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 (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
81 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
85 if (other.takedamage == DAMAGE_AIM) {
88 sound (self, CHAN_IMPACT, "weapons/electro_bounce.ogg", 1, ATTN_NORM);
92 void W_Plasma_TouchExplode (void)
94 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
96 sound (self, CHAN_BODY, "misc/null.wav", 1, ATTN_NORM);
103 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
105 self.health = self.health - damage;
106 if (self.health <= 0)
108 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
110 self.classname = "plasma_chain";
111 W_Plasma_Explode_Combo ();
118 void() W_Electro_Attack
123 local vector trueaim;
124 trueaim = W_TrueAim();
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);
130 self.punchangle_x = -2;
132 if (self.electrocount == 0)
134 self.electrocount = 1;
135 org = W_MuzzleOrigin (self, '24 5.5 -11');
137 else if (self.electrocount == 1)
139 self.electrocount = 2;
140 org = W_MuzzleOrigin (self, '24 8 -8.1');
144 self.electrocount = 0;
145 org = W_MuzzleOrigin (self, '24 10.5 -11');
149 proj.classname = "plasma_prim";
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);
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');
167 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
170 void() W_Electro_Attack2
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);
179 self.punchangle_x = -2;
181 if (self.electrocount == 0)
183 self.electrocount = 1;
184 org = W_MuzzleOrigin (self, '24 6 -12');
186 else if (self.electrocount == 1)
188 self.electrocount = 2;
189 org = W_MuzzleOrigin (self, '24 8 -10');
193 self.electrocount = 0;
194 org = W_MuzzleOrigin (self, '24 10 -12');
198 proj.classname = "plasma";
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);
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;
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;
218 proj.event_damage = W_Plasma_Damage;
219 proj.flags = FL_PROJECTILE;
221 sound (proj, CHAN_BODY, "weapons/electro_fly.wav", 1, ATTN_NORM);
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);};
230 void() electro_fire1_01 =
232 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
233 weapon_thinkf(WFRAME_FIRE1, 0.3, electro_ready_01);
237 void() electro_fire1_03 =
239 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
240 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_ready_01);
242 void() electro_fire1_02 =
244 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
245 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_03);
247 void() electro_fire1_01 =
249 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
250 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_refire3"), electro_fire1_02);
253 void() electro_fire1_01 =
255 weapon_doattack(electro_check, electro_check, W_Electro_Attack);
256 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), electro_ready_01);
258 void() electro_fire2_03 =
260 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
261 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_ready_01);
263 void() electro_fire2_02 =
265 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
266 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_03);
268 void() electro_fire2_01 =
270 weapon_doattack(electro_check2, electro_check2, W_Electro_Attack2);
271 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_secondary_animtime"), electro_fire2_02);