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 >= cvar("g_balance_electro_primary_ammo"))
14 float() electro_check2 =
16 if (self.ammo_cells >= cvar("g_balance_electro_secondary_ammo") * 3)
21 void(float req) w_electro =
25 else if (req == WR_AIM)
26 self.button0 = bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE);
27 else if (req == WR_FIRE1)
28 weapon_prepareattack(electro_check, electro_check, electro_fire1_01, cvar("g_balance_electro_primary_refire"));
29 else if (req == WR_FIRE2)
30 weapon_prepareattack(electro_check2, electro_check2, electro_fire2_01, cvar("g_balance_electro_secondary_refire"));
31 else if (req == WR_RAISE)
33 else if (req == WR_UPDATECOUNTS)
34 self.currentammo = self.ammo_cells;
35 else if (req == WR_DROP)
36 electro_deselect_01();
37 else if (req == WR_SETUP)
38 weapon_setup(WEP_ELECTRO, "w_electro.zym", IT_CELLS);
39 else if (req == WR_CHECKAMMO)
40 weapon_hasammo = electro_check() + electro_check2();
43 void W_Plasma_Explode (void)
46 org2 = findbetterlocation (self.origin, 8);
47 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
48 WriteByte (MSG_BROADCAST, 79);
49 WriteCoord (MSG_BROADCAST, org2_x);
50 WriteCoord (MSG_BROADCAST, org2_y);
51 WriteCoord (MSG_BROADCAST, org2_z);
52 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
53 WriteCoord (MSG_BROADCAST, 0);
54 WriteCoord (MSG_BROADCAST, 0);
55 WriteByte (MSG_BROADCAST, 155);
57 self.event_damage = SUB_Null;
58 if (self.movetype == MOVETYPE_BOUNCE)
59 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"), IT_ELECTRO);
61 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"), IT_ELECTRO);
62 sound (self, CHAN_BODY, "weapons/electro_impact.ogg", 1, ATTN_NORM);
67 void W_Plasma_Explode_Combo (void) {
70 org2 = findbetterlocation (self.origin, 8);
71 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
72 WriteByte (MSG_BROADCAST, 79);
73 WriteCoord (MSG_BROADCAST, org2_x);
74 WriteCoord (MSG_BROADCAST, org2_y);
75 WriteCoord (MSG_BROADCAST, org2_z);
76 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
77 WriteCoord (MSG_BROADCAST, 0);
78 WriteCoord (MSG_BROADCAST, 0);
79 WriteByte (MSG_BROADCAST, 155);
80 //effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35);
82 sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
84 self.event_damage = SUB_Null;
85 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"), IT_ELECTRO);
86 //te_customflash(org2, 150, 5, '0.5 0.5 1');
87 te_explosionrgb(org2, '0.5 0.5 1');
91 void W_Plasma_Touch (void)
93 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
95 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
99 if (other.takedamage == DAMAGE_AIM) {
102 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
106 void W_Plasma_TouchExplode (void)
108 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
110 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
117 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
119 self.health = self.health - damage;
120 if (self.health <= 0)
122 self.takedamage = DAMAGE_NO;
123 self.nextthink = time;
124 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
126 self.classname = "plasma_chain";
127 self.think = W_Plasma_Explode_Combo;
130 self.think = W_Plasma_Explode;
134 void() W_Electro_Attack
139 local vector trueaim;
140 trueaim = W_TrueAim();
142 sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
143 if (self.items & IT_STRENGTH)
144 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
146 self.punchangle_x = -2;
148 if (self.electrocount == 0)
150 self.electrocount = 1;
151 org = W_MuzzleOrigin (self, '24 5.5 -11');
153 else if (self.electrocount == 1)
155 self.electrocount = 2;
156 org = W_MuzzleOrigin (self, '24 8 -8.1');
160 self.electrocount = 0;
161 org = W_MuzzleOrigin (self, '24 10.5 -11');
165 proj.classname = "plasma_prim";
167 proj.bot_dodge = TRUE;
168 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
169 proj.think = W_Plasma_Explode;
170 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
171 proj.solid = SOLID_BBOX;
172 setorigin(proj, org);
174 if (cvar("g_use_ammunition"))
175 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
176 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT | EF_NOSHADOW;
177 proj.movetype = MOVETYPE_FLY;
178 proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_primary_speed");
179 proj.angles = vectoangles(proj.velocity);
180 proj.touch = W_Plasma_TouchExplode;
181 proj.flags = FL_PROJECTILE;
182 setmodel(proj, "models/elaser.mdl");
183 setsize(proj, '0 0 0', '0 0 0');
185 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
188 void() W_Electro_Attack2
193 sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
194 if (self.items & IT_STRENGTH)
195 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
197 self.punchangle_x = -2;
199 if (self.electrocount == 0)
201 self.electrocount = 1;
202 org = W_MuzzleOrigin (self, '24 6 -12');
204 else if (self.electrocount == 1)
206 self.electrocount = 2;
207 org = W_MuzzleOrigin (self, '24 8 -10');
211 self.electrocount = 0;
212 org = W_MuzzleOrigin (self, '24 10 -12');
216 proj.classname = "plasma";
218 proj.think = W_Plasma_Explode;
219 proj.bot_dodge = TRUE;
220 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
221 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
222 proj.solid = SOLID_BBOX;
223 setorigin(proj, org);
225 if (cvar("g_use_ammunition"))
226 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
227 proj.effects = EF_ADDITIVE | EF_NOSHADOW;
229 proj.glow_color = 45;
230 proj.movetype = MOVETYPE_BOUNCE;
231 proj.velocity = v_forward * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
232 proj.touch = W_Plasma_Touch;
233 setmodel(proj, "models/ebomb.mdl");
234 setsize(proj, '0 0 -3', '0 0 -3');
235 proj.takedamage = DAMAGE_YES;
236 proj.damageforcescale = 4;
238 proj.event_damage = W_Plasma_Damage;
239 proj.flags = FL_PROJECTILE;
241 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
246 void() electro_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
247 void() electro_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
248 void() electro_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
250 void() electro_fire1_01 =
252 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
253 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
257 void() electro_fire1_03 =
259 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
260 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
262 void() electro_fire1_02 =
264 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
265 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
267 void() electro_fire1_01 =
269 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
270 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
273 void() electro_fire1_01 =
275 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
276 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01);
278 void() electro_fire2_03 =
280 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
281 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
283 void() electro_fire2_02 =
285 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
286 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
288 void() electro_fire2_01 =
290 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
291 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02);