mirror of
https://github.com/nzp-team/quakec.git
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bf4afd4ae3
* Fix timing of priming sound. * Sped up animation playback rate. * Fix not playing "take out" animation after placing Betty. * Decreases raise time from 0.35 seconds to 0.28 seconds. * Betties rise with more force. * Increase explosion effect dramatics. * Betties no longer inflict self-damage. * Betties can no longer be re-bought from wall chalk. * Fixed betties using cost2 for their entity instead of cost. * Move bouncing betty logic to separate source file.
320 lines
No EOL
9.7 KiB
C++
320 lines
No EOL
9.7 KiB
C++
/*
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server/weapons/tesla.qc
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Core logic for the Wunderwaffe special weapon.
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Copyright (C) 2021-2023 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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//
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// Think function for tesla spark sprite spawned at zombie torso
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//
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void() tesla_spark_think =
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{
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float prev_frame = self.frame;
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while(self.frame == prev_frame) {
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self.frame = rint(random()*3);
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}
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if(self.ltime < time) {
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remove(self);
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}
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self.nextthink = time + 0.05;
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}
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//
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// Tesla spark sprite spawned at zombie torso
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//
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void(vector pos) tesla_spark = {
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local entity lightning = spawn();
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setmodel(lightning, "models/sprites/lightning.spr");
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setorigin(lightning, pos);
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lightning.think = tesla_spark_think;
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lightning.nextthink = time + 0.05;
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lightning.ltime = time + 1;
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}
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//
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//
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//
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void(entity hit_ent, entity arc_parent, entity arc_owner, float arc_num, float do_arc) tesla_damage = {
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// set lib models to null
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// (if we remove them RelinkZombies will cry)
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if (hit_ent.head)
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setmodel(hit_ent.head, "");
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if (hit_ent.larm)
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setmodel(hit_ent.larm, "");
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if (hit_ent.rarm)
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setmodel(hit_ent.rarm, "");
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hit_ent.velocity.x = 0;
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hit_ent.velocity.y = 0;
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// window hop fix
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if (self.state == 1 || self.hop_step != 0) {
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self.state = self.hop_step = 0;
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}
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// // change classname so it can't be re-targted
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// hit_ent.classname = "wunder";
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if(arc_owner != world) {
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arc_owner.tesla_n_kills += 1;
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// 50 points for waffe kills
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if(arc_owner.classname == "player") {
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arc_owner.kills += 1;
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addmoney(arc_owner, 50, true);
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}
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}
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if(do_arc == true) {
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// float wait_time = lerp(0.2,0.6, random()) * arc_num;
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// The first zombie does not wait, every arc thereafter does
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float wait_time = arc_num == 1 ? 0 : lerp(0.2,0.6, random()) * arc_num;
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hit_ent.tesla_next_arc_time = time + wait_time;
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// print("Entity ", hit_ent.classname, " set to arc after ",ftos(wait_time)," (t=", ftos(hit_ent.tesla_next_arc_time), ")\n");
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}
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else {
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// print("Entity ", hit_ent.classname, " NOT set to arc at.\n");
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hit_ent.tesla_next_arc_time = -1;
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}
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hit_ent.tesla_arc_parent = arc_parent;
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hit_ent.tesla_arc_owner = arc_owner;
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hit_ent.tesla_arc_num = arc_num;
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// play our wunder-ful anim
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entity oself = self;
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self = hit_ent;
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self.th_diewunder();
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self = oself;
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}
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vector(entity ent) tesla_arc_ofs_for_ent = {
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if(ent.classname == "ai_zombie") {
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if(ent.crawling == true) {
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return '0 0 -18';
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}
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else {
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return '0 0 20';
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}
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}
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else if(ent.classname == "ai_dog") {
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return '0 0 0';
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}
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return '0 0 0';
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}
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// entity cur_ent, entity prev_ent, entity player
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void() tesla_arc = {
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if(self.tesla_next_arc_time < 0) {
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return;
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}
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if(self.tesla_next_arc_time > time) {
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return;
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}
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// print("\"",self.classname,"\" arcing ( arcs:",ftos(self.tesla_arc_num)," kills: ",ftos(self.tesla_arc_owner.tesla_n_kills),") for arctime: ");
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// print(ftos(self.tesla_next_arc_time),"\n");
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self.tesla_next_arc_time = -1;
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if(self.tesla_arc_owner.tesla_n_kills >= 10) {
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// print("\tAt max kills. Stopping.\n");
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return;
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}
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self.iszomb = 0;
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// If we can't arc any further, tell parent to keep trying
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if(self.tesla_arc_num >= 5) {
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// We already waited, do it immediately
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self.tesla_arc_parent.tesla_next_arc_time = 0;
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// print("\tAt max arc-counts, keep arcing from parent.\n");
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return;
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}
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// Maximum arcing distance for this zombie
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float max_dist = 300 - (20 * self.tesla_arc_num);
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// print("\tZombie arc to max dist: ", ftos(max_dist), "\n");
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entity best_ent = world;
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if(max_dist > 0) {
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// If arcing, find the closest zombie to current zombie:
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entity ent = findfloat(world, iszomb, 1);
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float dist;
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float best_dist = max_dist;
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while(ent != world) {
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if(ent != self && ent.aistatus == "1") {
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dist = vlen(self.origin - ent.origin);
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if(dist < best_dist) {
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// Check traceline to make sure is visible
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vector trace_start = self.origin + tesla_arc_ofs_for_ent(self);
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vector trace_end = ent.origin + tesla_arc_ofs_for_ent(self);
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traceline(trace_start, trace_end, 1, world); // MOVE_NOMONSTERS=1
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if(trace_fraction >= 1.0) {
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best_dist = dist;
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best_ent = ent;
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}
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}
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}
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ent = findfloat(ent, iszomb, 1);
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}
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}
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// print("\tZombie arcing to entity: \"", best_ent.classname, "\" dist: ", ftos(best_dist), "\n");
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// We found a zombie to arc to, continue arc from there
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if(best_ent != world) {
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tesla_damage(best_ent, self, self.tesla_arc_owner, self.tesla_arc_num + 1, true);
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vector source_pos = self.origin + tesla_arc_ofs_for_ent(self);
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vector target_pos = best_ent.origin + tesla_arc_ofs_for_ent(best_ent);
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#ifdef FTE
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te_lightning1(self, source_pos, target_pos);
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#else
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WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte(MSG_BROADCAST, TE_LIGHTNING1);
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WriteEntity(MSG_BROADCAST, self);
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WriteCoord(MSG_BROADCAST, source_pos.x);
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WriteCoord(MSG_BROADCAST, source_pos.y);
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WriteCoord(MSG_BROADCAST, source_pos.z);
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WriteCoord(MSG_BROADCAST, target_pos.x);
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WriteCoord(MSG_BROADCAST, target_pos.y);
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WriteCoord(MSG_BROADCAST, target_pos.z);
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#endif // FTE
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}
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// No ent to arc to, tell arc parent to resume its search
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// else if(self.tesla_arc_parent != world) {
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// // Don't wait, start immediately
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// self.tesla_arc_parent.tesla_next_arc_time = 0;
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// }
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// Have self immediately arc again next frame
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self.tesla_next_arc_time = 0;
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}
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// Fire lightning out of the gun
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void() W_FireTesla =
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{
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vector source;
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source = self.origin + self.view_ofs;
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makevectors(self.v_angle);
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vector barrel_ofs = '5.560 -3 30';
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source += v_right * barrel_ofs.x;
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source += v_up * barrel_ofs.y;
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source += v_forward * barrel_ofs.z;
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#ifdef FTE
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self.dimension_hit = HITBOX_DIM_LIMBS | HITBOX_DIM_ZOMBIES;
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#endif // FTE
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FireTrace(1, 0, 0, 0);
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#ifdef FTE
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self.dimension_hit = HITBOX_DIM_ZOMBIES;
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#endif // FTE
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#ifdef FTE
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te_lightning1(world, source, trace_endpos);
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#else
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WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte(MSG_BROADCAST, TE_LIGHTNING2);
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WriteEntity(MSG_BROADCAST, self);
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WriteCoord(MSG_BROADCAST, source_x);
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WriteCoord(MSG_BROADCAST, source_y);
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WriteCoord(MSG_BROADCAST, source_z);
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WriteCoord(MSG_BROADCAST, trace_endpos_x);
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WriteCoord(MSG_BROADCAST, trace_endpos_y);
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WriteCoord(MSG_BROADCAST, trace_endpos_z);
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#endif // FTE
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self.tesla_n_kills = 0;
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entity hit_ent = trace_ent;
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if(hit_ent.classname == "ai_zombie_head" || hit_ent.classname == "ai_zombie_larm" || hit_ent.classname == "ai_zombie_rarm")
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hit_ent = hit_ent.owner;
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// print("W_FireTesla hit ent: ", hit_ent.classname, "\n");
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if(trace_ent != world && trace_ent.takedamage) {
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tesla_damage(hit_ent, world, self, 1, true);
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}
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// Not a direct-hit, do splash damage:
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else {
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tesla_spark(trace_endpos);
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// TODO - Search for proximity to players and damage players
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// TODO - Electric overlay player HUD
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// ------- Find zombie closest to splash damage pos ---------
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// Damage any players within splash damage radius along the way
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float inner_radius = 30;
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float splash_radius = 110;
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entity ent = findradius(trace_endpos, splash_radius);
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float dist;
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entity best_ent = world;
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float best_dist = splash_radius;
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while(ent != world) {
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if(ent == self) {
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// ----------------------------------------
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// Player logic:
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// ----------------------------------------
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// - Same damage with or without jug
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// - Deal 75 damage at `inner_radius` qu
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// - Deal 0 damage at `splash_radius` qu
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// - Linearly interpolate damage in-between
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dist = vlen(ent.origin - trace_endpos);
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// lerp_frac: 1 at inner_radius, 0 at splash_radius
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float lerp_frac = (dist - splash_radius) / (inner_radius - splash_radius);
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float damage = lerp(0, 75, lerp_frac);
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// print("Giving player ",ftos(damage), " damage.\n");
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if (other.perks & P_JUG)
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DamageHandler(ent, self, damage, S_ZAPPER);
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else
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DamageHandler(ent, self, damage, S_ZAPPER);
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// ----------------------------------------
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}
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if(ent.aistatus == "1") {
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dist = vlen(ent.origin - trace_endpos);
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if(dist < best_dist) {
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best_dist = dist;
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best_ent = ent;
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}
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}
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ent = ent.chain;
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}
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if(best_ent != world) {
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tesla_damage(best_ent, world, self, 1, true);
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}
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}
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} |