ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float electro_count;
.float electro_secondarytime;
-void W_Plasma_Explode_Combo(void);
+void W_Electro_ExplodeCombo(void);
#endif
#else
#ifdef SVQC
void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
-void W_Plasma_TriggerCombo(vector org, float rad, entity own)
+void W_Electro_TriggerCombo(vector org, float rad, entity own)
{
entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
while(e)
{
- if(e.classname == "plasma")
+ if(e.classname == "electro_orb")
{
// do we allow thruwall triggering?
if(WEP_CVAR(electro, combo_comboradius_thruwall))
// change owner to whoever caused the combo explosion
e.realowner = own;
e.takedamage = DAMAGE_NO;
- e.classname = "plasma_chain";
+ e.classname = "electro_orb_chain";
// now set the next one to trigger as well
- e.think = W_Plasma_Explode_Combo;
+ e.think = W_Electro_ExplodeCombo;
// delay combo chains, looks cooler
e.nextthink =
}
}
-void W_Plasma_Explode(void)
+void W_Electro_ExplodeCombo(void)
+{
+ W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
+
+ self.event_damage = func_null;
+
+ RadiusDamage(
+ self,
+ self.realowner,
+ WEP_CVAR(electro, combo_damage),
+ WEP_CVAR(electro, combo_edgedamage),
+ WEP_CVAR(electro, combo_radius),
+ world,
+ world,
+ WEP_CVAR(electro, combo_force),
+ WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
+ world
+ );
+
+ remove(self);
+}
+
+void W_Electro_Explode(void)
{
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
}
else
{
- W_Plasma_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
+ W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
RadiusDamage(
self,
self.realowner,
remove(self);
}
-void W_Plasma_Explode_Combo(void)
-{
- W_Plasma_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
-
- self.event_damage = func_null;
-
- RadiusDamage(
- self,
- self.realowner,
- WEP_CVAR(electro, combo_damage),
- WEP_CVAR(electro, combo_edgedamage),
- WEP_CVAR(electro, combo_radius),
- world,
- world,
- WEP_CVAR(electro, combo_force),
- WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
- world
- );
-
- remove(self);
-}
-
-void W_Plasma_Touch(void)
-{
- PROJECTILE_TOUCH;
- if(other.takedamage == DAMAGE_AIM)
- { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Plasma_Explode(); } }
- else
- {
- //UpdateCSQCProjectile(self);
- spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- }
-}
-
-void W_Plasma_TouchExplode(void)
+void W_Electro_TouchExplode(void)
{
PROJECTILE_TOUCH;
- W_Plasma_Explode();
-}
-
-void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- if(self.health <= 0)
- return;
-
- // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
- float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
-
- if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
- return; // g_projectiles_damage says to halt
-
- self.health = self.health - damage;
- if(self.health <= 0)
- {
- self.takedamage = DAMAGE_NO;
- self.nextthink = time;
- if(is_combo)
- {
- // change owner to whoever caused the combo explosion
- self.realowner = inflictor.realowner;
- self.classname = "plasma_chain";
- self.think = W_Plasma_Explode_Combo;
- self.nextthink = time +
- (
- // bound the length, inflictor may be in a galaxy far far away (warpzones)
- min(
- WEP_CVAR(electro, combo_radius),
- vlen(self.origin - inflictor.origin)
- )
- /
- // delay combo chains, looks cooler
- WEP_CVAR(electro, combo_speed)
- );
- }
- else
- {
- self.use = W_Plasma_Explode;
- self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
- }
- }
+ W_Electro_Explode();
}
-void W_Plasma_Think()
+void W_Electro_Bolt_Think()
{
if(time >= self.ltime)
{
// loop through nearby orbs and trigger them
while(e)
{
- if(e.classname == "plasma")
+ if(e.classname == "electro_orb")
{
// change owner to whoever caused the combo explosion
e.realowner = self.realowner;
e.takedamage = DAMAGE_NO;
- e.classname = "plasma_chain";
+ e.classname = "electro_orb_chain";
// now set the next one to trigger as well
- e.think = W_Plasma_Explode_Combo;
+ e.think = W_Electro_ExplodeCombo;
// delay combo chains, looks cooler
e.nextthink =
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj = spawn ();
- proj.classname = "plasma_prim";
+ proj.classname = "electro_bolt";
proj.owner = proj.realowner = self;
proj.bot_dodge = TRUE;
proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
- proj.use = W_Plasma_Explode;
- proj.think = W_Plasma_Think;
+ proj.use = W_Electro_Explode;
+ proj.think = W_Electro_Bolt_Think;
proj.nextthink = time;
proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
proj.movetype = MOVETYPE_FLY;
WEP_SETUPPROJVELOCITY_PRI(proj, electro);
proj.angles = vectoangles(proj.velocity);
- proj.touch = W_Plasma_TouchExplode;
+ proj.touch = W_Electro_TouchExplode;
setsize(proj, '0 0 -3', '0 0 -3');
proj.flags = FL_PROJECTILE;
proj.missile_flags = MIF_SPLASH;
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
-void W_Electro_Attack_Orbs(void)
+void W_Electro_Orb_Touch(void)
+{
+ PROJECTILE_TOUCH;
+ if(other.takedamage == DAMAGE_AIM)
+ { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } }
+ else
+ {
+ //UpdateCSQCProjectile(self);
+ spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ }
+}
+
+void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(self.health <= 0)
+ return;
+
+ // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
+ float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
+
+ if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+ if(self.health <= 0)
+ {
+ self.takedamage = DAMAGE_NO;
+ self.nextthink = time;
+ if(is_combo)
+ {
+ // change owner to whoever caused the combo explosion
+ self.realowner = inflictor.realowner;
+ self.classname = "electro_orb_chain";
+ self.think = W_Electro_ExplodeCombo;
+ self.nextthink = time +
+ (
+ // bound the length, inflictor may be in a galaxy far far away (warpzones)
+ min(
+ WEP_CVAR(electro, combo_radius),
+ vlen(self.origin - inflictor.origin)
+ )
+ /
+ // delay combo chains, looks cooler
+ WEP_CVAR(electro, combo_speed)
+ );
+ }
+ else
+ {
+ self.use = W_Electro_Explode;
+ self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
+ }
+ }
+}
+
+void W_Electro_Attack_Orb(void)
{
W_DecreaseAmmo(ammo_cells, WEP_CVAR_SEC(electro, ammo), autocvar_g_balance_electro_reload_ammo);//weapontodo
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
entity proj = spawn();
- proj.classname = "plasma";
+ proj.classname = "electro_orb";
proj.owner = proj.realowner = self;
- proj.use = W_Plasma_Explode;
+ proj.use = W_Electro_Explode;
proj.think = adaptor_think2use_hittype_splash;
proj.bot_dodge = TRUE;
proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
//proj.glow_color = 45;
proj.movetype = MOVETYPE_BOUNCE;
WEP_SETUPPROJVELOCITY_UP_SEC(proj, electro);
- proj.touch = W_Plasma_Touch;
+ proj.touch = W_Electro_Orb_Touch;
setsize(proj, '0 0 -4', '0 0 -4');
proj.takedamage = DAMAGE_YES;
proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
proj.health = WEP_CVAR_SEC(electro, health);
- proj.event_damage = W_Plasma_Damage;
+ proj.event_damage = W_Electro_Orb_Damage;
proj.flags = FL_PROJECTILE;
proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
if(self.BUTTON_ATCK2)
if(weapon_prepareattack(1, -1))
{
- W_Electro_Attack_Orbs();
+ W_Electro_Attack_Orb();
self.electro_count -= 1;
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
return;
}
+ // WEAPONTODO: when the player releases the button, cut down the length of refire2?
w_ready();
}
if(time >= self.electro_secondarytime)
if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
{
- W_Electro_Attack_Orbs();
+ W_Electro_Attack_Orb();
self.electro_count = WEP_CVAR_SEC(electro, count);
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();