2 void W_Plasma_Explode (void)
5 org2 = findbetterlocation (self.origin, 8);
6 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
7 WriteByte (MSG_BROADCAST, 79);
8 WriteCoord (MSG_BROADCAST, org2_x);
9 WriteCoord (MSG_BROADCAST, org2_y);
10 WriteCoord (MSG_BROADCAST, org2_z);
11 WriteCoord (MSG_BROADCAST, 0); // SeienAbunae: groan... Useless clutter
12 WriteCoord (MSG_BROADCAST, 0);
13 WriteCoord (MSG_BROADCAST, 0);
14 WriteByte (MSG_BROADCAST, 155);
16 self.event_damage = SUB_Null;
17 if (self.movetype == MOVETYPE_BOUNCE)
18 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);
20 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);
21 sound (self, CHAN_BODY, "weapons/electro_impact.wav", 1, ATTN_NORM);
26 void W_Plasma_Explode_Combo (void) {
29 org2 = findbetterlocation (self.origin, 8);
30 te_spikequad(self.origin);
32 sound (self, CHAN_BODY, "weapons/electro_impact_combo.wav", 1, ATTN_NORM);
34 self.event_damage = SUB_Null;
35 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);
36 te_explosionrgb(org2, '0.5 0.5 1');
40 void W_Plasma_Touch (void)
43 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
49 if (other.takedamage == DAMAGE_AIM) {
53 if(IsDifferentTeam(o, other))
55 announce(o, "announcer/male/electrobitch.ogg");
57 sound (self, CHAN_IMPACT, "weapons/electro_bounce.wav", 1, ATTN_NORM);
61 void W_Plasma_TouchExplode (void)
64 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
66 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
72 if(other.takedamage == DAMAGE_AIM)
74 if(IsDifferentTeam(o, other))
76 announce(o, "announcer/male/electrobitch.ogg");
79 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
81 self.health = self.health - damage;
84 self.takedamage = DAMAGE_NO;
85 self.nextthink = time;
86 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
88 // change owner to whoever caused the combo explosion
89 self.owner = inflictor.owner;
90 self.classname = "plasma_chain";
91 self.think = W_Plasma_Explode_Combo;
94 self.think = W_Plasma_Explode;
98 void() W_Electro_Attack
102 W_SetupShot (self, '11 8 -8', FALSE, 2, "weapons/electro_fire.wav");
104 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg + v_forward * 8, v_forward * 1000, 1);
107 proj.classname = "plasma_prim";
109 proj.bot_dodge = TRUE;
110 proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
111 proj.think = W_Plasma_Explode;
112 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
113 proj.solid = SOLID_BBOX;
114 setorigin(proj, w_shotorg);
116 if (cvar("g_use_ammunition"))
117 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
118 proj.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
119 proj.movetype = MOVETYPE_FLY;
120 proj.velocity = w_shotdir * cvar("g_balance_electro_primary_speed");
121 W_SetupProjectileVelocity(proj);
122 proj.angles = vectoangles(proj.velocity);
123 proj.touch = W_Plasma_TouchExplode;
124 proj.flags = FL_PROJECTILE;
125 setmodel(proj, "models/elaser.mdl"); // precision set above
126 setsize(proj, '0 0 0', '0 0 0');
128 // LordHavoc: disabled because no one likes this sound and it sometimes never stops due to packet loss
129 //sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
132 void() W_Electro_Attack2
136 W_SetupShot (self, '8 4.5 -13', FALSE, 2, "weapons/electro_fire2.wav");
138 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg + v_forward * 8, v_forward * 1000, 1);
141 proj.classname = "plasma";
143 proj.think = W_Plasma_Explode;
144 proj.bot_dodge = TRUE;
145 proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
146 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
147 proj.solid = SOLID_BBOX;
148 setorigin(proj, w_shotorg);
150 if (cvar("g_use_ammunition"))
151 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
152 proj.effects = EF_LOWPRECISION;
153 //proj.glow_size = 50;
154 //proj.glow_color = 45;
155 proj.movetype = MOVETYPE_BOUNCE;
156 proj.velocity = (v_forward + randomvec() * cvar("g_balance_electro_secondary_spread")) * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
157 W_SetupProjectileVelocity(proj);
158 proj.touch = W_Plasma_Touch;
159 setmodel(proj, "models/ebomb.mdl"); // precision set above
160 setsize(proj, '0 0 -3', '0 0 -3');
161 proj.takedamage = DAMAGE_YES;
162 proj.damageforcescale = 4;
164 proj.event_damage = W_Plasma_Damage;
165 proj.flags = FL_PROJECTILE;
167 // LordHavoc: disabled because no one likes this sound and it sometimes never stops due to packet loss
168 //sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
171 .float bot_secondary_electromooth;
172 float(float req) w_electro =
178 if(vlen(self.origin-self.enemy.origin) > 1000)
179 self.bot_secondary_electromooth = 0;
180 if(self.bot_secondary_electromooth == 0)
182 if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
185 if(random() < 0.01) self.bot_secondary_electromooth = 1;
190 if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
193 if(random() < 0.03) self.bot_secondary_electromooth = 0;
197 else if (req == WR_THINK)
200 if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
203 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
206 if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
209 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), w_ready);
212 else if (req == WR_PRECACHE)
214 precache_model ("models/ebomb.mdl");
215 precache_model ("models/elaser.mdl");
216 precache_model ("models/weapons/g_electro.md3");
217 precache_model ("models/weapons/v_electro.md3");
218 precache_model ("models/weapons/w_electro.zym");
219 precache_sound ("weapons/electro_bounce.wav");
220 precache_sound ("weapons/electro_fire.wav");
221 precache_sound ("weapons/electro_fire2.wav");
222 precache_sound ("weapons/electro_fly.wav");
223 precache_sound ("weapons/electro_impact.wav");
224 precache_sound ("weapons/electro_impact_combo.wav");
226 else if (req == WR_SETUP)
227 weapon_setup(WEP_ELECTRO, "electro", IT_CELLS);
228 else if (req == WR_CHECKAMMO1)
229 return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
230 else if (req == WR_CHECKAMMO2)
231 return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
232 else if (req == WR_REGISTER)
233 weapon_register(WEP_ELECTRO, min(cvar("g_balance_electro_primary_ammo"), cvar("g_balance_electro_secondary_ammo")));