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Rename WR_PRECACHE to WR_INIT, which is more appropriate
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_electro.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ ELECTRO,
4 /* function  */ w_electro,
5 /* ammotype  */ IT_CELLS,
6 /* impulse   */ 5,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* model     */ "electro",
10 /* shortname */ "electro",
11 /* fullname  */ _("Electro")
12 );
13
14 #ifdef SVQC
15 void ElectroInit();
16 vector electro_shotorigin[4];
17 #endif
18 #else
19 #ifdef SVQC
20 void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
21
22 .float electro_count;
23 .float electro_secondarytime;
24
25 void W_Plasma_Explode_Combo (void);
26
27 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
28 {
29         entity e;
30         e = WarpZone_FindRadius(org, rad, TRUE);
31         while (e)
32         {
33                 if (e.classname == "plasma")
34                 {
35                         // change owner to whoever caused the combo explosion
36                         e.realowner = own;
37                         e.takedamage = DAMAGE_NO;
38                         e.classname = "plasma_chain";
39                         e.think = W_Plasma_Explode_Combo;
40                         e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
41                 }
42                 e = e.chain;
43         }
44 }
45
46 void W_Plasma_Explode (void)
47 {
48         if(other.takedamage == DAMAGE_AIM)
49                 if(IS_PLAYER(other))
50                         if(IsDifferentTeam(self.realowner, other))
51                                 if(other.deadflag == DEAD_NO)
52                                         if(IsFlying(other))
53                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
54
55         self.event_damage = func_null;
56         self.takedamage = DAMAGE_NO;
57         if (self.movetype == MOVETYPE_BOUNCE)
58         {
59                 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
60         }
61         else
62         {
63                 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
64                 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
65         }
66
67         remove (self);
68 }
69
70 void W_Plasma_Explode_Combo (void)
71 {
72         W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
73
74         self.event_damage = func_null;
75         RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
76
77         remove (self);
78 }
79
80 void W_Plasma_Touch (void)
81 {
82         //self.velocity = self.velocity  * 0.1;
83
84         PROJECTILE_TOUCH;
85         if (other.takedamage == DAMAGE_AIM) {
86                 W_Plasma_Explode ();
87         } else {
88                 //UpdateCSQCProjectile(self);
89                 spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
90                 self.projectiledeathtype |= HITTYPE_BOUNCE;
91         }
92 }
93
94 void W_Plasma_TouchExplode (void)
95 {
96         PROJECTILE_TOUCH;
97         W_Plasma_Explode ();
98 }
99
100 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
101 {
102         if(self.health <= 0)
103                 return;
104
105         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
106         float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
107         
108         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
109                 return; // g_projectiles_damage says to halt    
110         
111         self.health = self.health - damage;
112         if (self.health <= 0)
113         {
114                 self.takedamage = DAMAGE_NO;
115                 self.nextthink = time;
116                 if (is_combo)
117                 {
118                         // change owner to whoever caused the combo explosion
119                         self.realowner = inflictor.realowner;
120                         self.classname = "plasma_chain";
121                         self.think = W_Plasma_Explode_Combo;
122                         self.nextthink = time + min(autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin)) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
123                                 //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
124                 }
125                 else
126                 {
127                         self.use = W_Plasma_Explode;
128                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
129                 }
130         }
131 }
132
133 void W_Electro_Attack()
134 {
135         entity proj;
136
137         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
138
139         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, autocvar_g_balance_electro_primary_damage);
140
141         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
142
143         proj = spawn ();
144         proj.classname = "plasma_prim";
145         proj.owner = proj.realowner = self;
146         proj.bot_dodge = TRUE;
147         proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
148         proj.use = W_Plasma_Explode;
149         proj.think = adaptor_think2use_hittype_splash;
150         proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
151         PROJECTILE_MAKETRIGGER(proj);
152         proj.projectiledeathtype = WEP_ELECTRO;
153         setorigin(proj, w_shotorg);
154
155         proj.movetype = MOVETYPE_FLY;
156         W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
157         proj.angles = vectoangles(proj.velocity);
158         proj.touch = W_Plasma_TouchExplode;
159         setsize(proj, '0 0 -3', '0 0 -3');
160         proj.flags = FL_PROJECTILE;
161         proj.missile_flags = MIF_SPLASH;
162
163         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
164
165         other = proj; MUTATOR_CALLHOOK(EditProjectile);
166 }
167
168 void W_Electro_Attack2()
169 {
170         entity proj;
171
172         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
173
174         W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_g_balance_electro_secondary_damage);
175
176         w_shotdir = v_forward; // no TrueAim for grenades please
177
178         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
179
180         proj = spawn ();
181         proj.classname = "plasma";
182         proj.owner = proj.realowner = self;
183         proj.use = W_Plasma_Explode;
184         proj.think = adaptor_think2use_hittype_splash;
185         proj.bot_dodge = TRUE;
186         proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
187         proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
188         PROJECTILE_MAKETRIGGER(proj);
189         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
190         setorigin(proj, w_shotorg);
191
192         //proj.glow_size = 50;
193         //proj.glow_color = 45;
194         proj.movetype = MOVETYPE_BOUNCE;
195         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
196         proj.touch = W_Plasma_Touch;
197         setsize(proj, '0 0 -4', '0 0 -4');
198         proj.takedamage = DAMAGE_YES;
199         proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
200         proj.health = autocvar_g_balance_electro_secondary_health;
201         proj.event_damage = W_Plasma_Damage;
202         proj.flags = FL_PROJECTILE;
203         proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
204
205         proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
206         proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
207         proj.missile_flags = MIF_SPLASH | MIF_ARC;
208
209 #if 0
210         entity p2;
211         p2 = spawn();
212         copyentity(proj, p2);
213         setmodel(p2, "models/ebomb.mdl");
214         setsize(p2, proj.mins, proj.maxs);
215 #endif
216
217         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
218
219         other = proj; MUTATOR_CALLHOOK(EditProjectile);
220 }
221
222 .vector hook_start, hook_end;
223 float lgbeam_send(entity to, float sf)
224 {
225         WriteByte(MSG_ENTITY, ENT_CLIENT_ELECTRO_BEAM);
226         sf = sf & 0x7F;
227         if(sound_allowed(MSG_BROADCAST, self.realowner))
228                 sf |= 0x80;
229         WriteByte(MSG_ENTITY, sf);
230         if(sf & 1)
231         {
232                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
233                 WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
234         }
235         if(sf & 2)
236         {
237                 WriteCoord(MSG_ENTITY, self.hook_start_x);
238                 WriteCoord(MSG_ENTITY, self.hook_start_y);
239                 WriteCoord(MSG_ENTITY, self.hook_start_z);
240         }
241         if(sf & 4)
242         {
243                 WriteCoord(MSG_ENTITY, self.hook_end_x);
244                 WriteCoord(MSG_ENTITY, self.hook_end_y);
245                 WriteCoord(MSG_ENTITY, self.hook_end_z);
246         }
247         return TRUE;
248 }
249 .entity lgbeam;
250 .float prevlgfire;
251 float lgbeam_checkammo()
252 {
253         if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
254                 return TRUE;
255         else if(autocvar_g_balance_electro_reload_ammo)
256                 return self.realowner.clip_load > 0;
257         else
258                 return self.realowner.ammo_cells > 0;
259 }
260
261 entity lgbeam_owner_ent;
262 void lgbeam_think()
263 {
264         entity owner_player;
265         owner_player = self.realowner;
266
267         owner_player.prevlgfire = time;
268         if (self != owner_player.lgbeam)
269         {
270                 remove(self);
271                 return;
272         }
273
274         if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
275         {
276                 if(self == owner_player.lgbeam)
277                         owner_player.lgbeam = world;
278                 remove(self);
279                 return;
280         }
281
282         self.nextthink = time;
283
284         makevectors(owner_player.v_angle);
285
286         float dt, f;
287         dt = frametime;
288
289         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
290         if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
291         {
292                 if(autocvar_g_balance_electro_primary_ammo)
293                 {
294                         if(autocvar_g_balance_electro_reload_ammo)
295                         {
296                                 dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
297                                 owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
298                                 owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
299                         }
300                         else
301                         {
302                                 dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
303                                 owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
304                         }
305                 }
306         }
307
308         W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
309         if(!lgbeam_owner_ent)
310         {
311                 lgbeam_owner_ent = spawn();
312                 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
313         }
314         WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
315
316         // apply the damage
317         if(trace_ent)
318         {
319                 vector force;
320                 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
321
322                 f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
323
324                 if(accuracy_isgooddamage(owner_player, trace_ent))
325                         accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
326                 Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
327         }
328         W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
329
330         // draw effect
331         if(w_shotorg != self.hook_start)
332         {
333                 self.SendFlags |= 2;
334                 self.hook_start = w_shotorg;
335         }
336         if(w_shotend != self.hook_end)
337         {
338                 self.SendFlags |= 4;
339                 self.hook_end = w_shotend;
340         }
341 }
342
343 // experimental lightning gun
344 void W_Electro_Attack3 (void)
345 {
346         // only play fire sound if 0.5 sec has passed since player let go the fire button
347         if(time - self.prevlgfire > 0.5)
348                 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
349
350         entity beam, oldself;
351
352         self.lgbeam = beam = spawn();
353         beam.classname = "lgbeam";
354         beam.solid = SOLID_NOT;
355         beam.think = lgbeam_think;
356         beam.owner = beam.realowner = self;
357         beam.movetype = MOVETYPE_NONE;
358         beam.shot_spread = 0;
359         beam.bot_dodge = TRUE;
360         beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
361         Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
362
363         oldself = self;
364         self = beam;
365         self.think();
366         self = oldself;
367 }
368
369 void ElectroInit()
370 {
371         WEP_ACTION(WEP_ELECTRO, WR_INIT);
372         electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
373         electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
374         electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
375         electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
376 }
377
378 void w_electro_checkattack()
379 {
380         if(self.electro_count > 1)
381         if(self.BUTTON_ATCK2)
382         if(weapon_prepareattack(1, -1))
383         {
384                 W_Electro_Attack2();
385                 self.electro_count -= 1;
386                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
387                 return;
388         }
389
390         w_ready();
391 }
392
393 .float bot_secondary_electromooth;
394 .float BUTTON_ATCK_prev;
395 float w_electro(float req)
396 {
397         float ammo_amount;
398         switch(req)
399         {
400                 case WR_AIM:
401                 {
402                         self.BUTTON_ATCK=FALSE;
403                         self.BUTTON_ATCK2=FALSE;
404                         if(vlen(self.origin-self.enemy.origin) > 1000)
405                                 self.bot_secondary_electromooth = 0;
406                         if(self.bot_secondary_electromooth == 0)
407                         {
408                                 float shoot;
409
410                                 if(autocvar_g_balance_electro_primary_speed)
411                                         shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
412                                 else
413                                         shoot = bot_aim(1000000, 0, 0.001, FALSE);
414
415                                 if(shoot)
416                                 {
417                                         self.BUTTON_ATCK = TRUE;
418                                         if(random() < 0.01) self.bot_secondary_electromooth = 1;
419                                 }
420                         }
421                         else
422                         {
423                                 if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_mortar_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
424                                 {
425                                         self.BUTTON_ATCK2 = TRUE;
426                                         if(random() < 0.03) self.bot_secondary_electromooth = 0;
427                                 }
428                         }
429                         
430                         return TRUE;
431                 }
432                 case WR_THINK:
433                 {
434                         if(autocvar_g_balance_electro_reload_ammo) // forced reload
435                         {
436                                 ammo_amount = 0;
437                                 if(autocvar_g_balance_electro_lightning)
438                                 {
439                                         if(self.clip_load > 0)
440                                                 ammo_amount = 1;
441                                 }
442                                 else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
443                                         ammo_amount = 1;
444                                 if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
445                                         ammo_amount += 1;
446
447                                 if(!ammo_amount)
448                                 {
449                                         WEP_ACTION(self.weapon, WR_RELOAD);
450                                         return FALSE;
451                                 }
452                                 
453                                 return TRUE;
454                         }
455                         if (self.BUTTON_ATCK)
456                         {
457                                 if(autocvar_g_balance_electro_lightning)
458                                         if(self.BUTTON_ATCK_prev)
459                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
460
461                                 if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
462                                 {
463                                         if(autocvar_g_balance_electro_lightning)
464                                         {
465                                                 if ((!self.lgbeam) || wasfreed(self.lgbeam))
466                                                 {
467                                                         W_Electro_Attack3();
468                                                 }
469                                                 if(!self.BUTTON_ATCK_prev)
470                                                 {
471                                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
472                                                         self.BUTTON_ATCK_prev = 1;
473                                                 }
474                                         }
475                                         else
476                                         {
477                                                 W_Electro_Attack();
478                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
479                                         }
480                                 }
481                         } else {
482                                 if(autocvar_g_balance_electro_lightning)
483                                 {
484                                         if (self.BUTTON_ATCK_prev != 0)
485                                         {
486                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
487                                                 ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
488                                         }
489                                         self.BUTTON_ATCK_prev = 0;
490                                 }
491
492                                 if (self.BUTTON_ATCK2)
493                                 {
494                                         if (time >= self.electro_secondarytime)
495                                         if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
496                                         {
497                                                 W_Electro_Attack2();
498                                                 self.electro_count = autocvar_g_balance_electro_secondary_count;
499                                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
500                                                 self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
501                                         }
502                                 }
503                         }
504                         
505                         return TRUE;
506                 }
507                 case WR_INIT:
508                 {
509                         precache_model ("models/weapons/g_electro.md3");
510                         precache_model ("models/weapons/v_electro.md3");
511                         precache_model ("models/weapons/h_electro.iqm");
512                         precache_sound ("weapons/electro_bounce.wav");
513                         precache_sound ("weapons/electro_fire.wav");
514                         precache_sound ("weapons/electro_fire2.wav");
515                         precache_sound ("weapons/electro_impact.wav");
516                         precache_sound ("weapons/electro_impact_combo.wav");
517                         
518                         if(autocvar_g_balance_electro_lightning)
519                                 precache_sound ("weapons/lgbeam_fire.wav");
520                                 
521                         return TRUE;
522                 }
523                 case WR_SETUP:
524                 {
525                         weapon_setup(WEP_ELECTRO);
526                         self.current_ammo = ammo_cells;
527                         return TRUE;
528                 }
529                 case WR_CHECKAMMO1:
530                 {
531                         if(autocvar_g_balance_electro_lightning)
532                         {
533                                 if(!autocvar_g_balance_electro_primary_ammo)
534                                         ammo_amount = 1;
535                                 else
536                                         ammo_amount = self.ammo_cells > 0;
537                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
538                         }
539                         else
540                         {
541                                 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
542                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
543                         }
544                         return ammo_amount;
545                 }
546                 case WR_CHECKAMMO2:
547                 {
548                         if(autocvar_g_balance_electro_combo_safeammocheck) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
549                         {
550                                 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
551                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
552                         }
553                         else
554                         {
555                                 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
556                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
557                         }
558                         return ammo_amount;
559                 }
560                 case WR_RESETPLAYER:
561                 {
562                         self.electro_secondarytime = time;
563                         return TRUE;
564                 }
565                 case WR_RELOAD:
566                 {
567                         W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), autocvar_g_balance_electro_reload_ammo, autocvar_g_balance_electro_reload_time, "weapons/reload.wav");
568                         return TRUE;
569                 }
570                 case WR_SUICIDEMESSAGE:
571                 {
572                         if(w_deathtype & HITTYPE_SECONDARY)
573                                 return WEAPON_ELECTRO_SUICIDE_ORBS;
574                         else
575                                 return WEAPON_ELECTRO_SUICIDE_BOLT;
576                 }
577                 case WR_KILLMESSAGE:
578                 {
579                         if(w_deathtype & HITTYPE_SECONDARY)
580                         {
581                                 return WEAPON_ELECTRO_MURDER_ORBS;
582                         }
583                         else
584                         {
585                                 if(w_deathtype & HITTYPE_BOUNCE)
586                                         return WEAPON_ELECTRO_MURDER_COMBO;
587                                 else
588                                         return WEAPON_ELECTRO_MURDER_BOLT;
589                         }
590                 }
591         }
592         return TRUE;
593 }
594 #endif
595 #ifdef CSQC
596 float w_electro(float req)
597 {
598         switch(req)
599         {
600                 case WR_IMPACTEFFECT:
601                 {
602                         vector org2;
603                         org2 = w_org + w_backoff * 6;
604                         if(w_deathtype & HITTYPE_SECONDARY)
605                         {
606                                 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
607                                 if(!w_issilent)
608                                         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
609                         }
610                         else
611                         {
612                                 if(w_deathtype & HITTYPE_BOUNCE)
613                                 {
614                                         // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
615                                         pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
616                                         if(!w_issilent)
617                                                 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
618                                 }
619                                 else
620                                 {
621                                         pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
622                                         if(!w_issilent)
623                                                 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
624                                 }
625                         }
626                         
627                         return TRUE;
628                 }
629                 case WR_INIT:
630                 {
631                         precache_sound("weapons/electro_impact.wav");
632                         precache_sound("weapons/electro_impact_combo.wav");
633                         return TRUE;
634                 }
635         }
636         return TRUE;
637 }
638 #endif
639 #endif