]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_electro.qc
Use only WR_SWITCHABLE to check if we can select our weapon. The ammo checks still...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
index 32f85285c46edd1f7a4dbab41cf5b6003018a4df..247437bc06853735ca1f14bef431d984420e0d95 100644 (file)
@@ -1,10 +1,62 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", "Electro");
+REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", _("Electro"));
 #else
 #ifdef SVQC
 .float electro_count;
 .float electro_secondarytime;
 
+void W_Electro_SetAmmoCounter()
+{
+       // set clip_load to the weapon we have switched to, if the gun uses reloading
+       if(!autocvar_g_balance_electro_reload_ammo)
+               self.clip_load = 0; // also keeps crosshair ammo from displaying
+       else
+       {
+               self.clip_load = self.electro_load;
+               self.clip_size = autocvar_g_balance_electro_reload_ammo; // for the crosshair ammo display
+       }
+}
+
+void W_Electro_ReloadedAndReady()
+{
+       float t;
+
+       // now do the ammo transfer
+       self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+       while(self.clip_load < autocvar_g_balance_electro_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
+       {
+               self.clip_load += 1;
+               self.ammo_cells -= 1;
+       }
+       self.electro_load = self.clip_load;
+
+       t = ATTACK_FINISHED(self) - autocvar_g_balance_electro_reload_time - 1;
+       ATTACK_FINISHED(self) = t;
+       w_ready();
+}
+
+void W_Electro_Reload()
+{
+       // return if reloading is disabled for this weapon
+       if(!autocvar_g_balance_electro_reload_ammo)
+               return;
+
+       if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo)))
+               return;
+
+       float t;
+
+       sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+       t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_electro_reload_time + 1;
+       ATTACK_FINISHED(self) = t;
+
+       weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_electro_reload_time, W_Electro_ReloadedAndReady);
+
+       self.old_clip_load = self.clip_load;
+       self.clip_load = -1;
+}
+
 void W_Plasma_Explode_Combo (void);
 
 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
@@ -20,7 +72,7 @@ void W_Plasma_TriggerCombo(vector org, float rad, entity own)
                        e.takedamage = DAMAGE_NO;
                        e.classname = "plasma_chain";
                        e.think = W_Plasma_Explode_Combo;
-                       e.nextthink = time + vlen(e.WarpZone_findradius_dist) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
+                       e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
                }
                e = e.chain;
        }
@@ -39,12 +91,12 @@ void W_Plasma_Explode (void)
        self.takedamage = DAMAGE_NO;
        if (self.movetype == MOVETYPE_BOUNCE)
        {
-               RadiusDamage (self, self.owner, cvar("g_balance_electro_secondary_damage"), cvar("g_balance_electro_secondary_edgedamage"), cvar("g_balance_electro_secondary_radius"), world, cvar("g_balance_electro_secondary_force"), self.projectiledeathtype, other);
+               RadiusDamage (self, self.owner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
        }
        else
        {
-               W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_primary_comboradius"), self.owner);
-               RadiusDamage (self, self.owner, cvar("g_balance_electro_primary_damage"), cvar("g_balance_electro_primary_edgedamage"), cvar("g_balance_electro_primary_radius"), world, cvar("g_balance_electro_primary_force"), self.projectiledeathtype, other);
+               W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.owner);
+               RadiusDamage (self, self.owner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
        }
 
        remove (self);
@@ -52,19 +104,22 @@ void W_Plasma_Explode (void)
 
 void W_Plasma_Explode_Combo (void)
 {
-       W_Plasma_TriggerCombo(self.origin, cvar("g_balance_electro_combo_comboradius"), self.owner);
+       W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.owner);
 
        self.event_damage = SUB_Null;
-       RadiusDamage (self, self.owner, cvar("g_balance_electro_combo_damage"), cvar("g_balance_electro_combo_edgedamage"), cvar("g_balance_electro_combo_radius"), world, cvar("g_balance_electro_combo_force"), WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
+       RadiusDamage (self, self.owner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
        remove (self);
 }
 
 void W_Plasma_Touch (void)
 {
+       //self.velocity = self.velocity  * 0.1;
+
        PROJECTILE_TOUCH;
        if (other.takedamage == DAMAGE_AIM) {
                W_Plasma_Explode ();
        } else {
+               //UpdateCSQCProjectile(self);
                spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
                self.projectiledeathtype |= HITTYPE_BOUNCE;
        }
@@ -92,7 +147,7 @@ void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float dea
                        self.owner = inflictor.owner;
                        self.classname = "plasma_chain";
                        self.think = W_Plasma_Explode_Combo;
-                       self.nextthink = time + min(cvar("g_balance_electro_combo_radius"), vlen(self.origin - inflictor.origin)) / cvar("g_balance_electro_combo_speed"); // delay combo chains, looks cooler
+                       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
                                //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
                }
                else
@@ -107,7 +162,19 @@ void W_Electro_Attack()
 {
        local entity proj;
 
-       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", cvar("g_balance_electro_primary_damage"));
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+       {
+               if(autocvar_g_balance_electro_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_electro_primary_ammo;
+                       self.electro_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_electro_primary_ammo;
+       }
+
+       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage);
 
        pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
@@ -115,16 +182,14 @@ void W_Electro_Attack()
        proj.classname = "plasma_prim";
        proj.owner = self;
        proj.bot_dodge = TRUE;
-       proj.bot_dodgerating = cvar("g_balance_electro_primary_damage");
+       proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
        proj.use = W_Plasma_Explode;
        proj.think = adaptor_think2use_hittype_splash;
-       proj.nextthink = time + cvar("g_balance_electro_primary_lifetime");
+       proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
        PROJECTILE_MAKETRIGGER(proj);
        proj.projectiledeathtype = WEP_ELECTRO;
        setorigin(proj, w_shotorg);
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
        proj.movetype = MOVETYPE_FLY;
        W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
        proj.angles = vectoangles(proj.velocity);
@@ -136,13 +201,28 @@ void W_Electro_Attack()
        //sounds bad
 
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
+
+       other = proj; MUTATOR_CALLHOOK(EditProjectile);
 }
 
 void W_Electro_Attack2()
 {
        local entity proj;
 
-       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+       {
+               if(autocvar_g_balance_electro_reload_ammo)
+               {
+                       self.clip_load -= autocvar_g_balance_electro_secondary_ammo;
+                       self.electro_load = self.clip_load;
+               }
+               else
+                       self.ammo_cells -= autocvar_g_balance_electro_secondary_ammo;
+       }
+
+       W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage);
+
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
@@ -153,26 +233,27 @@ void W_Electro_Attack2()
        proj.use = W_Plasma_Explode;
        proj.think = adaptor_think2use_hittype_splash;
        proj.bot_dodge = TRUE;
-       proj.bot_dodgerating = cvar("g_balance_electro_secondary_damage");
-       proj.nextthink = time + cvar("g_balance_electro_secondary_lifetime");
+       proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
+       proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
        PROJECTILE_MAKETRIGGER(proj);
        proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
        setorigin(proj, w_shotorg);
 
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_secondary_ammo");
        //proj.glow_size = 50;
        //proj.glow_color = 45;
        proj.movetype = MOVETYPE_BOUNCE;
        W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
        proj.touch = W_Plasma_Touch;
-       setsize(proj, '0 0 -3', '0 0 -3');
+       setsize(proj, '0 0 -4', '0 0 -4');
        proj.takedamage = DAMAGE_YES;
-       proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
-       proj.health = cvar("g_balance_electro_secondary_health");
+       proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
+       proj.health = autocvar_g_balance_electro_secondary_health;
        proj.event_damage = W_Plasma_Damage;
        proj.flags = FL_PROJECTILE;
 
+       proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
+       proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
+
 #if 0
        entity p2;
        p2 = spawn();
@@ -182,68 +263,154 @@ void W_Electro_Attack2()
 #endif
 
        CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
+
+       other = proj; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+.vector hook_start, hook_end;
+float lgbeam_send(entity to, float sf)
+{
+       WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
+       sf = sf & 0x7F;
+       if(sound_allowed(MSG_BROADCAST, self.owner))
+               sf |= 0x80;
+       WriteByte(MSG_ENTITY, sf);
+       if(sf & 1)
+       {
+               WriteByte(MSG_ENTITY, num_for_edict(self.owner));
+               WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
+       }
+       if(sf & 2)
+       {
+               WriteCoord(MSG_ENTITY, self.hook_start_x);
+               WriteCoord(MSG_ENTITY, self.hook_start_y);
+               WriteCoord(MSG_ENTITY, self.hook_start_z);
+       }
+       if(sf & 4)
+       {
+               WriteCoord(MSG_ENTITY, self.hook_end_x);
+               WriteCoord(MSG_ENTITY, self.hook_end_y);
+               WriteCoord(MSG_ENTITY, self.hook_end_z);
+       }
+       return TRUE;
+}
+.entity lgbeam;
+.float prevlgfire;
+float lgbeam_checkammo()
+{
+       if(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+               return TRUE;
+       else if(autocvar_g_balance_electro_reload_ammo)
+               return self.owner.clip_load > 0;
+       else
+               return self.owner.ammo_cells > 0;
 }
 
 void lgbeam_think()
 {
-    if (!self.owner.BUTTON_ATCK || self.owner.ammo_cells <= 0) // || (self.ammo_cells <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)))
-    {
-        sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM);
-        remove(self);
-        return;
-    }
+       self.owner.prevlgfire = time;
+       if (self != self.owner.lgbeam)
+       {
+               remove(self);
+               return;
+       }
 
-    if (time - self.shot_spread + random() * 0.2 > 0)
-    {
-        self.shot_spread = time + 2;
-        sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM);
-    }
+       if (self.owner.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
+       {
+               if(self == self.owner.lgbeam)
+                       self.owner.lgbeam = world;
+               remove(self);
+               return;
+       }
 
-    if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-       self.ammo_cells = self.ammo_cells - cvar("g_balance_electro_primary_ammo");
+       self.nextthink = time;
 
-    self.nextthink = time + self.ticrate;
+       makevectors(self.owner.v_angle);
 
-    //w_deathtypestring = "was phased out of existence";
+       float dt, f;
+       dt = frametime;
+       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+       if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+       {
+               if(autocvar_g_balance_electro_primary_ammo)
+               {
+                       if(autocvar_g_balance_electro_reload_ammo)
+                       {
+                               dt = min(dt, self.owner.clip_load / autocvar_g_balance_electro_primary_ammo);
+                               self.owner.clip_load = max(0, self.owner.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
+                               self.owner.electro_load = self.owner.clip_load;
+                       }
+                       else
+                       {
+                               dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
+                               self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+                       }
+               }
+       }
 
-    makevectors(self.owner.v_angle);
-    vector angle;
-    angle = v_forward;
+       W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
+       WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
 
-    vector force;
-    force = angle * cvar("g_balance_electro_primary_force");
+       // apply the damage
+       if(trace_ent)
+       {
+               vector force;
+               force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
 
-    traceline_antilag(self.owner, self.owner.origin, self.owner.origin + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+               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));
 
-    // apply the damage
-    if(trace_fraction < 1)
-    {
-       Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage"), WEP_ELECTRO, trace_endpos, force);
-       trace_ent.velocity = trace_ent.velocity * cvar("g_balance_electro_primary_velocityfactor") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
-    }
+               if(accuracy_isgooddamage(self.owner, trace_ent))
+                       accuracy_add(self.owner, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
+               Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
+       }
+       W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, self.owner);
 
-    self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
+       // draw effect
+       if(w_shotorg != self.hook_start)
+       {
+               self.SendFlags |= 2;
+               self.hook_start = w_shotorg;
+       }
+       if(w_shotend != self.hook_end)
+       {
+               self.SendFlags |= 4;
+               self.hook_end = w_shotend;
+       }
 }
 
 // experimental lightning gun
 void W_Electro_Attack3 (void)
 {
-       entity beam;
+       // only play fire sound if 0.5 sec has passed since player let go the fire button
+       if(time - self.prevlgfire > 0.5)
+               sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
 
-       beam = spawn();
-       beam.ticrate = autocvar_sys_ticrate;
-       setmodel(beam,"models/turrets/phaser_beam.md3");
-       beam.effects = EF_LOWPRECISION;
+       entity beam, oldself;
+
+       self.lgbeam = beam = spawn();
+       beam.classname = "lgbeam";
        beam.solid = SOLID_NOT;
        beam.think = lgbeam_think;
-       beam.shot_spread = 0;
-       beam.scale = cvar("g_balance_electro_primary_range") / 256;
-       beam.nextthink = time;
        beam.owner = self;
        beam.movetype = MOVETYPE_NONE;
+       beam.shot_spread = 0;
        beam.bot_dodge = TRUE;
-       beam.bot_dodgerating = cvar("g_balance_electro_primary_damage")/autocvar_sys_ticrate;
-       setattachment(beam, self.weaponentity, "shot");
+       beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
+       Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
+
+       oldself = self;
+       self = beam;
+       self.think();
+       self = oldself;
+}
+
+void ElectroInit()
+{
+       weapon_action(WEP_ELECTRO, WR_PRECACHE);
+       electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
+       electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
+       electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
+       electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
 }
 
 void spawnfunc_weapon_electro (void)
@@ -259,7 +426,7 @@ void w_electro_checkattack()
        {
                W_Electro_Attack2();
                self.electro_count -= 1;
-               weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
+               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
                return;
        }
 
@@ -278,7 +445,14 @@ float w_electro(float req)
                        self.bot_secondary_electromooth = 0;
                if(self.bot_secondary_electromooth == 0)
                {
-                       if(bot_aim(cvar("g_balance_electro_primary_speed"), 0, cvar("g_balance_electro_primary_lifetime"), FALSE))
+                       float shoot;
+
+                       if(autocvar_g_balance_electro_primary_speed)
+                               shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
+                       else
+                               shoot = bot_aim(1000000, 0, 0.001, FALSE);
+
+                       if(shoot)
                        {
                                self.BUTTON_ATCK = TRUE;
                                if(random() < 0.01) self.bot_secondary_electromooth = 1;
@@ -286,7 +460,7 @@ float w_electro(float req)
                }
                else
                {
-                       if(bot_aim(cvar("g_balance_electro_secondary_speed"), cvar("g_balance_grenadelauncher_secondary_speed_up"), cvar("g_balance_electro_secondary_lifetime"), TRUE))
+                       if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
                        {
                                self.BUTTON_ATCK2 = TRUE;
                                if(random() < 0.03) self.bot_secondary_electromooth = 0;
@@ -295,30 +469,61 @@ float w_electro(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, cvar("g_balance_electro_primary_refire")))
+               if(autocvar_g_balance_electro_reload_ammo && self.clip_load < min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo)) // forced reload
+                       W_Electro_Reload();
+               else if (self.BUTTON_ATCK)
                {
-                       if(cvar("g_balance_electro_lightning"))
+                       if(autocvar_g_balance_electro_lightning)
+                               if(self.BUTTON_ATCK_prev)
+                               {
+                                       // prolong the animtime while the gun is being fired
+                                       if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+                                               weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready);
+                                       else
+                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+                               }
+                       if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
+                       {
+                               if(autocvar_g_balance_electro_lightning)
+                               {
+                                       if ((!self.lgbeam) || wasfreed(self.lgbeam))
+                                       {
+                                               W_Electro_Attack3();
+                                       }
+                                       if(!self.BUTTON_ATCK_prev)
+                                       {
+                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+                                               self.BUTTON_ATCK_prev = 1;
+                                       }
+                               }
+                               else
+                               {
+                                       W_Electro_Attack();
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+                               }
+                       }
+               } else {
+                       if(autocvar_g_balance_electro_lightning)
                        {
-                               if (self.BUTTON_ATCK_prev == 0)
+                               if (self.BUTTON_ATCK_prev != 0)
                                {
-                                       W_Electro_Attack3();
+                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+                                       ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
                                }
+                               self.BUTTON_ATCK_prev = 0;
                        }
-                       else
+
+                       if (self.BUTTON_ATCK2)
                        {
-                               W_Electro_Attack();
+                               if (time >= self.electro_secondarytime)
+                               if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
+                               {
+                                       W_Electro_Attack2();
+                                       self.electro_count = autocvar_g_balance_electro_secondary_count;
+                                       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+                                       self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
+                               }
                        }
-                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_electro_primary_animtime"), w_ready);
-               }
-               if (self.BUTTON_ATCK2)
-               if (time >= self.electro_secondarytime)
-               if (weapon_prepareattack(1, cvar("g_balance_electro_secondary_refire")))
-               {
-                       W_Electro_Attack2();
-                       self.electro_count = cvar("g_balance_electro_secondary_count");
-                       weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_electro_secondary_animtime"), w_electro_checkattack);
-                       self.electro_secondarytime = time + cvar("g_balance_electro_secondary_refire2");
                }
        }
        else if (req == WR_PRECACHE)
@@ -331,20 +536,58 @@ float w_electro(float req)
                precache_sound ("weapons/electro_fire2.wav");
                precache_sound ("weapons/electro_impact.wav");
                precache_sound ("weapons/electro_impact_combo.wav");
-               if(cvar("g_balance_electro_lightning"))
-                       precache_sound ("weapons/crylink_fire2.wav");
+               precache_sound ("weapons/reload.wav");
+               if(autocvar_g_balance_electro_lightning)
+               {
+                       precache_sound ("weapons/lgbeam_fire.wav");
+               }
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_ELECTRO);
+               W_Electro_SetAmmoCounter();
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
+       {
+               if(autocvar_g_balance_electro_reload_ammo)
+               {
+                       if(autocvar_g_balance_electro_lightning)
+                               return !autocvar_g_balance_electro_primary_ammo || (self.electro_load > 0);
+                       else
+                               return self.electro_load >= autocvar_g_balance_electro_primary_ammo;
+               }
+               else
+               {
+                       if(autocvar_g_balance_electro_lightning)
+                               return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
+                       else
+                               return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+               }
+       }
        else if (req == WR_CHECKAMMO2)
-               return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
+       {
+               if(autocvar_g_balance_electro_reload_ammo)
+                       return self.electro_load >= autocvar_g_balance_electro_secondary_ammo;
+               else
+                       return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+       }
        else if (req == WR_RESETPLAYER)
        {
                self.electro_secondarytime = time;
        }
-       self.BUTTON_ATCK_prev = self.BUTTON_ATCK;
+       else if (req == WR_RELOAD)
+       {
+               W_Shotgun_Reload();
+       }
+       else if (req == WR_SWITCHABLE)
+       {
+               // checks if this weapon can be switched to, when reloading is enabled
+               // returns true if there's either enough load in the weapon to use it,
+               // or we have enough ammo to reload the weapon to a usable point
+               float ammo_amount;
+               ammo_amount = min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo);
+               return (autocvar_g_balance_electro_reload_ammo && self.electro_load >= ammo_amount) || self.ammo_cells >= ammo_amount;
+       }
        return TRUE;
 };
 #endif
@@ -386,27 +629,27 @@ float w_electro(float req)
        else if (req == WR_SUICIDEMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "could not remember where they put plasma";
+                       w_deathtypestring = "%s could not remember where they put plasma";
                else
-                       w_deathtypestring = "played with plasma";
+                       w_deathtypestring = "%s played with plasma";
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
                {
                        if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
-                               w_deathtypestring = "just noticed #'s blue ball";
+                               w_deathtypestring = "%s just noticed %s's blue ball";
                        else // unchecked: BOUNCE
-                               w_deathtypestring = "got in touch with #'s blue ball";
+                               w_deathtypestring = "%s got in touch with %s's blue ball";
                }
                else
                {
                        if(w_deathtype & HITTYPE_BOUNCE) // combo
-                               w_deathtypestring = "felt the electrifying air of #'s combo";
+                               w_deathtypestring = "%s felt the electrifying air of %s's combo";
                        else if(w_deathtype & HITTYPE_SPLASH)
-                               w_deathtypestring = "got too close to #'s blue beam";
+                               w_deathtypestring = "%s got too close to %s's blue beam";
                        else
-                               w_deathtypestring = "was blasted by #'s blue beam";
+                               w_deathtypestring = "%s was blasted by %s's blue beam";
                }
        }
        return TRUE;