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[divverent/nexuiz.git] / data / qcsrc / gamec / w_electro.c
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 >= 4)
10                 return TRUE;
11         return FALSE;
12 };
13
14 float() electro_check2 =
15 {
16         if (self.ammo_cells >= 1)
17                 return TRUE;
18         return FALSE;
19 };
20
21 void(float req) w_electro =
22 {
23         if (req == WR_IDLE)
24                 electro_ready_01();
25         else if (req == WR_FIRE1)
26                 weapon_prepareattack(electro_check, electro_check, electro_fire1_01, cvar("g_balance_electro_refire"));
27         else if (req == WR_FIRE2)
28                 weapon_prepareattack(electro_check, electro_check, electro_fire2_01, cvar("g_balance_electro_refire"));
29         else if (req == WR_RAISE)
30                 electro_select_01();
31         else if (req == WR_UPDATECOUNTS)
32                 self.currentammo = self.ammo_cells;
33         else if (req == WR_DROP)
34                 electro_deselect_01();
35         else if (req == WR_SETUP)
36                 weapon_setup(WEP_ELECTRO, "w_electro.zym", IT_CELLS);
37         else if (req == WR_CHECKAMMO)
38                 weapon_hasammo = electro_check();
39 };
40
41 void W_Plasma_Explode (void)
42 {
43         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
44         WriteByte (MSG_BROADCAST, 79);
45         WriteCoord (MSG_BROADCAST, self.origin_x);
46         WriteCoord (MSG_BROADCAST, self.origin_y);
47         WriteCoord (MSG_BROADCAST, self.origin_z);
48         WriteCoord (MSG_BROADCAST, 0);          // SeienAbunae: groan... Useless clutter
49         WriteCoord (MSG_BROADCAST, 0);
50         WriteCoord (MSG_BROADCAST, 0);
51         WriteByte (MSG_BROADCAST, 155);
52
53         self.event_damage = SUB_Null;
54         if (self.movetype == MOVETYPE_BOUNCE)
55                 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);
56         else
57                 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);
58         sound (self, CHAN_BODY, "weapons/electro_impact.ogg", 1, ATTN_NORM);
59
60         remove (self);
61 }
62
63 void W_Plasma_Explode_Combo (void) {
64         float  combocoredamage;
65         float  comboedgedamage;
66         vector org2;
67                 
68         combocoredamage = cvar("g_balance_electro_combo_coredamage");
69         comboedgedamage = cvar("g_balance_electro_combo_edgedamage");
70
71         org2 = findbetterlocation (self.origin);
72         effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35);
73         sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
74         
75         self.event_damage = SUB_Null;
76         if (self.movetype == MOVETYPE_BOUNCE)
77                 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);
78         else
79                 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);
80         //te_customflash(org2, 150, 5, '0.5 0.5 1');
81         te_explosionrgb(org2, '0.5 0.5 1');
82         remove (self);  
83 }
84
85 void W_Plasma_Check_Combo (void) {
86         entity  targ;
87         vector  blastorigin;    
88         float   combotarget;
89         float   rad;
90         rad = cvar("g_balance_electro_radius");
91         blastorigin = (self.origin + (self.mins + self.maxs) * 0.5);
92         targ = findradius (blastorigin, rad / 2);
93         combotarget = 0;
94         while (targ) {  
95                 if (targ != self) {
96                         if (world != targ) {
97                                 if (targ.classname == "plasma") {
98                                         combotarget = 1;
99                                 }
100                         }
101                 }
102                 targ = targ.chain;
103         }
104         
105         if (combotarget == 1) {
106                 self.classname = "plasma_chain";
107                 W_Plasma_Explode_Combo ();
108         } else {
109                 W_Plasma_Explode ();
110         }
111 }
112
113 void W_Plasma_Touch (void)
114 {
115         if (other.takedamage == DAMAGE_AIM) {
116                 W_Plasma_Explode ();
117         } else {
118                 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
119         }
120 }
121
122 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
123 {
124         if(inflictor.classname == "plasma_chain") {
125                 self.classname = "plasma_chain";
126                 W_Plasma_Explode_Combo ();
127         } else {
128                 self.health = self.health - damage;
129                 if (self.health <= 0) {
130                         W_Plasma_Explode ();
131                 }
132         }
133 }
134
135 void() W_Electro_Attack
136 {
137         local entity proj;
138         local vector org;
139         local float postion;
140         
141         local vector trueaim;
142         trueaim = W_TrueAim();
143
144         postion = self.electrocount;
145         sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
146         if (self.items & IT_STRENGTH) {
147                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
148         }
149
150         self.punchangle_x = -2;
151
152         if (cvar("g_use_ammunition"))
153                 self.ammo_cells = self.ammo_cells - 2;
154
155         if (self.electrocount == 0)
156         {
157                 self.electrocount = 1;
158                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
159         }
160         else if (self.electrocount == 1)
161         {
162                 self.electrocount = 2;
163                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
164         }
165         else
166         {
167                 self.electrocount = 0;
168                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
169         }
170
171         proj = spawn ();
172         proj.classname = "plasma_prim";
173         proj.owner = self;
174         proj.think = W_Plasma_Explode;
175         proj.nextthink = time + 2;
176         proj.solid = SOLID_BBOX;
177         setorigin(proj, org);
178
179         /*
180         if (self.button3)
181         {
182                 self.ammo_cells = self.ammo_cells - 1;
183                 proj.effects = EF_FULLBRIGHT;
184                 proj.movetype = MOVETYPE_BOUNCE;
185                 proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
186                 proj.touch = W_Plasma_Touch;
187                 setmodel(proj, "models/ebomb.mdl");
188                 setsize(proj, '-6 -6 -3', '6 6 3');
189                 proj.takedamage = DAMAGE_YES;
190                 proj.damageforcescale = 4;
191                 proj.health = 5;
192                 proj.event_damage = W_Plasma_Damage;
193         }
194         else
195         */
196         {
197                 if (cvar("g_use_ammunition"))
198                         self.ammo_cells = self.ammo_cells - 2;
199                 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
200                 proj.movetype = MOVETYPE_FLY;
201                 proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_speed");
202                 proj.angles = vectoangles(proj.velocity);
203                 proj.touch = W_Plasma_Check_Combo;
204                 setmodel(proj, "models/elaser.mdl");
205                 setsize(proj, '0 0 0', '0 0 0');
206         }
207         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
208 }
209
210 void() W_Electro_Attack2
211 {
212         local entity proj;
213         local vector org;
214         local float postion;
215
216         postion = self.electrocount;
217         sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
218         if (self.items & IT_STRENGTH) {
219                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
220         }
221         
222         self.punchangle_x = -2;
223
224         if (self.electrocount == 0)
225         {
226                 self.electrocount = 1;
227                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
228         }
229         else if (self.electrocount == 1)
230         {
231                 self.electrocount = 2;
232                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
233         }
234         else
235         {
236                 self.electrocount = 0;
237                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
238         }
239
240         proj = spawn ();
241         proj.classname = "plasma";
242         proj.owner = self;
243         proj.think = W_Plasma_Explode;
244         proj.nextthink = time + 2;
245         proj.solid = SOLID_BBOX;
246         setorigin(proj, org);
247
248         //if (self.button3)
249         {
250                 if (cvar("g_use_ammunition"))
251                         self.ammo_cells = self.ammo_cells - 1;
252                 proj.effects = EF_ADDITIVE;
253                 proj.glow_size = 50;
254                 proj.glow_color = 45;
255                 proj.movetype = MOVETYPE_BOUNCE;
256                 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
257                 proj.touch = W_Plasma_Touch;
258                 setmodel(proj, "models/ebomb.mdl");
259                 setsize(proj, '-6 -6 -3', '6 6 3');
260                 proj.takedamage = DAMAGE_YES;
261                 proj.damageforcescale = 4;
262                 proj.health = 5;
263                 proj.event_damage = W_Plasma_Damage;
264         }
265         //else
266         /*
267         {
268                 self.ammo_cells = self.ammo_cells - 2;
269                 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
270                 proj.movetype = MOVETYPE_FLY;
271                 proj.velocity = v_forward * cvar("g_balance_electro_speed");
272                 proj.angles = vectoangles(proj.velocity);
273                 proj.touch = W_Plasma_Explode;
274                 setmodel(proj, "models/elaser.mdl");
275                 setsize(proj, '0 0 0', '0 0 0');
276         }
277         */
278         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
279 }
280
281 // weapon frames
282
283 void()  electro_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
284 void()  electro_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
285 void()  electro_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
286 /*
287 void()  electro_fire1_01 =
288 {
289         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
290         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
291 };
292 */
293 /*
294 void()  electro_fire1_03 =
295 {
296         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
297         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
298 }
299 void()  electro_fire1_02 =
300 {
301         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
302         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
303 }
304 void()  electro_fire1_01 =
305 {
306         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
307         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
308 }
309 */
310 void()  electro_fire1_01 =
311 {
312         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
313         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
314 };
315 void()  electro_fire2_03 =
316 {
317         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
318         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
319 }
320 void()  electro_fire2_02 =
321 {
322         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
323         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_03);
324 }
325 void()  electro_fire2_01 =
326 {
327         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
328         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_02);
329 }