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1 void() electro_ready_01;
2 void() electro_fire1_01;
3 void() electro_fire2_01;
4 void() electro_deselect_01;
5 void() electro_select_01;
6
7 float() electro_check =
8 {
9         if (self.ammo_cells > 2)
10                 return TRUE;
11         return FALSE;
12 };
13
14 void(float req) w_electro =
15 {
16         if (req == WR_IDLE)
17                 electro_ready_01();
18         else if (req == WR_FIRE1)
19                 weapon_prepareattack(electro_check, electro_check, electro_fire1_01, cvar("g_balance_electro_refire"));
20         else if (req == WR_FIRE2)
21                 weapon_prepareattack(electro_check, electro_check, electro_fire2_01, cvar("g_balance_electro_refire"));
22         else if (req == WR_RAISE)
23                 electro_select_01();
24         else if (req == WR_UPDATECOUNTS)
25                 self.currentammo = self.ammo_cells;
26         else if (req == WR_DROP)
27                 electro_deselect_01();
28         else if (req == WR_SETUP)
29                 weapon_setup(WEP_ELECTRO, "w_electro.zym", IT_CELLS);
30         else if (req == WR_CHECKAMMO)
31                 weapon_hasammo = electro_check();
32 };
33
34 void W_Plasma_Explode (void)
35 {
36         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
37         WriteByte (MSG_BROADCAST, 79);
38         WriteCoord (MSG_BROADCAST, self.origin_x);
39         WriteCoord (MSG_BROADCAST, self.origin_y);
40         WriteCoord (MSG_BROADCAST, self.origin_z);
41         WriteCoord (MSG_BROADCAST, 0);          // SeienAbunae: groan... Useless clutter
42         WriteCoord (MSG_BROADCAST, 0);
43         WriteCoord (MSG_BROADCAST, 0);
44         WriteByte (MSG_BROADCAST, 155);
45
46         self.event_damage = SUB_Null;
47         if (self.movetype == MOVETYPE_BOUNCE)
48                 RadiusDamage (self, self.owner, cvar("g_balance_electro_damage") * 0.33, cvar("g_balance_electro_edgedamage") * 0.33, cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force") * 0.33, IT_ELECTRO);
49         else
50                 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"), IT_ELECTRO);
51         sound (self, CHAN_BODY, "weapons/electro_impact.ogg", 1, ATTN_NORM);
52
53         remove (self);
54 }
55
56 void W_Plasma_Explode_Combo (void) {
57         float  combocoredamage;
58         float  comboedgedamage;
59         vector org2;
60                 
61         combocoredamage = cvar("g_balance_electro_combo_coredamage");
62         comboedgedamage = cvar("g_balance_electro_combo_edgedamage");
63
64         org2 = findbetterlocation (self.origin);
65         effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35);
66         sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
67         
68         self.event_damage = SUB_Null;
69         if (self.movetype == MOVETYPE_BOUNCE)
70                 RadiusDamage (self, self.owner, (cvar("g_balance_electro_damage") * 0.33) + combocoredamage, (cvar("g_balance_electro_edgedamage") * 0.33) + comboedgedamage, cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force") * 0.33, IT_ELECTRO);
71         else
72                 RadiusDamage (self, self.owner, cvar("g_balance_electro_damage") + combocoredamage, cvar("g_balance_electro_edgedamage") + comboedgedamage, cvar("g_balance_electro_radius"), world, cvar("g_balance_electro_force"), IT_ELECTRO);
73         //te_customflash(org2, 150, 5, '0.5 0.5 1');
74         te_explosionrgb(org2, '0.5 0.5 1');
75         remove (self);  
76 }
77
78 void W_Plasma_Check_Combo (void) {
79         entity  targ;
80         vector  blastorigin;    
81         float   combotarget;
82         float   rad;
83         rad = cvar("g_balance_electro_radius");
84         blastorigin = (self.origin + (self.mins + self.maxs) * 0.5);
85         targ = findradius (blastorigin, rad / 2);
86         combotarget = 0;
87         while (targ) {  
88                 if (targ != self) {
89                         if (world != targ) {
90                                 if (targ.classname == "plasma") {
91                                         combotarget = 1;
92                                 }
93                         }
94                 }
95                 targ = targ.chain;
96         }
97         
98         if (combotarget == 1) {
99                 self.classname = "plasma_chain";
100                 W_Plasma_Explode_Combo ();
101         } else {
102                 W_Plasma_Explode ();
103         }
104 }
105
106 void W_Plasma_Touch (void)
107 {
108         if (other.takedamage == DAMAGE_AIM) {
109                 W_Plasma_Explode ();
110         } else {
111                 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
112         }
113 }
114
115 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
116 {
117         if(inflictor.classname == "plasma_chain") {
118                 self.classname = "plasma_chain";
119                 W_Plasma_Explode_Combo ();
120         } else {
121                 self.health = self.health - damage;
122                 if (self.health <= 0) {
123                         W_Plasma_Explode ();
124                 }
125         }
126 }
127
128 void() W_Electro_Attack
129 {
130         local entity proj;
131         local vector org;
132         local float postion;
133
134         postion = self.electrocount;
135         sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
136         if (self.items & IT_STRENGTH) {
137                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
138         }
139
140         self.punchangle_x = -2;
141
142         if (cvar("g_use_ammunition"))
143                 self.ammo_cells = self.ammo_cells - 2;
144
145         if (self.electrocount == 0)
146         {
147                 self.electrocount = 1;
148                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
149         }
150         else if (self.electrocount == 1)
151         {
152                 self.electrocount = 2;
153                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
154         }
155         else
156         {
157                 self.electrocount = 0;
158                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
159         }
160
161         proj = spawn ();
162         proj.classname = "plasma_prim";
163         proj.owner = self;
164         proj.think = W_Plasma_Explode;
165         proj.nextthink = time + 2;
166         proj.solid = SOLID_BBOX;
167         setorigin(proj, org);
168
169         /*
170         if (self.button3)
171         {
172                 self.ammo_cells = self.ammo_cells - 1;
173                 proj.effects = EF_FULLBRIGHT;
174                 proj.movetype = MOVETYPE_BOUNCE;
175                 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
176                 proj.touch = W_Plasma_Touch;
177                 setmodel(proj, "models/ebomb.mdl");
178                 setsize(proj, '-6 -6 -3', '6 6 3');
179                 proj.takedamage = DAMAGE_YES;
180                 proj.damageforcescale = 4;
181                 proj.health = 5;
182                 proj.event_damage = W_Plasma_Damage;
183         }
184         else
185         */
186         {
187                 if (cvar("g_use_ammunition"))
188                         self.ammo_cells = self.ammo_cells - 2;
189                 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
190                 proj.movetype = MOVETYPE_FLY;
191                 proj.velocity = v_forward * cvar("g_balance_electro_speed");
192                 proj.angles = vectoangles(proj.velocity);
193                 proj.touch = W_Plasma_Check_Combo;
194                 setmodel(proj, "models/elaser.mdl");
195                 setsize(proj, '0 0 0', '0 0 0');
196         }
197         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
198 }
199
200 void() W_Electro_Attack2
201 {
202         local entity proj;
203         local vector org;
204         local float postion;
205
206         postion = self.electrocount;
207         sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
208         if (self.items & IT_STRENGTH) {
209                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
210         }
211         
212         self.punchangle_x = -2;
213
214         if (self.electrocount == 0)
215         {
216                 self.electrocount = 1;
217                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
218         }
219         else if (self.electrocount == 1)
220         {
221                 self.electrocount = 2;
222                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
223         }
224         else
225         {
226                 self.electrocount = 0;
227                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
228         }
229
230         proj = spawn ();
231         proj.classname = "plasma";
232         proj.owner = self;
233         proj.think = W_Plasma_Explode;
234         proj.nextthink = time + 2;
235         proj.solid = SOLID_BBOX;
236         setorigin(proj, org);
237
238         //if (self.button3)
239         {
240                 if (cvar("g_use_ammunition"))
241                         self.ammo_cells = self.ammo_cells - 1;
242                 proj.effects = EF_ADDITIVE;
243                 proj.glow_size = 50;
244                 proj.glow_color = 45;
245                 proj.movetype = MOVETYPE_BOUNCE;
246                 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
247                 proj.touch = W_Plasma_Touch;
248                 setmodel(proj, "models/ebomb.mdl");
249                 setsize(proj, '-6 -6 -3', '6 6 3');
250                 proj.takedamage = DAMAGE_YES;
251                 proj.damageforcescale = 4;
252                 proj.health = 5;
253                 proj.event_damage = W_Plasma_Damage;
254         }
255         //else
256         /*
257         {
258                 self.ammo_cells = self.ammo_cells - 2;
259                 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
260                 proj.movetype = MOVETYPE_FLY;
261                 proj.velocity = v_forward * cvar("g_balance_electro_speed");
262                 proj.angles = vectoangles(proj.velocity);
263                 proj.touch = W_Plasma_Explode;
264                 setmodel(proj, "models/elaser.mdl");
265                 setsize(proj, '0 0 0', '0 0 0');
266         }
267         */
268         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
269 }
270
271 // weapon frames
272
273 void()  electro_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
274 void()  electro_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
275 void()  electro_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
276 /*
277 void()  electro_fire1_01 =
278 {
279         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
280         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
281 };
282 */
283 /*
284 void()  electro_fire1_03 =
285 {
286         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
287         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
288 }
289 void()  electro_fire1_02 =
290 {
291         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
292         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
293 }
294 void()  electro_fire1_01 =
295 {
296         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
297         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
298 }
299 */
300 void()  electro_fire1_01 =
301 {
302         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
303         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
304 };
305 void()  electro_fire2_03 =
306 {
307         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
308         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
309 }
310 void()  electro_fire2_02 =
311 {
312         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
313         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_03);
314 }
315 void()  electro_fire2_01 =
316 {
317         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
318         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_02);
319 }