float autocvar_g_balance_lightning_primary_ammo;
float autocvar_g_balance_lightning_primary_animtime;
float autocvar_g_balance_lightning_primary_damage;
-float autocvar_g_balance_lightning_primary_edgedamage;
+//float autocvar_g_balance_lightning_primary_edgedamage;
float autocvar_g_balance_lightning_primary_falloff_halflifedist;
float autocvar_g_balance_lightning_primary_falloff_maxdist;
float autocvar_g_balance_lightning_primary_falloff_mindist;
float autocvar_g_balance_lightning_primary_force;
-float autocvar_g_balance_lightning_primary_lifetime;
-float autocvar_g_balance_lightning_primary_radius;
+//float autocvar_g_balance_lightning_primary_lifetime;
+//float autocvar_g_balance_lightning_primary_radius;
float autocvar_g_balance_lightning_primary_range;
float autocvar_g_balance_lightning_primary_refire;
-float autocvar_g_balance_lightning_primary_speed;
+//float autocvar_g_balance_lightning_primary_speed;
float autocvar_g_balance_lightning_secondary_ammo;
-float autocvar_g_balance_lightning_secondary_animtime;
-float autocvar_g_balance_lightning_secondary_damage;
-float autocvar_g_balance_lightning_secondary_damageforcescale;
-float autocvar_g_balance_lightning_secondary_edgedamage;
-float autocvar_g_balance_lightning_secondary_flyingdamage;
-float autocvar_g_balance_lightning_secondary_flyingforce;
-float autocvar_g_balance_lightning_secondary_flyingradius;
-float autocvar_g_balance_lightning_secondary_force;
-float autocvar_g_balance_lightning_secondary_health;
-float autocvar_g_balance_lightning_secondary_lifetime;
-float autocvar_g_balance_lightning_secondary_radius;
-float autocvar_g_balance_lightning_secondary_refire;
-float autocvar_g_balance_lightning_secondary_speed;
+//float autocvar_g_balance_lightning_secondary_animtime;
+//float autocvar_g_balance_lightning_secondary_damage;
+//float autocvar_g_balance_lightning_secondary_damageforcescale;
+//float autocvar_g_balance_lightning_secondary_edgedamage;
+//float autocvar_g_balance_lightning_secondary_flyingdamage;
+//float autocvar_g_balance_lightning_secondary_flyingforce;
+//float autocvar_g_balance_lightning_secondary_flyingradius;
+//float autocvar_g_balance_lightning_secondary_force;
+//float autocvar_g_balance_lightning_secondary_health;
+//float autocvar_g_balance_lightning_secondary_lifetime;
+//float autocvar_g_balance_lightning_secondary_radius;
+//float autocvar_g_balance_lightning_secondary_refire;
+//float autocvar_g_balance_lightning_secondary_speed;
float autocvar_g_balance_minelayer_ammo;
float autocvar_g_balance_minelayer_animtime;
float autocvar_g_balance_minelayer_damage;
{
// only play fire sound if 0.5 sec has passed since player let go the fire button
if(time - self.lg_fire_prev > 0.5)
- sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
entity beam, oldself;
{
if (self.BUTTON_ATCK)
{
- if(self.BUTTON_ATCK_prev)
- if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+ if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
+ /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_lightning_primary_animtime, w_ready);
- else
+ else*/
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_lightning_primary_animtime, w_ready);
if (weapon_prepareattack(0, 0))
}
else if (req == WR_CHECKAMMO2)
return self.ammo_cells >= autocvar_g_balance_lightning_secondary_ammo;
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ return WEAPON_ELECTRO_MURDER_ORBS;
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_ELECTRO_MURDER_COMBO;
+ else
+ return WEAPON_ELECTRO_MURDER_BOLT;
+ }
+ }
else if (req == WR_RESETPLAYER)
{
//self.lightning_secondarytime = time;
{
pointparticles(particleeffectnum("lightning_ballexplode"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
}
else
{
pointparticles(particleeffectnum("lightning_impact"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/lightning_impact.wav", VOL_BASE, ATTN_NORM);
}
}
else if(req == WR_PRECACHE)
precache_sound("weapons/lightning_impact.wav");
precache_sound("weapons/lightning_impact_combo.wav");
}
- else if (req == WR_SUICIDEMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = _("%s could not remember where they put plasma");
- else
- w_deathtypestring = _("%s played with plasma");
- }
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
- w_deathtypestring = _("%s just noticed %s's blue ball");
- else // unchecked: BOUNCE
- w_deathtypestring = _("%s got in touch with %s's blue ball");
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE) // combo
- w_deathtypestring = _("%s felt the electrifying air of %s's combo");
- else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = _("%s got too close to %s's blue beam");
- else
- w_deathtypestring = _("%s was blasted by %s's blue beam");
- }
- }
return TRUE;
}
#endif