221                 if(w_deathtype & HITTYPE_SECONDARY)
222                 {
223                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
224                                 w_deathtypestring = "just noticed #'s blue ball";
225                         else // unchecked: BOUNCE
226                                 w_deathtypestring = "got in touch with #'s blue ball";
227                 }
228                 else
229                 {
230                         if(w_deathtype & HITTYPE_BOUNCE) // combo
231                                 w_deathtypestring = "felt the electrifying air of #'s combo";
232                         else if(w_deathtype & HITTYPE_SPLASH)
233                                 w_deathtypestring = "got too close to #'s blue beam";
234                         else
235                                 w_deathtypestring = "was blasted by #'s blue beam";
236                 }
237         }
238         return TRUE;
239 };