1 void() electro_ready_01;
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2 void() electro_fire1_01;
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3 void() electro_deselect_01;
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4 void() electro_select_01;
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6 float() electro_check =
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8 if (self.ammo_cells > 2)
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13 void(float req) w_electro =
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17 else if (req == WR_FIRE1 || req == WR_FIRE2)
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18 weapon_prepareattack(electro_check, electro_check, electro_fire1_01, cvar("g_balance_electro_refire"));
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19 else if (req == WR_RAISE)
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20 electro_select_01();
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21 else if (req == WR_UPDATECOUNTS)
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22 self.currentammo = floor(self.ammo_cells / 2);
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23 else if (req == WR_DROP)
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24 electro_deselect_01();
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25 else if (req == WR_SETUP)
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26 weapon_setup(WEP_ELECTRO, "w_electro.zym", IT_CELLS);
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27 else if (req == WR_CHECKAMMO)
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28 weapon_hasammo = electro_check();
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31 void W_Plasma_Explode (void)
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33 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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34 WriteByte (MSG_BROADCAST, 79);
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35 WriteCoord (MSG_BROADCAST, self.origin_x);
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36 WriteCoord (MSG_BROADCAST, self.origin_y);
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37 WriteCoord (MSG_BROADCAST, self.origin_z);
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38 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
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39 WriteCoord (MSG_BROADCAST, 0);
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40 WriteCoord (MSG_BROADCAST, 0);
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41 WriteByte (MSG_BROADCAST, 155);
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43 self.event_damage = SUB_Null;
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44 RadiusDamage (self, self.owner, cvar("g_balance_electro_damage"), cvar("g_balance_electro_edgedamage"), cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force"), WEP_ELECTRO);
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45 sound (self, CHAN_BODY, "weapons/electro_impact.wav", 1, ATTN_NORM);
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50 void W_Plasma_Touch (void)
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52 if (other.classname == "player" || other.classname == "corpse")
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53 W_Plasma_Explode ();
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55 sound (self, CHAN_IMPACT, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
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58 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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60 self.health = self.health - damage;
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61 if (self.health <= 0)
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62 W_Plasma_Explode ();
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65 void() W_Electro_Attack
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69 local float postion;
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71 postion = self.electrocount;
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72 sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
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74 self.punchangle_x = -2;
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76 self.ammo_cells = self.ammo_cells - 2;
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78 if (self.electrocount == 0)
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80 self.electrocount = 1;
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81 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
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83 else if (self.electrocount == 1)
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85 self.electrocount = 2;
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86 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
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90 self.electrocount = 0;
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91 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
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95 proj.classname = "plasma";
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97 proj.effects = EF_BRIGHTFIELD | EF_ADDITIVE;
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98 proj.think = W_Plasma_Explode;
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99 proj.nextthink = time + 2;
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100 proj.solid = SOLID_BBOX;
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101 setorigin(proj, org);
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105 proj.movetype = MOVETYPE_BOUNCE;
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106 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
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107 proj.touch = W_Plasma_Touch;
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108 setmodel(proj, "models/ebomb.mdl");
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109 setsize(proj, '-6 -6 -3', '6 6 3');
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110 proj.takedamage = DAMAGE_YES;
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111 proj.damageforcescale = 4;
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113 proj.event_damage = W_Plasma_Damage;
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117 proj.movetype = MOVETYPE_FLY;
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118 proj.velocity = v_forward * cvar("g_balance_electro_speed");
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119 proj.angles = vectoangles(proj.velocity);
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120 proj.touch = W_Plasma_Explode;
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121 setmodel(proj, "models/elaser.mdl");
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122 setsize(proj, '0 0 0', '0 0 0');
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124 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
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129 void() electro_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
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130 void() electro_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
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131 void() electro_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
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132 void() electro_fire1_01 =
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134 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
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135 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
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