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.wav", 1, ATTN_NORM);
56 void W_Plasma_Touch (void)
58 if (other.takedamage == DAMAGE_AIM)
61 sound (self, CHAN_IMPACT, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
64 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
66 self.health = self.health - damage;
71 void() W_Electro_Attack
77 postion = self.electrocount;
78 sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
80 self.punchangle_x = -2;
82 if (cvar("g_use_ammunition"))
83 self.ammo_cells = self.ammo_cells - 2;
85 if (self.electrocount == 0)
87 self.electrocount = 1;
88 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
90 else if (self.electrocount == 1)
92 self.electrocount = 2;
93 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
97 self.electrocount = 0;
98 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
102 proj.classname = "plasma";
104 proj.think = W_Plasma_Explode;
105 proj.nextthink = time + 2;
106 proj.solid = SOLID_BBOX;
107 setorigin(proj, org);
112 self.ammo_cells = self.ammo_cells - 1;
113 proj.effects = EF_FULLBRIGHT;
114 proj.movetype = MOVETYPE_BOUNCE;
115 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
116 proj.touch = W_Plasma_Touch;
117 setmodel(proj, "models/ebomb.mdl");
118 setsize(proj, '-6 -6 -3', '6 6 3');
119 proj.takedamage = DAMAGE_YES;
120 proj.damageforcescale = 4;
122 proj.event_damage = W_Plasma_Damage;
127 if (cvar("g_use_ammunition"))
128 self.ammo_cells = self.ammo_cells - 2;
129 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
130 proj.movetype = MOVETYPE_FLY;
131 proj.velocity = v_forward * cvar("g_balance_electro_speed");
132 proj.angles = vectoangles(proj.velocity);
133 proj.touch = W_Plasma_Explode;
134 setmodel(proj, "models/elaser.mdl");
135 setsize(proj, '0 0 0', '0 0 0');
137 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
140 void() W_Electro_Attack2
146 postion = self.electrocount;
147 sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
149 self.punchangle_x = -2;
151 if (self.electrocount == 0)
153 self.electrocount = 1;
154 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
156 else if (self.electrocount == 1)
158 self.electrocount = 2;
159 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
163 self.electrocount = 0;
164 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
168 proj.classname = "plasma";
170 proj.think = W_Plasma_Explode;
171 proj.nextthink = time + 2;
172 proj.solid = SOLID_BBOX;
173 setorigin(proj, org);
177 if (cvar("g_use_ammunition"))
178 self.ammo_cells = self.ammo_cells - 1;
179 proj.effects = EF_FULLBRIGHT;
180 proj.movetype = MOVETYPE_BOUNCE;
181 proj.velocity = v_forward * cvar("g_balance_electro_ballspeed") + v_up * cvar("g_balance_electro_ballspeed_up");
182 proj.touch = W_Plasma_Touch;
183 setmodel(proj, "models/ebomb.mdl");
184 setsize(proj, '-6 -6 -3', '6 6 3');
185 proj.takedamage = DAMAGE_YES;
186 proj.damageforcescale = 4;
188 proj.event_damage = W_Plasma_Damage;
193 self.ammo_cells = self.ammo_cells - 2;
194 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT;
195 proj.movetype = MOVETYPE_FLY;
196 proj.velocity = v_forward * cvar("g_balance_electro_speed");
197 proj.angles = vectoangles(proj.velocity);
198 proj.touch = W_Plasma_Explode;
199 setmodel(proj, "models/elaser.mdl");
200 setsize(proj, '0 0 0', '0 0 0');
203 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
208 void() electro_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
209 void() electro_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
210 void() electro_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
212 void() electro_fire1_01 =
214 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
215 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
219 void() electro_fire1_03 =
221 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
222 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
224 void() electro_fire1_02 =
226 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
227 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
229 void() electro_fire1_01 =
231 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
232 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
235 void() electro_fire1_01 =
237 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
238 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
240 void() electro_fire2_03 =
242 weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
243 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
245 void() electro_fire2_02 =
247 weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
248 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_03);
250 void() electro_fire2_01 =
252 weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
253 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_02);