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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 > 2)
10                 return TRUE;
11         return FALSE;
12 };
13
14 void(float req) w_electro =
15 {
16         if (req == WR_IDLE)
17                 electro_ready_01();
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)
23                 electro_select_01();
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();
32 };
33
34 void W_Plasma_Explode (void)
35 {
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);
45
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);
49         else
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);
52
53         remove (self);
54 }
55
56 void W_Plasma_Touch (void)
57 {
58         if (other.takedamage == DAMAGE_AIM)
59                 W_Plasma_Explode ();
60         else
61                 sound (self, CHAN_IMPACT, "weapons/grenade_bounce.wav", 1, ATTN_NORM);
62 }
63
64 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
65 {
66         self.health = self.health - damage;
67         if (self.health <= 0)
68                 W_Plasma_Explode ();
69 }
70
71 void() W_Electro_Attack
72 {
73         local entity proj;
74         local vector org;
75         local float postion;
76
77         postion = self.electrocount;
78         sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
79
80         self.punchangle_x = -2;
81
82         if (cvar("g_use_ammunition"))
83                 self.ammo_cells = self.ammo_cells - 2;
84
85         if (self.electrocount == 0)
86         {
87                 self.electrocount = 1;
88                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
89         }
90         else if (self.electrocount == 1)
91         {
92                 self.electrocount = 2;
93                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
94         }
95         else
96         {
97                 self.electrocount = 0;
98                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
99         }
100
101         proj = spawn ();
102         proj.classname = "plasma";
103         proj.owner = self;
104         proj.think = W_Plasma_Explode;
105         proj.nextthink = time + 2;
106         proj.solid = SOLID_BBOX;
107         setorigin(proj, org);
108
109         /*
110         if (self.button3)
111         {
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;
121                 proj.health = 5;
122                 proj.event_damage = W_Plasma_Damage;
123         }
124         else
125         */
126         {
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');
136         }
137         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
138 }
139
140 void() W_Electro_Attack2
141 {
142         local entity proj;
143         local vector org;
144         local float postion;
145
146         postion = self.electrocount;
147         sound (self, CHAN_WEAPON, "weapons/electro_fire.wav", 1, ATTN_NORM);
148
149         self.punchangle_x = -2;
150
151         if (self.electrocount == 0)
152         {
153                 self.electrocount = 1;
154                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 5 + v_up * -14;
155         }
156         else if (self.electrocount == 1)
157         {
158                 self.electrocount = 2;
159                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 10 + v_up * -12;
160         }
161         else
162         {
163                 self.electrocount = 0;
164                 org = self.origin + self.view_ofs + v_forward * 15 + v_right * 15 + v_up * -14;
165         }
166
167         proj = spawn ();
168         proj.classname = "plasma";
169         proj.owner = self;
170         proj.think = W_Plasma_Explode;
171         proj.nextthink = time + 2;
172         proj.solid = SOLID_BBOX;
173         setorigin(proj, org);
174
175         //if (self.button3)
176         {
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;
187                 proj.health = 5;
188                 proj.event_damage = W_Plasma_Damage;
189         }
190         //else
191         /*
192         {
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');
201         }
202         */
203         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
204 }
205
206 // weapon frames
207
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);};
211 /*
212 void()  electro_fire1_01 =
213 {
214         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
215         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
216 };
217 */
218 /*
219 void()  electro_fire1_03 =
220 {
221         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
222         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
223 }
224 void()  electro_fire1_02 =
225 {
226         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
227         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
228 }
229 void()  electro_fire1_01 =
230 {
231         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
232         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
233 }
234 */
235 void()  electro_fire1_01 =
236 {
237         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
238         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
239 };
240 void()  electro_fire2_03 =
241 {
242         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
243         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
244 }
245 void()  electro_fire2_02 =
246 {
247         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
248         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_03);
249 }
250 void()  electro_fire2_01 =
251 {
252         weapon_doattack(electro_check, electro_check, W_Electro_Attack2);
253         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire2_02);
254 }