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;
7 float() electro_check =
9 if (self.ammo_cells > 2)
14 void(float req) w_electro =
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)
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();
34 void W_Plasma_Explode (void)
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);
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);
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);
56 void W_Plasma_Explode_Combo (void) {
57 float combocoredamage;
58 float comboedgedamage;
61 combocoredamage = cvar("g_balance_electro_combo_coredamage");
62 comboedgedamage = cvar("g_balance_electro_combo_edgedamage");
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);
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);
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');
78 void W_Plasma_Check_Combo (void) {
83 rad = cvar("g_balance_electro_radius");
84 blastorigin = (self.origin + (self.mins + self.maxs) * 0.5);
85 targ = findradius (blastorigin, rad / 2);
90 if (targ.classname == "plasma") {
98 if (combotarget == 1) {
99 self.classname = "plasma_chain";
100 W_Plasma_Explode_Combo ();
106 void W_Plasma_Touch (void)
108 if (other.takedamage == DAMAGE_AIM) {
111 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
115 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
117 if(inflictor.classname == "plasma_chain") {
118 self.classname = "plasma_chain";
119 W_Plasma_Explode_Combo ();
121 self.health = self.health - damage;
122 if (self.health <= 0) {
128 void() W_Electro_Attack
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);
140 self.punchangle_x = -2;
142 if (cvar("g_use_ammunition"))
143 self.ammo_cells = self.ammo_cells - 2;
145 if (self.electrocount == 0)
147 self.electrocount = 1;
148 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
150 else if (self.electrocount == 1)
152 self.electrocount = 2;
153 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
157 self.electrocount = 0;
158 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
162 proj.classname = "plasma_prim";
164 proj.think = W_Plasma_Explode;
165 proj.nextthink = time + 2;
166 proj.solid = SOLID_BBOX;
167 setorigin(proj, org);
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;
182 proj.event_damage = W_Plasma_Damage;
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');
197 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
200 void() W_Electro_Attack2
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);
212 self.punchangle_x = -2;
214 if (self.electrocount == 0)
216 self.electrocount = 1;
217 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
219 else if (self.electrocount == 1)
221 self.electrocount = 2;
222 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
226 self.electrocount = 0;
227 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
231 proj.classname = "plasma";
233 proj.think = W_Plasma_Explode;
234 proj.nextthink = time + 2;
235 proj.solid = SOLID_BBOX;
236 setorigin(proj, org);
240 if (cvar("g_use_ammunition"))
241 self.ammo_cells = self.ammo_cells - 1;
242 proj.effects = EF_ADDITIVE;
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;
253 proj.event_damage = W_Plasma_Damage;
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');
268 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
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);};
277 void() electro_fire1_01 =
279 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
280 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
284 void() electro_fire1_03 =
286 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
287 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
289 void() electro_fire1_02 =
291 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
292 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
294 void() electro_fire1_01 =
296 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
297 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
300 void() electro_fire1_01 =
302 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
303 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
305 void() electro_fire2_03 =
307 weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
308 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
310 void() electro_fire2_02 =
312 weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
313 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_03);
315 void() electro_fire2_01 =
317 weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
318 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_02);