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