]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_electro.qc
Rename AMMO_vAL to WEP_AMMO
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_electro.qc
index 3b920b271138f8153c7618253ffae8af03cd46dd..491e951d32b793fc225744ff5aa3c1b5416c6bab 100644 (file)
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
 /* WEP_##id */ ELECTRO,
-/* function */ w_electro,
-/* ammotype */ IT_CELLS,
+/* function */ W_Electro,
+/* ammotype */ ammo_cells,
 /* impulse  */ 5,
 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
 /* rating   */ BOT_PICKUP_RATING_MID,
+/* color       */ '0 0.5 1',
 /* model    */ "electro",
 /* netname  */ "electro",
 /* fullname */ _("Electro")
 );
 
-#define ELECTRO_SETTINGS(w_cvar,w_prop) \
-       w_cvar(WEP_ELECTRO, electro, MO_BOTH, ammo) \
-       w_cvar(WEP_ELECTRO, electro, MO_BOTH, damage) \
-       w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \
-       w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \
-       w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \
-       w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \
-       w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \
-       w_cvar(WEP_ELECTRO, electro, MO_BOTH, damageforcescale) \
-       w_cvar(WEP_ELECTRO, electro, MO_BOTH, health) \
-       w_cvar(WEP_ELECTRO, electro, MO_PRI,  lifetime) \
-       w_cvar(WEP_ELECTRO, electro, MO_NONE, secondary) \
-       w_cvar(WEP_ELECTRO, electro, MO_SEC,  spread) \
-       w_cvar(WEP_ELECTRO, electro, MO_SEC,  lifetime_min) \
-       w_cvar(WEP_ELECTRO, electro, MO_SEC,  lifetime_rand) \
-       w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \
-       w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \
-       w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \
-       w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop)
+#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro)
+#define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, ammo) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, edgedamage) \
+       w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, BOTH, radius) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, BOTH, speed) \
+       w_cvar(id, sn, BOTH, spread) \
+       w_cvar(id, sn, BOTH, lifetime) \
+       w_cvar(id, sn, PRI,  comboradius) \
+       w_cvar(id, sn, PRI,  midaircombo_explode) \
+       w_cvar(id, sn, PRI,  midaircombo_interval) \
+       w_cvar(id, sn, PRI,  midaircombo_radius) \
+       w_cvar(id, sn, SEC,  bouncefactor) \
+       w_cvar(id, sn, SEC,  bouncestop) \
+       w_cvar(id, sn, SEC,  count) \
+       w_cvar(id, sn, SEC,  damageforcescale) \
+       w_cvar(id, sn, SEC,  damagedbycontents) \
+       w_cvar(id, sn, SEC,  health) \
+       w_cvar(id, sn, SEC,  refire2) \
+       w_cvar(id, sn, SEC,  speed_up) \
+       w_cvar(id, sn, SEC,  speed_z) \
+       w_cvar(id, sn, SEC,  touchexplode) \
+       w_cvar(id, sn, NONE, combo_comboradius) \
+       w_cvar(id, sn, NONE, combo_comboradius_thruwall) \
+       w_cvar(id, sn, NONE, combo_damage) \
+       w_cvar(id, sn, NONE, combo_edgedamage) \
+       w_cvar(id, sn, NONE, combo_force) \
+       w_cvar(id, sn, NONE, combo_radius) \
+       w_cvar(id, sn, NONE, combo_speed) \
+       w_cvar(id, sn, NONE, combo_safeammocheck) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
 
 #ifdef SVQC
-//ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-var float autocvar_g_balance_electro_combo_comboradius_thruwall = 200;
+ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+.float electro_count;
+.float electro_secondarytime;
+void W_Electro_ExplodeCombo(void);
 #endif
 #else
 #ifdef SVQC
 void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
 
-.float electro_count;
-.float electro_secondarytime;
-
-void W_Plasma_Explode_Combo(void);
-
-void W_Plasma_TriggerCombo(vector org, float rad, entity own)
+void W_Electro_TriggerCombo(vector org, float rad, entity own)
 {
-       entity e = WarpZone_FindRadius(org, rad, !autocvar_g_balance_electro_combo_comboradius_thruwall);
+       entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
        while(e)
        {
-               if(e.classname == "plasma")
+               if(e.classname == "electro_orb")
                {
-                       // change owner to whoever caused the combo explosion
-                       WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
-
-                       if(
-                               (trace_fraction == 1)
-                               ||
-                               (autocvar_g_balance_electro_combo_comboradius_thruwall >= vlen(e.WarpZone_findradius_dist))
-                       )
+                       // do we allow thruwall triggering?
+                       if(WEP_CVAR(electro, combo_comboradius_thruwall))
                        {
-                               e.realowner = own;
-                               e.takedamage = DAMAGE_NO;
-                               e.classname = "plasma_chain";
-                               e.think = W_Plasma_Explode_Combo;
-                               e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
+                               // if distance is greater than thruwall distance, check to make sure it's not through a wall
+                               if(vlen(e.WarpZone_findradius_dist) > WEP_CVAR(electro, combo_comboradius_thruwall))
+                               {
+                                       WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
+                                       if(trace_fraction != 1)
+                                       {
+                                               // trigger is through a wall and outside of thruwall range, abort
+                                               e = e.chain;
+                                               continue;
+                                       }
+                               }
                        }
+                       
+                       // change owner to whoever caused the combo explosion
+                       e.realowner = own;
+                       e.takedamage = DAMAGE_NO;
+                       e.classname = "electro_orb_chain";
+                       
+                       // now set the next one to trigger as well
+                       e.think = W_Electro_ExplodeCombo;
+                       
+                       // delay combo chains, looks cooler
+                       e.nextthink =
+                               (
+                                       time
+                                       +
+                                       (WEP_CVAR(electro, combo_speed) ?
+                                               (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
+                                               :
+                                               0
+                                       )
+                               );
                }
                e = e.chain;
        }
 }
 
-void W_Plasma_Explode(void)
+void W_Electro_ExplodeCombo(void)
+{
+       W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
+
+       self.event_damage = func_null;
+       
+       RadiusDamage(
+               self,
+               self.realowner,
+               WEP_CVAR(electro, combo_damage),
+               WEP_CVAR(electro, combo_edgedamage),
+               WEP_CVAR(electro, combo_radius),
+               world,
+               world,
+               WEP_CVAR(electro, combo_force),
+               WEP_ELECTRO | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
+               world
+       );
+
+       remove(self);
+}
+
+void W_Electro_Explode(void)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
@@ -88,28 +150,28 @@ void W_Plasma_Explode(void)
                RadiusDamage(
                        self,
                        self.realowner,
-                       autocvar_g_balance_electro_secondary_damage,
-                       autocvar_g_balance_electro_secondary_edgedamage,
-                       autocvar_g_balance_electro_secondary_radius,
+                       WEP_CVAR_SEC(electro, damage),
+                       WEP_CVAR_SEC(electro, edgedamage),
+                       WEP_CVAR_SEC(electro, radius),
                        world,
                        world,
-                       autocvar_g_balance_electro_secondary_force,
+                       WEP_CVAR_SEC(electro, force),
                        self.projectiledeathtype,
                        other
                );
        }
        else
        {
-               W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
+               W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
                RadiusDamage(
                        self,
                        self.realowner,
-                       autocvar_g_balance_electro_primary_damage,
-                       autocvar_g_balance_electro_primary_edgedamage,
-                       autocvar_g_balance_electro_primary_radius,
+                       WEP_CVAR_PRI(electro, damage),
+                       WEP_CVAR_PRI(electro, edgedamage),
+                       WEP_CVAR_PRI(electro, radius),
                        world,
                        world,
-                       autocvar_g_balance_electro_primary_force,
+                       WEP_CVAR_PRI(electro, force),
                        self.projectiledeathtype,
                        other
                );
@@ -118,33 +180,105 @@ void W_Plasma_Explode(void)
        remove(self);
 }
 
-void W_Plasma_Explode_Combo(void)
+void W_Electro_TouchExplode(void)
 {
-       W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
+       PROJECTILE_TOUCH;
+       W_Electro_Explode();
+}
 
-       self.event_damage = func_null;
-       
-       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, // use THIS type for a combo because primary can't bounce
-               world
-       );
+void W_Electro_Bolt_Think()
+{
+       if(time >= self.ltime)
+       {
+               self.use();
+               return;
+       }
+
+       if(WEP_CVAR_PRI(electro, midaircombo_radius))
+       {
+               float found = 0;
+               entity e = WarpZone_FindRadius(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), TRUE);
+
+               // loop through nearby orbs and trigger them
+               while(e)
+               {
+                       if(e.classname == "electro_orb")
+                       {
+                               // change owner to whoever caused the combo explosion
+                               e.realowner = self.realowner;
+                               e.takedamage = DAMAGE_NO;
+                               e.classname = "electro_orb_chain";
+
+                               // now set the next one to trigger as well
+                               e.think = W_Electro_ExplodeCombo;
+                               
+                               // delay combo chains, looks cooler
+                               e.nextthink =
+                                       (
+                                               time
+                                               +
+                                               (WEP_CVAR(electro, combo_speed) ?
+                                                       (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
+                                                       :
+                                                       0
+                                               )
+                                       );
+
+                               ++found;
+                       }
+                       e = e.chain;
+               }
 
-       remove (self);
+               // if we triggered an orb, should we explode? if not, lets try again next time
+               if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
+                       { self.use(); }
+               else
+                       { self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); }
+       }
+       else { self.nextthink = self.ltime; }
 }
 
-void W_Plasma_Touch(void)
+void W_Electro_Attack_Bolt(void)
+{
+       entity proj;
+
+       W_DecreaseAmmo(WEP_CVAR_PRI(electro, ammo));
+
+       W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(electro, damage));
+
+       pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+       proj = spawn ();
+       proj.classname = "electro_bolt";
+       proj.owner = proj.realowner = self;
+       proj.bot_dodge = TRUE;
+       proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
+       proj.use = W_Electro_Explode;
+       proj.think = W_Electro_Bolt_Think;
+       proj.nextthink = time;
+       proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
+       PROJECTILE_MAKETRIGGER(proj);
+       proj.projectiledeathtype = WEP_ELECTRO;
+       setorigin(proj, w_shotorg);
+
+       proj.movetype = MOVETYPE_FLY;
+       W_SetupProjVelocity_PRI(proj, electro);
+       proj.angles = vectoangles(proj.velocity);
+       proj.touch = W_Electro_TouchExplode;
+       setsize(proj, '0 0 -3', '0 0 -3');
+       proj.flags = FL_PROJECTILE;
+       proj.missile_flags = MIF_SPLASH;
+
+       CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
+
+       other = proj; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+void W_Electro_Orb_Touch(void)
 {
        PROJECTILE_TOUCH;
        if(other.takedamage == DAMAGE_AIM)
-               { W_Plasma_Explode(); }
+               { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } }
        else
        {
                //UpdateCSQCProjectile(self);
@@ -153,19 +287,13 @@ void W_Plasma_Touch(void)
        }
 }
 
-void W_Plasma_TouchExplode(void)
-{
-       PROJECTILE_TOUCH;
-       W_Plasma_Explode();
-}
-
-void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
        if(self.health <= 0)
                return;
 
-       // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
-       float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
+       // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
+       float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
 
        if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
                return; // g_projectiles_damage says to halt
@@ -179,81 +307,46 @@ void W_Plasma_Damage(entity inflictor, entity attacker, float damage, float deat
                {
                        // change owner to whoever caused the combo explosion
                        self.realowner = inflictor.realowner;
-                       self.classname = "plasma_chain";
-                       self.think = W_Plasma_Explode_Combo;
+                       self.classname = "electro_orb_chain";
+                       self.think = W_Electro_ExplodeCombo;
                        self.nextthink = time +
                                (
                                        // bound the length, inflictor may be in a galaxy far far away (warpzones)
                                        min(
-                                               autocvar_g_balance_electro_combo_radius,
+                                               WEP_CVAR(electro, combo_radius),
                                                vlen(self.origin - inflictor.origin)
                                        )
                                        /
                                        // delay combo chains, looks cooler
-                                       autocvar_g_balance_electro_combo_speed
+                                       WEP_CVAR(electro, combo_speed)
                                );
                }
                else
                {
-                       self.use = W_Plasma_Explode;
+                       self.use = W_Electro_Explode;
                        self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
                }
        }
 }
 
-void W_Electro_Attack()
-{
-       entity proj;
-
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
-
-       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);
-
-       pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
-       proj = spawn ();
-       proj.classname = "plasma_prim";
-       proj.owner = proj.realowner = self;
-       proj.bot_dodge = TRUE;
-       proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
-       proj.use = W_Plasma_Explode;
-       proj.think = adaptor_think2use_hittype_splash;
-       proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
-       PROJECTILE_MAKETRIGGER(proj);
-       proj.projectiledeathtype = WEP_ELECTRO;
-       setorigin(proj, w_shotorg);
-
-       proj.movetype = MOVETYPE_FLY;
-       W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
-       proj.angles = vectoangles(proj.velocity);
-       proj.touch = W_Plasma_TouchExplode;
-       setsize(proj, '0 0 -3', '0 0 -3');
-       proj.flags = FL_PROJECTILE;
-       proj.missile_flags = MIF_SPLASH;
-
-       CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
-
-       other = proj; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-void W_Electro_Attack2()
+void W_Electro_Attack_Orb(void)
 {
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
+       W_DecreaseAmmo(WEP_CVAR_SEC(electro, ammo));
 
-       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);
+       W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, WEP_CVAR_SEC(electro, damage));
 
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        entity proj = spawn();
-       proj.classname = "plasma";
+       proj.classname = "electro_orb";
        proj.owner = proj.realowner = self;
-       proj.use = W_Plasma_Explode;
+       proj.use = W_Electro_Explode;
        proj.think = adaptor_think2use_hittype_splash;
        proj.bot_dodge = TRUE;
-       proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
-       proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
+       proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
+       proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
        PROJECTILE_MAKETRIGGER(proj);
        proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
        setorigin(proj, w_shotorg);
@@ -261,18 +354,18 @@ void W_Electro_Attack2()
        //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;
+       W_SetupProjVelocity_UP_SEC(proj, electro);
+       proj.touch = W_Electro_Orb_Touch;
        setsize(proj, '0 0 -4', '0 0 -4');
        proj.takedamage = DAMAGE_YES;
-       proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
-       proj.health = autocvar_g_balance_electro_secondary_health;
-       proj.event_damage = W_Plasma_Damage;
+       proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
+       proj.health = WEP_CVAR_SEC(electro, health);
+       proj.event_damage = W_Electro_Orb_Damage;
        proj.flags = FL_PROJECTILE;
-       proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
+       proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
 
-       proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
-       proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
+       proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
+       proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
        proj.missile_flags = MIF_SPLASH | MIF_ARC;
 
 #if 0
@@ -288,39 +381,37 @@ void W_Electro_Attack2()
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void w_electro_checkattack()
+void W_Electro_CheckAttack()
 {
        if(self.electro_count > 1)
        if(self.BUTTON_ATCK2)
        if(weapon_prepareattack(1, -1))
        {
-               W_Electro_Attack2();
+               W_Electro_Attack_Orb();
                self.electro_count -= 1;
-               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+               weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
                return;
        }
-
+       // WEAPONTODO: when the player releases the button, cut down the length of refire2? 
        w_ready();
 }
 
 .float bot_secondary_electromooth;
-float w_electro(float req)
+float W_Electro(float req)
 {
        float ammo_amount;
        switch(req)
        {
                case WR_AIM:
                {
-                       self.BUTTON_ATCK=FALSE;
-                       self.BUTTON_ATCK2=FALSE;
-                       if(vlen(self.origin-self.enemy.origin) > 1000)
-                               self.bot_secondary_electromooth = 0;
+                       self.BUTTON_ATCK = self.BUTTON_ATCK2 = FALSE;
+                       if(vlen(self.origin-self.enemy.origin) > 1000) { self.bot_secondary_electromooth = 0; }
                        if(self.bot_secondary_electromooth == 0)
                        {
                                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);
+                               if(WEP_CVAR_PRI(electro, speed))
+                                       shoot = bot_aim(WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), FALSE);
                                else
                                        shoot = bot_aim(1000000, 0, 0.001, FALSE);
 
@@ -332,7 +423,7 @@ float w_electro(float req)
                        }
                        else
                        {
-                               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
+                               if(bot_aim(WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), TRUE))
                                {
                                        self.BUTTON_ATCK2 = TRUE;
                                        if(random() < 0.03) self.bot_secondary_electromooth = 0;
@@ -343,12 +434,12 @@ float w_electro(float req)
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_electro_reload_ammo) // forced reload
+                       if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
                        {
                                ammo_amount = 0;
-                               if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
+                               if(self.clip_load >= WEP_CVAR_PRI(electro, ammo))
                                        ammo_amount = 1;
-                               if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
+                               if(self.clip_load >= WEP_CVAR_SEC(electro, ammo))
                                        ammo_amount += 1;
 
                                if(!ammo_amount)
@@ -359,23 +450,24 @@ float w_electro(float req)
                                
                                return TRUE;
                        }
-                       if (self.BUTTON_ATCK)
+                       
+                       if(self.BUTTON_ATCK)
                        {
-                               if(weapon_prepareattack(0, autocvar_g_balance_electro_primary_refire))
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
                                {
-                                               W_Electro_Attack();
-                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+                                               W_Electro_Attack_Bolt();
+                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
                                }
                        }
                        else if(self.BUTTON_ATCK2)
                        {
-                               if (time >= self.electro_secondarytime)
-                               if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
+                               if(time >= self.electro_secondarytime)
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, 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();
+                                       W_Electro_Attack_Orb();
+                                       self.electro_count = WEP_CVAR_SEC(electro, count);
+                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
+                                       self.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
                                }
                        }
 
@@ -383,41 +475,42 @@ float w_electro(float req)
                }
                case WR_INIT:
                {
-                       precache_model ("models/weapons/g_electro.md3");
-                       precache_model ("models/weapons/v_electro.md3");
-                       precache_model ("models/weapons/h_electro.iqm");
-                       precache_sound ("weapons/electro_bounce.wav");
-                       precache_sound ("weapons/electro_fire.wav");
-                       precache_sound ("weapons/electro_fire2.wav");
-                       precache_sound ("weapons/electro_impact.wav");
-                       precache_sound ("weapons/electro_impact_combo.wav");
-                       return TRUE;
-               }
-               case WR_SETUP:
-               {
-                       self.current_ammo = ammo_cells;
+                       precache_model("models/weapons/g_electro.md3");
+                       precache_model("models/weapons/v_electro.md3");
+                       precache_model("models/weapons/h_electro.iqm");
+                       precache_sound("weapons/electro_bounce.wav");
+                       precache_sound("weapons/electro_fire.wav");
+                       precache_sound("weapons/electro_fire2.wav");
+                       precache_sound("weapons/electro_impact.wav");
+                       precache_sound("weapons/electro_impact_combo.wav");
+                       ELECTRO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
+                       ammo_amount = self.WEP_AMMO(WEP_ELECTRO) >= WEP_CVAR_PRI(electro, ammo);
+                       ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_PRI(electro, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
-                       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.
+                       if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
                        {
-                               ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
-                               ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
+                               ammo_amount = self.WEP_AMMO(WEP_ELECTRO) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+                               ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
                        }
                        else
                        {
-                               ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
-                               ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
+                               ammo_amount = self.WEP_AMMO(WEP_ELECTRO) >= WEP_CVAR_SEC(electro, ammo);
+                               ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= WEP_CVAR_SEC(electro, ammo);
                        }
                        return ammo_amount;
                }
+               case WR_CONFIG:
+               {
+                       ELECTRO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
                case WR_RESETPLAYER:
                {
                        self.electro_secondarytime = time;
@@ -425,7 +518,7 @@ float w_electro(float req)
                }
                case WR_RELOAD:
                {
-                       W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), "weapons/reload.wav");
+                       W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -454,7 +547,7 @@ float w_electro(float req)
 }
 #endif
 #ifdef CSQC
-float w_electro(float req)
+float W_Electro(float req)
 {
        switch(req)
        {
@@ -493,6 +586,11 @@ float w_electro(float req)
                        precache_sound("weapons/electro_impact_combo.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
        return TRUE;
 }