void W_Plasma_Explode (void) { if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") if(IsDifferentTeam(self.owner, other)) if(IsFlying(other)) announce(self.owner, "announcer/male/electrobitch.wav"); self.event_damage = SUB_Null; if (self.movetype == MOVETYPE_BOUNCE) { 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); } else { 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); } remove (self); } void W_Plasma_Explode_Combo (void) { self.event_damage = SUB_Null; 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 remove (self); } void W_Plasma_Touch (void) { PROJECTILE_TOUCH; if (other.takedamage == DAMAGE_AIM) { W_Plasma_Explode (); } else { sound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM); self.projectiledeathtype |= HITTYPE_BOUNCE; } if(trace_ent && trace_ent.solid > SOLID_TRIGGER) // CSQC doesn't know about these entities well enough UpdateCSQCProjectile(self); } void W_Plasma_TouchExplode (void) { PROJECTILE_TOUCH; W_Plasma_Explode (); } void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.health <= 0) return; self.health = self.health - damage; if (self.health <= 0) { self.takedamage = DAMAGE_NO; self.nextthink = time; if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim") { // change owner to whoever caused the combo explosion self.owner = inflictor.owner; self.classname = "plasma_chain"; self.think = W_Plasma_Explode_Combo; self.nextthink = time + vlen(self.origin - inflictor.origin) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler } else self.think = W_Plasma_Explode; } } void W_Electro_Attack() { local entity proj; W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire.wav"); pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); proj = spawn (); proj.classname = "plasma_prim"; proj.owner = self; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_electro_primary_damage"); proj.use = W_Plasma_Explode; proj.think = adaptor_think2use; proj.nextthink = time + cvar("g_balance_electro_primary_lifetime"); proj.solid = SOLID_BBOX; proj.projectiledeathtype = WEP_ELECTRO; setorigin(proj, w_shotorg); if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo"); proj.movetype = MOVETYPE_FLY; proj.velocity = w_shotdir * cvar("g_balance_electro_primary_speed"); W_SetupProjectileVelocity(proj); proj.angles = vectoangles(proj.velocity); proj.touch = W_Plasma_TouchExplode; proj.flags = FL_PROJECTILE; //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM); //sounds bad CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE); } void W_Electro_Attack2() { local entity proj; W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/electro_fire2.wav"); pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); proj = spawn (); proj.classname = "plasma"; proj.owner = self; proj.use = W_Plasma_Explode; proj.think = adaptor_think2use; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage"); proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime"); proj.solid = SOLID_BBOX; proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY; setorigin(proj, w_shotorg); if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo"); //proj.glow_size = 50; //proj.glow_color = 45; proj.movetype = MOVETYPE_BOUNCE; 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"); W_SetupProjectileVelocity(proj); proj.touch = W_Plasma_Touch; setsize(proj, '0 0 -3', '0 0 -3'); proj.takedamage = DAMAGE_YES; proj.damageforcescale = 4; proj.health = cvar("g_balance_electro_secondary_health"); proj.event_damage = W_Plasma_Damage; proj.flags = FL_PROJECTILE; #if 0 entity p2; p2 = spawn(); copyentity(proj, p2); setmodel(p2, "models/ebomb.mdl"); setsize(p2, proj.mins, proj.maxs); #endif CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound } void spawnfunc_weapon_electro (void) { weapon_defaultspawnfunc(WEP_ELECTRO); } .float bot_secondary_electromooth; float w_electro(float req) { if (req == WR_AIM) { self.BUTTON_ATCK=FALSE; self.BUTTON_ATCK2=FALSE; if(vlen(self.origin-self.enemy.origin) > 1000) self.bot_secondary_electromooth = 0; if(self.bot_secondary_electromooth == 0) { if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_electromooth = 1; } } else { if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.03) self.bot_secondary_electromooth = 0; } } } else if (req == WR_THINK) { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire"))) { W_Electro_Attack(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready); } if (self.BUTTON_ATCK2) if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire"))) { W_Electro_Attack2(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), w_ready); } } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_electro.md3"); precache_model ("models/weapons/v_electro.md3"); precache_model ("models/weapons/w_electro.zym"); precache_sound ("weapons/electro_bounce.wav"); precache_sound ("weapons/electro_fire.wav"); precache_sound ("weapons/electro_fire2.wav"); precache_sound ("weapons/electro_impact_combo.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_ELECTRO); else if (req == WR_CHECKAMMO1) return self.ammo_cells >= cvar("g_balance_electro_primary_ammo"); else if (req == WR_CHECKAMMO2) return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo"); else if (req == WR_SUICIDEMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) w_deathtypestring = "could not remember where he put plasma"; else w_deathtypestring = "played with plasma"; } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) { if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE w_deathtypestring = "just noticed #'s blue ball"; else // unchecked: BOUNCE w_deathtypestring = "got in touch with #'s blue ball"; } else { if(w_deathtype & HITTYPE_BOUNCE) // combo w_deathtypestring = "felt the electrifying air of #'s combo"; else if(w_deathtype & HITTYPE_SPLASH) w_deathtypestring = "got too close to #'s blue beam"; else w_deathtypestring = "was blasted by #'s blue beam"; } } return TRUE; };