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Stuff now shoots out of what appears to be the actual muzzles of the weapons. I modif...
[divverent/nexuiz.git] / data / qcsrc / server / 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 >= cvar("g_balance_electro_primary_ammo"))
10                 return TRUE;
11         return FALSE;
12 };
13
14 float() electro_check2 =
15 {
16         if (self.ammo_cells >= cvar("g_balance_electro_secondary_ammo") * 3)
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_primary_refire"));
27         else if (req == WR_FIRE2)
28                 weapon_prepareattack(electro_check2, electro_check2, electro_fire2_01, cvar("g_balance_electro_secondary_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() + electro_check2();
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_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), IT_ELECTRO);
56         else
57                 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);
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         vector org2;
65
66         org2 = findbetterlocation (self.origin);
67         effect (org2, "models/sprites/electrocombo.spr32", 0, 30, 35);
68         sound (self, CHAN_BODY, "weapons/electro_impact_combo.ogg", 1, ATTN_NORM);
69
70         self.event_damage = SUB_Null;
71         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);
72         //te_customflash(org2, 150, 5, '0.5 0.5 1');
73         te_explosionrgb(org2, '0.5 0.5 1');
74         remove (self);
75 }
76
77 void W_Plasma_Touch (void)
78 {
79         if (other.takedamage == DAMAGE_AIM) {
80                 W_Plasma_Explode ();
81         } else {
82                 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
83         }
84 }
85
86 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
87 {
88         self.health = self.health - damage;
89         if (self.health <= 0)
90         {
91                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
92                 {
93                         self.classname = "plasma_chain";
94                         W_Plasma_Explode_Combo ();
95                 }
96                 else
97                         W_Plasma_Explode ();
98         }
99 }
100
101 void() W_Electro_Attack
102 {
103         local entity proj;
104         local vector org;
105         local float postion;
106
107         local vector trueaim;
108         trueaim = W_TrueAim();
109
110         postion = self.electrocount;
111         sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
112         if (self.items & IT_STRENGTH)
113                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
114
115         self.punchangle_x = -2;
116
117         if (self.electrocount == 0)
118         {
119                 self.electrocount = 1;
120                 org = W_MuzzleOrigin (self, '24 6 -9');
121         }
122         else if (self.electrocount == 1)
123         {
124                 self.electrocount = 2;
125                 org = W_MuzzleOrigin (self, '24 8 -7');
126         }
127         else
128         {
129                 self.electrocount = 0;
130                 org = W_MuzzleOrigin (self, '24 10 -9');
131         }
132
133         proj = spawn ();
134         proj.classname = "plasma_prim";
135         proj.owner = self;
136         proj.think = W_Plasma_Explode;
137         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
138         proj.solid = SOLID_BBOX;
139         setorigin(proj, org);
140
141         if (cvar("g_use_ammunition"))
142                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
143         proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT | EF_NOSHADOW;
144         proj.movetype = MOVETYPE_FLY;
145         proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_primary_speed");
146         proj.angles = vectoangles(proj.velocity);
147         proj.touch = W_Plasma_Explode;
148         setmodel(proj, "models/elaser.mdl");
149         setsize(proj, '0 0 0', '0 0 0');
150
151         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
152 }
153
154 void() W_Electro_Attack2
155 {
156         local entity proj;
157         local vector org;
158         local float postion;
159
160         postion = self.electrocount;
161         sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
162         if (self.items & IT_STRENGTH)
163                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
164
165         self.punchangle_x = -2;
166
167         if (self.electrocount == 0)
168         {
169                 self.electrocount = 1;
170                 org = W_MuzzleOrigin (self, '24 6 -12');
171         }
172         else if (self.electrocount == 1)
173         {
174                 self.electrocount = 2;
175                 org = W_MuzzleOrigin (self, '24 8 -10');
176         }
177         else
178         {
179                 self.electrocount = 0;
180                 org = W_MuzzleOrigin (self, '24 10 -12');
181         }
182
183         proj = spawn ();
184         proj.classname = "plasma";
185         proj.owner = self;
186         proj.think = W_Plasma_Explode;
187         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
188         proj.solid = SOLID_BBOX;
189         setorigin(proj, org);
190
191         if (cvar("g_use_ammunition"))
192                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
193         proj.effects = EF_ADDITIVE | EF_NOSHADOW;
194         proj.glow_size = 50;
195         proj.glow_color = 45;
196         proj.movetype = MOVETYPE_BOUNCE;
197         proj.velocity = v_forward * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
198         proj.touch = W_Plasma_Touch;
199         setmodel(proj, "models/ebomb.mdl");
200         setsize(proj, '0 0 -3', '0 0 -3');
201         proj.takedamage = DAMAGE_YES;
202         proj.damageforcescale = 4;
203         proj.health = 5;
204         proj.event_damage = W_Plasma_Damage;
205
206         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
207 }
208
209 // weapon frames
210
211 void()  electro_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
212 void()  electro_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
213 void()  electro_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
214 /*
215 void()  electro_fire1_01 =
216 {
217         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
218         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
219 };
220 */
221 /*
222 void()  electro_fire1_03 =
223 {
224         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
225         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
226 }
227 void()  electro_fire1_02 =
228 {
229         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
230         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
231 }
232 void()  electro_fire1_01 =
233 {
234         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
235         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
236 }
237 */
238 void()  electro_fire1_01 =
239 {
240         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
241         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01);
242 };
243 void()  electro_fire2_03 =
244 {
245         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
246         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
247 }
248 void()  electro_fire2_02 =
249 {
250         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
251         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
252 }
253 void()  electro_fire2_01 =
254 {
255         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
256         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02);
257 }