#include "electro.qh" #ifdef GAMEQC #ifdef CSQC .float ltime; void electro_orb_draw(entity this) { float dt = time - this.move_time; this.move_time = time; if(dt <= 0) return; float myscale = bound(0, (this.ltime - time) * 4, 1); this.scale = (WEP_CVAR(WEP_ELECTRO, combo_radius) * 0.05) * myscale; this.angles = this.angles + dt * this.avelocity; } void electro_orb_setup(entity e) { setmodel(e, MDL_PROJECTILE_ELECTRO); setsize(e, '-4 -4 -4', '4 4 4'); setorigin(e, e.origin); e.draw = electro_orb_draw; IL_PUSH(g_drawables, e); SetResourceExplicit(e, RES_HEALTH, 255); set_movetype(e, MOVETYPE_NONE); e.solid = SOLID_NOT; e.avelocity = '7 0 11'; e.drawmask = MASK_NORMAL; e.alpha = 0.7; } #endif REGISTER_NET_LINKED(Electro_Orb) #ifdef CSQC NET_HANDLE(Electro_Orb, bool isNew) { Net_Accept(Electro_Orb); int sf = ReadByte(); if (sf & 1) { this.origin = ReadVector(); setorigin(this, this.origin); this.ltime = time + ReadByte()/10.0; // this.ltime = time + this.orb_lifetime; electro_orb_setup(this); } return true; } #endif #ifdef SVQC bool electro_orb_send(entity this, entity to, int sf) { int channel = MSG_ENTITY; WriteHeader(channel, Electro_Orb); WriteByte(channel, sf); if (sf & 1) { WriteVector(channel, this.origin); // round time delta to a 1/10th of a second WriteByte(channel, (this.ltime - time)*10.0+0.5); } return true; } #endif #endif #ifdef SVQC #include void W_Electro_TriggerCombo(vector org, float rad, entity own) { entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(WEP_ELECTRO, combo_comboradius_thruwall)); while(e) { if(e.classname == "electro_orb") { // check if the ball we are exploding is not owned by an // independent player which is not the player who shot the ball if(IS_INDEPENDENT_PLAYER(e.realowner) && own != e.realowner) { e = e.chain; continue; } // do we allow thruwall triggering? if(WEP_CVAR(WEP_ELECTRO, combo_comboradius_thruwall)) { // if distance is greater than thruwall distance, check to make sure it's not through a wall if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(WEP_ELECTRO, combo_comboradius_thruwall))) { WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e); if(trace_fraction != 1) { // trigger is through a wall and outside of thruwall range, abort e = e.chain; continue; } } } // change owner to whoever caused the combo explosion e.realowner = own; e.takedamage = DAMAGE_NO; e.classname = "electro_orb_chain"; // now set the next one to trigger as well setthink(e, W_Electro_ExplodeCombo); // delay combo chains, looks cooler float delay = 0; if (WEP_CVAR(WEP_ELECTRO, combo_speed)) delay = vlen(e.WarpZone_findradius_dist) / WEP_CVAR(WEP_ELECTRO, combo_speed); e.nextthink = time + delay; } e = e.chain; } } void W_Electro_ExplodeComboThink(entity this) { if(time >= this.ltime) { delete(this); return; } this.nextthink = time; float damage = WEP_CVAR(WEP_ELECTRO, combo_damage) * PHYS_INPUT_TIMELENGTH; float edgedamage = WEP_CVAR(WEP_ELECTRO, combo_edgedamage) * PHYS_INPUT_TIMELENGTH; RadiusDamage(this, this.realowner, damage, edgedamage, WEP_CVAR(WEP_ELECTRO, combo_radius), NULL, NULL, 0, this.projectiledeathtype, this.weaponentity_fld, NULL); this.projectiledeathtype |= HITTYPE_SPAM; // ensure it doesn't spam its effect } void W_Electro_Orb_ExplodeOverTime(entity this) { entity newproj = spawn(); newproj.classname = this.classname; newproj.solid = this.solid; setorigin(newproj, this.origin); setmodel(newproj, MDL_PROJECTILE_ELECTRO); setsize(newproj, this.mins, this.maxs); newproj.owner = this.owner; newproj.realowner = this.realowner; newproj.weaponentity_fld = this.weaponentity_fld; newproj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_BOUNCE; // use THIS type for a combo because primary can't bounce setthink(newproj, W_Electro_ExplodeComboThink); newproj.nextthink = time; newproj.ltime = time + WEP_CVAR(WEP_ELECTRO, combo_duration); set_movetype(newproj, MOVETYPE_NONE); Net_LinkEntity(newproj, true, 0, electro_orb_send); newproj.SendFlags |= 1; // fire the first damage tick immediately getthink(newproj)(newproj); } void W_Electro_ExplodeCombo(entity this) { W_Electro_TriggerCombo(this.origin, WEP_CVAR(WEP_ELECTRO, combo_comboradius), this.realowner); this.event_damage = func_null; if (!this.velocity) this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work if(WEP_CVAR(WEP_ELECTRO, combo_duration)) { W_Electro_Orb_ExplodeOverTime(this); delete(this); return; } RadiusDamage( this, this.realowner, WEP_CVAR(WEP_ELECTRO, combo_damage), WEP_CVAR(WEP_ELECTRO, combo_edgedamage), WEP_CVAR(WEP_ELECTRO, combo_radius), NULL, NULL, WEP_CVAR(WEP_ELECTRO, combo_force), WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce this.weaponentity_fld, NULL ); delete(this); } void W_Electro_Explode(entity this, entity directhitentity) { if(directhitentity.takedamage == DAMAGE_AIM) if(IS_PLAYER(directhitentity)) if(DIFF_TEAM(this.realowner, directhitentity)) if(!IS_DEAD(directhitentity)) if(IsFlying(directhitentity)) Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH); this.event_damage = func_null; this.takedamage = DAMAGE_NO; if (!this.velocity) this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway? { RadiusDamage( this, this.realowner, WEP_CVAR_SEC(WEP_ELECTRO, damage), WEP_CVAR_SEC(WEP_ELECTRO, edgedamage), WEP_CVAR_SEC(WEP_ELECTRO, radius), NULL, NULL, WEP_CVAR_SEC(WEP_ELECTRO, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity ); } else { W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(WEP_ELECTRO, comboradius), this.realowner); RadiusDamage( this, this.realowner, WEP_CVAR_PRI(WEP_ELECTRO, damage), WEP_CVAR_PRI(WEP_ELECTRO, edgedamage), WEP_CVAR_PRI(WEP_ELECTRO, radius), NULL, NULL, WEP_CVAR_PRI(WEP_ELECTRO, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity ); } delete(this); } void W_Electro_Explode_use(entity this, entity actor, entity trigger) { W_Electro_Explode(this, trigger); } void W_Electro_TouchExplode(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); W_Electro_Explode(this, toucher); } //void sys_phys_update_single(entity this); void W_Electro_Bolt_Think(entity this) { // sys_phys_update_single(this); if(time >= this.ltime) { this.use(this, NULL, NULL); return; } if(WEP_CVAR_PRI(WEP_ELECTRO, midaircombo_radius)) { float found = 0; entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(WEP_ELECTRO, midaircombo_radius), true); // loop through nearby orbs and trigger them while(e) { if(e.classname == "electro_orb") { // check if the ball we are exploding is not owned by an // independent player which is not the player who shot the ball if(IS_INDEPENDENT_PLAYER(e.realowner) && this.realowner != e.realowner) { e = e.chain; continue; } bool explode; if (this.owner == e.owner) { explode = WEP_CVAR_PRI(WEP_ELECTRO, midaircombo_own); } else if (SAME_TEAM(this.owner, e.owner)) { explode = WEP_CVAR_PRI(WEP_ELECTRO, midaircombo_teammate); } else { explode = WEP_CVAR_PRI(WEP_ELECTRO, midaircombo_enemy); } if (explode) { // change owner to whoever caused the combo explosion e.realowner = this.realowner; e.takedamage = DAMAGE_NO; e.classname = "electro_orb_chain"; // Only first orb explosion uses midaircombo_speed, others use the normal combo_speed. // This allows to avoid the delay on the first explosion which looks better // (the bolt and orb should explode together because they interacted together) // while keeping the chaining delay. setthink(e, W_Electro_ExplodeCombo); float delay = 0; if (WEP_CVAR_PRI(WEP_ELECTRO, midaircombo_speed)) delay = vlen(e.WarpZone_findradius_dist) / WEP_CVAR_PRI(WEP_ELECTRO, midaircombo_speed); e.nextthink = time + delay; ++found; } } e = e.chain; } // if we triggered an orb, should we explode? if not, lets try again next time if(found && WEP_CVAR_PRI(WEP_ELECTRO, midaircombo_explode)) { this.use(this, NULL, NULL); } else { this.nextthink = min(time + WEP_CVAR_PRI(WEP_ELECTRO, midaircombo_interval), this.ltime); } } else { this.nextthink = this.ltime; } // this.nextthink = time; } void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) { entity proj; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(WEP_ELECTRO, ammo), weaponentity); W_SetupShot_ProjectileSize( actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(WEP_ELECTRO, damage), thiswep.m_id ); W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); proj = new(electro_bolt); proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_PRI(WEP_ELECTRO, damage); proj.use = W_Electro_Explode_use; setthink(proj, W_Electro_Bolt_Think); proj.nextthink = time; proj.ltime = time + WEP_CVAR_PRI(WEP_ELECTRO, lifetime); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = thiswep.m_id; proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); // if (IS_CSQC) set_movetype(proj, MOVETYPE_FLY); W_SetupProjVelocity_PRI(proj, WEP_ELECTRO); proj.angles = vectoangles(proj.velocity); settouch(proj, W_Electro_TouchExplode); setsize(proj, '0 0 -3', '0 0 -3'); proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true); MUTATOR_CALLHOOK(EditProjectile, actor, proj); // proj.com_phys_pos = proj.origin; // proj.com_phys_vel = proj.velocity; } void W_Electro_Orb_Follow_Think(entity this) { if (time > this.death_time) { adaptor_think2use_hittype_splash(this); return; } if (this.move_movetype == MOVETYPE_FOLLOW) { int lost = LostMovetypeFollow(this); if (lost == 2) { // FIXME if player disconnected, it isn't possible to drop the orb at player's origin // see comment in LostMovetypeFollow implementation delete(this); return; } if (lost) { // drop the orb at the corpse's location PROJECTILE_MAKETRIGGER(this); set_movetype(this, MOVETYPE_TOSS); setthink(this, adaptor_think2use_hittype_splash); this.nextthink = this.death_time; return; } } this.nextthink = time; } void W_Electro_Orb_Stick(entity this, entity to) { entity newproj = spawn(); newproj.classname = this.classname; newproj.bot_dodge = this.bot_dodge; newproj.bot_dodgerating = this.bot_dodgerating; newproj.owner = this.owner; newproj.realowner = this.realowner; PROJECTILE_MAKETRIGGER(newproj); setorigin(newproj, this.origin); setmodel(newproj, MDL_PROJECTILE_ELECTRO); setsize(newproj, this.mins, this.maxs); newproj.angles = vectoangles(-trace_plane_normal); // face against the surface newproj.traileffectnum = _particleeffectnum(EFFECT_TR_NEXUIZPLASMA.eent_eff_name); newproj.movedir = -trace_plane_normal; newproj.takedamage = this.takedamage; newproj.damageforcescale = this.damageforcescale; SetResourceExplicit(newproj, RES_HEALTH, GetResource(this, RES_HEALTH)); newproj.event_damage = this.event_damage; newproj.spawnshieldtime = this.spawnshieldtime; newproj.damagedbycontents = true; IL_PUSH(g_damagedbycontents, newproj); set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place newproj.projectiledeathtype = this.projectiledeathtype; newproj.weaponentity_fld = this.weaponentity_fld; settouch(newproj, func_null); if(WEP_CVAR_SEC(WEP_ELECTRO, stick_lifetime) > 0) newproj.death_time = time + WEP_CVAR_SEC(WEP_ELECTRO, stick_lifetime); else newproj.death_time = this.death_time; newproj.use = this.use; newproj.flags = this.flags; IL_PUSH(g_projectiles, newproj); IL_PUSH(g_bot_dodge, newproj); // check if limits are enabled (we can tell by checking if the original orb is listed) and push it to the list if so if(LimitedElectroBallRubbleList && IL_CONTAINS(LimitedElectroBallRubbleList, this)) { ReplaceOldListedChildRubble(LimitedElectroBallRubbleList, newproj, this); } delete(this); if(to) { SetMovetypeFollow(newproj, to); setthink(newproj, W_Electro_Orb_Follow_Think); newproj.nextthink = time; } else { setthink(newproj, adaptor_think2use_hittype_splash); newproj.nextthink = newproj.death_time; } } void W_Electro_Orb_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); if(toucher.takedamage == DAMAGE_AIM && WEP_CVAR_SEC(WEP_ELECTRO, touchexplode)) { W_Electro_Explode(this, toucher); } else if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles! { //UpdateCSQCProjectile(this); spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM); this.projectiledeathtype |= HITTYPE_BOUNCE; if(WEP_CVAR_SEC(WEP_ELECTRO, stick)) { if(WEP_CVAR_SEC(WEP_ELECTRO, stick_lifetime) == 0) W_Electro_Explode(this, toucher); else W_Electro_Orb_Stick(this, toucher); } } } void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(GetResource(this, RES_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, this.realowner, deathtype, (is_combo ? 1 : -1))) return; // g_projectiles_damage says to halt TakeResource(this, RES_HEALTH, damage); if(GetResource(this, RES_HEALTH) <= 0) { this.takedamage = DAMAGE_NO; this.nextthink = time; if(is_combo) { // change owner to whoever caused the combo explosion this.realowner = inflictor.realowner; this.classname = "electro_orb_chain"; setthink(this, W_Electro_ExplodeCombo); // delay combo chains, looks cooler // bound the length, inflictor may be in a galaxy far far away (warpzones) float len = min(WEP_CVAR(WEP_ELECTRO, combo_radius), vlen(this.origin - inflictor.origin)); float delay = len / WEP_CVAR(WEP_ELECTRO, combo_speed); this.nextthink = time + delay; } else { this.use = W_Electro_Explode_use; setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately" } } } void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(WEP_ELECTRO, ammo), weaponentity); W_SetupShot_ProjectileSize( actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR_SEC(WEP_ELECTRO, damage), thiswep.m_id | HITTYPE_SECONDARY ); w_shotdir = v_forward; // no TrueAim for grenades please W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); entity proj = new(electro_orb); proj.owner = proj.realowner = actor; proj.use = W_Electro_Explode_use; setthink(proj, adaptor_think2use_hittype_splash); proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_SEC(WEP_ELECTRO, damage); proj.nextthink = time + WEP_CVAR_SEC(WEP_ELECTRO, lifetime); proj.death_time = time + WEP_CVAR_SEC(WEP_ELECTRO, lifetime); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY; proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); //proj.glow_size = 50; //proj.glow_color = 45; set_movetype(proj, MOVETYPE_BOUNCE); W_SetupProjVelocity_UP_SEC(proj, WEP_ELECTRO); settouch(proj, W_Electro_Orb_Touch); setsize(proj, '-4 -4 -4', '4 4 4'); proj.takedamage = DAMAGE_YES; proj.damageforcescale = WEP_CVAR_SEC(WEP_ELECTRO, damageforcescale); SetResourceExplicit(proj, RES_HEALTH, WEP_CVAR_SEC(WEP_ELECTRO, health)); proj.event_damage = W_Electro_Orb_Damage; proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); proj.damagedbycontents = (WEP_CVAR_SEC(WEP_ELECTRO, damagedbycontents)); if(proj.damagedbycontents) IL_PUSH(g_damagedbycontents, proj); proj.bouncefactor = WEP_CVAR_SEC(WEP_ELECTRO, bouncefactor); proj.bouncestop = WEP_CVAR_SEC(WEP_ELECTRO, bouncestop); proj.missile_flags = MIF_SPLASH | MIF_ARC; if(WEP_CVAR_SEC(WEP_ELECTRO, limit) > 0) { if (!LimitedElectroBallRubbleList) LimitedElectroBallRubbleList = IL_NEW(); ListNewChildRubble(LimitedElectroBallRubbleList, proj); LimitedChildrenRubble(LimitedElectroBallRubbleList, "electro_orb", WEP_CVAR_SEC(WEP_ELECTRO, limit), adaptor_think2use_hittype_splash, actor); } CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound MUTATOR_CALLHOOK(EditProjectile, actor, proj); } void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if(actor.(weaponentity).electro_count > 1) if(PHYS_INPUT_BUTTON_ATCK2(actor)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1)) { W_Electro_Attack_Orb(thiswep, actor, weaponentity); actor.(weaponentity).electro_count -= 1; actor.(weaponentity).electro_secondarytime = time; weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_ELECTRO, animtime), W_Electro_CheckAttack); return; } w_ready(thiswep, actor, weaponentity, fire); } .float bot_secondary_electromooth; METHOD(Electro, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false; if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; } if(actor.bot_secondary_electromooth == 0) { float shoot; if(WEP_CVAR_PRI(WEP_ELECTRO, speed)) shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(WEP_ELECTRO, speed), 0, WEP_CVAR_PRI(WEP_ELECTRO, lifetime), false, true); else shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true); if(shoot) { PHYS_INPUT_BUTTON_ATCK(actor) = true; if(random() < 0.01) actor.bot_secondary_electromooth = 1; } } else { if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(WEP_ELECTRO, speed), WEP_CVAR_SEC(WEP_ELECTRO, speed_up), WEP_CVAR_SEC(WEP_ELECTRO, lifetime), true, true)) { PHYS_INPUT_BUTTON_ATCK2(actor) = true; if(random() < 0.03) actor.bot_secondary_electromooth = 0; } } } METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO { float ammo_amount = 0; if(actor.(weaponentity).clip_load >= WEP_CVAR_PRI(WEP_ELECTRO, ammo)) ammo_amount = 1; if(actor.(weaponentity).clip_load >= WEP_CVAR_SEC(WEP_ELECTRO, ammo)) ammo_amount += 1; if(!ammo_amount) { thiswep.wr_reload(thiswep, actor, weaponentity); return; } } if(fire & 1) { if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(WEP_ELECTRO, refire2) * W_WeaponRateFactor(actor)) if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_ELECTRO, refire))) { W_Electro_Attack_Bolt(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_ELECTRO, animtime), w_ready); } } else if(fire & 2) { if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(WEP_ELECTRO, refire) * W_WeaponRateFactor(actor)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1)) { W_Electro_Attack_Orb(thiswep, actor, weaponentity); actor.(weaponentity).electro_count = WEP_CVAR_SEC(WEP_ELECTRO, count); actor.(weaponentity).electro_secondarytime = time; weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_ELECTRO, animtime), W_Electro_CheckAttack); } } } METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_ELECTRO, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(WEP_ELECTRO, ammo); return ammo_amount; } METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; if(WEP_CVAR(WEP_ELECTRO, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false. { ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_ELECTRO, ammo) + WEP_CVAR_PRI(WEP_ELECTRO, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_ELECTRO, ammo) + WEP_CVAR_PRI(WEP_ELECTRO, ammo); } else { ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(WEP_ELECTRO, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(WEP_ELECTRO, ammo); } return ammo_amount; } METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(WEP_ELECTRO, ammo), WEP_CVAR_SEC(WEP_ELECTRO, ammo)), SND_RELOAD); } METHOD(Electro, wr_suicidemessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_ELECTRO_SUICIDE_ORBS; else return WEAPON_ELECTRO_SUICIDE_BOLT; } METHOD(Electro, wr_killmessage, Notification(entity thiswep)) { 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; } } #endif #ifdef CSQC METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2 = w_org + w_backoff * 2; if(w_deathtype & HITTYPE_SECONDARY) { pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM); } else { if(w_deathtype & HITTYPE_BOUNCE) { // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM); } else { pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM); } } } #endif