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 >= cvar("g_balance_electro_primary_ammo"))
14 float() electro_check2 =
16 if (self.ammo_cells >= cvar("g_balance_electro_secondary_ammo") * 3)
21 void(float req) w_electro =
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)
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();
41 void W_Plasma_Explode (void)
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);
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);
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);
63 void W_Plasma_Explode_Combo (void) {
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);
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');
77 void W_Plasma_Touch (void)
79 if (other.takedamage == DAMAGE_AIM) {
82 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
86 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
88 self.health = self.health - damage;
91 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
93 self.classname = "plasma_chain";
94 W_Plasma_Explode_Combo ();
101 void() W_Electro_Attack
106 local vector trueaim;
107 trueaim = W_TrueAim();
109 sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
110 if (self.items & IT_STRENGTH)
111 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
113 self.punchangle_x = -2;
115 if (self.electrocount == 0)
117 self.electrocount = 1;
118 org = W_MuzzleOrigin (self, '24 5.5 -11');
120 else if (self.electrocount == 1)
122 self.electrocount = 2;
123 org = W_MuzzleOrigin (self, '24 8 -8.1');
127 self.electrocount = 0;
128 org = W_MuzzleOrigin (self, '24 10.5 -11');
132 proj.classname = "plasma_prim";
134 proj.think = W_Plasma_Explode;
135 proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
136 proj.solid = SOLID_BBOX;
137 setorigin(proj, org);
139 if (cvar("g_use_ammunition"))
140 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
141 proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT | EF_NOSHADOW;
142 proj.movetype = MOVETYPE_FLY;
143 proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_primary_speed");
144 proj.angles = vectoangles(proj.velocity);
145 proj.touch = W_Plasma_Explode;
146 setmodel(proj, "models/elaser.mdl");
147 setsize(proj, '0 0 0', '0 0 0');
149 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
152 void() W_Electro_Attack2
157 sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
158 if (self.items & IT_STRENGTH)
159 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
161 self.punchangle_x = -2;
163 if (self.electrocount == 0)
165 self.electrocount = 1;
166 org = W_MuzzleOrigin (self, '24 6 -12');
168 else if (self.electrocount == 1)
170 self.electrocount = 2;
171 org = W_MuzzleOrigin (self, '24 8 -10');
175 self.electrocount = 0;
176 org = W_MuzzleOrigin (self, '24 10 -12');
180 proj.classname = "plasma";
182 proj.think = W_Plasma_Explode;
183 proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
184 proj.solid = SOLID_BBOX;
185 setorigin(proj, org);
187 if (cvar("g_use_ammunition"))
188 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
189 proj.effects = EF_ADDITIVE | EF_NOSHADOW;
191 proj.glow_color = 45;
192 proj.movetype = MOVETYPE_BOUNCE;
193 proj.velocity = v_forward * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
194 proj.touch = W_Plasma_Touch;
195 setmodel(proj, "models/ebomb.mdl");
196 setsize(proj, '0 0 -3', '0 0 -3');
197 proj.takedamage = DAMAGE_YES;
198 proj.damageforcescale = 4;
200 proj.event_damage = W_Plasma_Damage;
202 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
207 void() electro_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
208 void() electro_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
209 void() electro_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
211 void() electro_fire1_01 =
213 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
214 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
218 void() electro_fire1_03 =
220 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
221 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
223 void() electro_fire1_02 =
225 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
226 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
228 void() electro_fire1_01 =
230 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
231 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
234 void() electro_fire1_01 =
236 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
237 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01);
239 void() electro_fire2_03 =
241 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
242 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
244 void() electro_fire2_02 =
246 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
247 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
249 void() electro_fire2_01 =
251 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
252 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02);