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[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 (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
80         {
81                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
82                 remove(self);
83                 return;
84         }
85         if (other.takedamage == DAMAGE_AIM) {
86                 W_Plasma_Explode ();
87         } else {
88                 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
89         }
90 }
91
92 void W_Plasma_TouchExplode (void)
93 {
94         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
95         {
96                 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
97                 remove(self);
98                 return;
99         }
100         W_Plasma_Explode ();
101 }
102
103 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
104 {
105         self.health = self.health - damage;
106         if (self.health <= 0)
107         {
108                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
109                 {
110                         self.classname = "plasma_chain";
111                         W_Plasma_Explode_Combo ();
112                 }
113                 else
114                         W_Plasma_Explode ();
115         }
116 }
117
118 void() W_Electro_Attack
119 {
120         local entity proj;
121         local vector org;
122
123         local vector trueaim;
124         trueaim = W_TrueAim();
125
126         sound (self, CHAN_WEAPON, "weapons/electro_fire.ogg", 1, ATTN_NORM);
127         if (self.items & IT_STRENGTH)
128                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
129
130         self.punchangle_x = -2;
131
132         if (self.electrocount == 0)
133         {
134                 self.electrocount = 1;
135                 org = W_MuzzleOrigin (self, '24 5.5 -11');
136         }
137         else if (self.electrocount == 1)
138         {
139                 self.electrocount = 2;
140                 org = W_MuzzleOrigin (self, '24 8 -8.1');
141         }
142         else
143         {
144                 self.electrocount = 0;
145                 org = W_MuzzleOrigin (self, '24 10.5 -11');
146         }
147
148         proj = spawn ();
149         proj.classname = "plasma_prim";
150         proj.owner = self;
151         proj.think = W_Plasma_Explode;
152         proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
153         proj.solid = SOLID_BBOX;
154         setorigin(proj, org);
155
156         if (cvar("g_use_ammunition"))
157                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
158         proj.effects = EF_BRIGHTFIELD | EF_FULLBRIGHT | EF_NOSHADOW;
159         proj.movetype = MOVETYPE_FLY;
160         proj.velocity = normalize(trueaim - org) * cvar("g_balance_electro_primary_speed");
161         proj.angles = vectoangles(proj.velocity);
162         proj.touch = W_Plasma_TouchExplode;
163         proj.flags = FL_PROJECTILE;
164         setmodel(proj, "models/elaser.mdl");
165         setsize(proj, '0 0 0', '0 0 0');
166
167         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
168 }
169
170 void() W_Electro_Attack2
171 {
172         local entity proj;
173         local vector org;
174
175         sound (self, CHAN_WEAPON, "weapons/electro_fire2.ogg", 1, ATTN_NORM);
176         if (self.items & IT_STRENGTH)
177                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
178
179         self.punchangle_x = -2;
180
181         if (self.electrocount == 0)
182         {
183                 self.electrocount = 1;
184                 org = W_MuzzleOrigin (self, '24 6 -12');
185         }
186         else if (self.electrocount == 1)
187         {
188                 self.electrocount = 2;
189                 org = W_MuzzleOrigin (self, '24 8 -10');
190         }
191         else
192         {
193                 self.electrocount = 0;
194                 org = W_MuzzleOrigin (self, '24 10 -12');
195         }
196
197         proj = spawn ();
198         proj.classname = "plasma";
199         proj.owner = self;
200         proj.think = W_Plasma_Explode;
201         proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
202         proj.solid = SOLID_BBOX;
203         setorigin(proj, org);
204
205         if (cvar("g_use_ammunition"))
206                 self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
207         proj.effects = EF_ADDITIVE | EF_NOSHADOW;
208         proj.glow_size = 50;
209         proj.glow_color = 45;
210         proj.movetype = MOVETYPE_BOUNCE;
211         proj.velocity = v_forward * cvar("g_balance_electro_secondary_speed") + v_up * cvar("g_balance_electro_secondary_speed_up");
212         proj.touch = W_Plasma_Touch;
213         setmodel(proj, "models/ebomb.mdl");
214         setsize(proj, '0 0 -3', '0 0 -3');
215         proj.takedamage = DAMAGE_YES;
216         proj.damageforcescale = 4;
217         proj.health = 5;
218         proj.event_damage = W_Plasma_Damage;
219         proj.flags = FL_PROJECTILE;
220
221         sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
222 }
223
224 // weapon frames
225
226 void()  electro_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, electro_ready_01); self.weaponentity.state = WS_READY;};
227 void()  electro_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
228 void()  electro_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
229 /*
230 void()  electro_fire1_01 =
231 {
232         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
233         weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
234 };
235 */
236 /*
237 void()  electro_fire1_03 =
238 {
239         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
240         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
241 }
242 void()  electro_fire1_02 =
243 {
244         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
245         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
246 }
247 void()  electro_fire1_01 =
248 {
249         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
250         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
251 }
252 */
253 void()  electro_fire1_01 =
254 {
255         weapon_doattack(electro_check, electro_check, W_Electro_Attack);
256         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01);
257 };
258 void()  electro_fire2_03 =
259 {
260         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
261         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
262 }
263 void()  electro_fire2_02 =
264 {
265         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
266         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
267 }
268 void()  electro_fire2_01 =
269 {
270         weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
271         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02);
272 }