]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_electro.qc
Merge remote-tracking branch 'origin/TimePath/experiments/csqc_prediction' into TimeP...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_electro.qc
index aef7e2d7735c9e0d85c0917be4019aa571bba896..eadfa0b3b45f322e26132b2506bbea29715b7192 100644 (file)
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ ELECTRO,
-/* function */ w_electro,
-/* ammotype */ IT_CELLS,
-/* impulse  */ 5,
-/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating   */ BOT_PICKUP_RATING_MID,
-/* model    */ "electro",
-/* netname  */ "electro",
-/* fullname */ _("Electro")
+/* WEP_##id  */ ELECTRO,
+/* function  */ W_Electro,
+/* ammotype  */ ammo_cells,
+/* impulse   */ 5,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
+/* rating    */ BOT_PICKUP_RATING_MID,
+/* color     */ '0 0.5 1',
+/* modelname */ "electro",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairelectro 0.5",
+/* wepimg    */ "weaponelectro",
+/* refname   */ "electro",
+/* wepname   */ _("Electro")
 );
 
+#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) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+
 #ifdef SVQC
-void ElectroInit();
-vector electro_shotorigin[4];
-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 spawnfunc_weapon_electro(void) { weapon_defaultspawnfunc(WEP_ELECTRO); }
 
-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;
-       e = WarpZone_FindRadius(org, rad, !autocvar_g_balance_electro_combo_comboradius_thruwall);
-       while (e)
+       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))
@@ -60,137 +148,227 @@ void W_Plasma_Explode (void)
 
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
-       if (self.movetype == MOVETYPE_BOUNCE)
+
+       if(self.movetype == MOVETYPE_BOUNCE)
        {
-               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);
+               RadiusDamage(
+                       self,
+                       self.realowner,
+                       WEP_CVAR_SEC(electro, damage),
+                       WEP_CVAR_SEC(electro, edgedamage),
+                       WEP_CVAR_SEC(electro, radius),
+                       world,
+                       world,
+                       WEP_CVAR_SEC(electro, force),
+                       self.projectiledeathtype,
+                       other
+               );
        }
        else
        {
-               W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_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, world, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
+               W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
+               RadiusDamage(
+                       self,
+                       self.realowner,
+                       WEP_CVAR_PRI(electro, damage),
+                       WEP_CVAR_PRI(electro, edgedamage),
+                       WEP_CVAR_PRI(electro, radius),
+                       world,
+                       world,
+                       WEP_CVAR_PRI(electro, force),
+                       self.projectiledeathtype,
+                       other
+               );
        }
 
-       remove (self);
+       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);
-
-       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, 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, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
-       }
+       W_Electro_Explode();
 }
 
-void W_Plasma_TouchExplode (void)
+void W_Electro_Bolt_Think(void)
 {
-       PROJECTILE_TOUCH;
-       W_Plasma_Explode ();
-}
-
-void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
-       if(self.health <= 0)
+       if(time >= self.ltime)
+       {
+               self.use();
                return;
+       }
 
-       // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
-       float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
-
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
-               return; // g_projectiles_damage says to halt
-
-       self.health = self.health - damage;
-       if (self.health <= 0)
+       if(WEP_CVAR_PRI(electro, midaircombo_radius))
        {
-               self.takedamage = DAMAGE_NO;
-               self.nextthink = time;
-               if (is_combo)
+               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)
                {
-                       // change owner to whoever caused the combo explosion
-                       self.realowner = inflictor.realowner;
-                       self.classname = "plasma_chain";
-                       self.think = W_Plasma_Explode_Combo;
-                       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)
+                       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;
                }
+
+               // 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.use = W_Plasma_Explode;
-                       self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
-               }
+                       { self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); }
        }
+       else { self.nextthink = self.ltime; }
 }
 
-void W_Electro_Attack()
+void W_Electro_Attack_Bolt(void)
 {
        entity proj;
 
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
+       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, autocvar_g_balance_electro_primary_damage);
+       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 = "plasma_prim";
+       proj = spawn();
+       proj.classname = "electro_bolt";
        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;
+       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_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
+       W_SetupProjVelocity_PRI(proj, electro);
        proj.angles = vectoangles(proj.velocity);
-       proj.touch = W_Plasma_TouchExplode;
+       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);
+       CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
 
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void W_Electro_Attack2()
+void W_Electro_Orb_Touch(void)
 {
-       entity proj;
+       PROJECTILE_TOUCH;
+       if(other.takedamage == DAMAGE_AIM)
+               { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(); } }
+       else
+       {
+               //UpdateCSQCProjectile(self);
+               spamsound(self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
+               self.projectiledeathtype |= HITTYPE_BOUNCE;
+       }
+}
 
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
+void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+       if(self.health <= 0)
+               return;
 
-       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);
+       // 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
+
+       self.health = self.health - damage;
+       if(self.health <= 0)
+       {
+               self.takedamage = DAMAGE_NO;
+               self.nextthink = time;
+               if(is_combo)
+               {
+                       // change owner to whoever caused the combo explosion
+                       self.realowner = inflictor.realowner;
+                       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(
+                                               WEP_CVAR(electro, combo_radius),
+                                               vlen(self.origin - inflictor.origin)
+                                       )
+                                       /
+                                       // delay combo chains, looks cooler
+                                       WEP_CVAR(electro, combo_speed)
+                               );
+               }
+               else
+               {
+                       self.use = W_Electro_Explode;
+                       self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
+               }
+       }
+}
+
+void W_Electro_Attack_Orb(void)
+{
+       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,
+               WEP_CVAR_SEC(electro, damage)
+       );
 
        w_shotdir = v_forward; // no TrueAim for grenades please
 
        pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
-       proj = spawn ();
-       proj.classname = "plasma";
+       entity proj = spawn();
+       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_dodge = true;
+       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);
@@ -198,18 +376,18 @@ 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
@@ -220,357 +398,150 @@ void W_Electro_Attack2()
        setsize(p2, proj.mins, proj.maxs);
 #endif
 
-       CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
+       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_ELECTRO_BEAM);
-       sf = sf & 0x7F;
-       if(sound_allowed(MSG_BROADCAST, self.realowner))
-               sf |= 0x80;
-       WriteByte(MSG_ENTITY, sf);
-       if(sf & 1)
-       {
-               WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
-               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.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
-               return TRUE;
-       else if(autocvar_g_balance_electro_reload_ammo)
-               return self.realowner.clip_load > 0;
-       else
-               return self.realowner.ammo_cells > 0;
-}
-
-entity lgbeam_owner_ent;
-void lgbeam_think()
-{
-       entity owner_player;
-       owner_player = self.realowner;
-
-       owner_player.prevlgfire = time;
-       if (self != owner_player.lgbeam)
-       {
-               remove(self);
-               return;
-       }
-
-       if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
-       {
-               if(self == owner_player.lgbeam)
-                       owner_player.lgbeam = world;
-               remove(self);
-               return;
-       }
-
-       self.nextthink = time;
-
-       makevectors(owner_player.v_angle);
-
-       float dt, f;
-       dt = frametime;
-
-       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
-       if (!(owner_player.items & IT_UNLIMITED_WEAPON_AMMO))
-       {
-               if(autocvar_g_balance_electro_primary_ammo)
-               {
-                       if(autocvar_g_balance_electro_reload_ammo)
-                       {
-                               dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
-                               owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
-                               owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
-                       }
-                       else
-                       {
-                               dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
-                               owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
-                       }
-               }
-       }
-
-       W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
-       if(!lgbeam_owner_ent)
-       {
-               lgbeam_owner_ent = spawn();
-               lgbeam_owner_ent.classname = "lgbeam_owner_ent";
-       }
-       WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
-
-       // 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;
-
-               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));
-
-               if(accuracy_isgooddamage(owner_player, trace_ent))
-                       accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
-               Damage (trace_ent, owner_player, owner_player, 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, owner_player);
-
-       // 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)
-{
-       // 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, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTEN_NORM);
-
-       entity beam, oldself;
-
-       self.lgbeam = beam = spawn();
-       beam.classname = "lgbeam";
-       beam.solid = SOLID_NOT;
-       beam.think = lgbeam_think;
-       beam.owner = beam.realowner = self;
-       beam.movetype = MOVETYPE_NONE;
-       beam.shot_spread = 0;
-       beam.bot_dodge = TRUE;
-       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()
-{
-       WEP_ACTION(WEP_ELECTRO, WR_INIT);
-       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 w_electro_checkattack()
+void W_Electro_CheckAttack(void)
 {
        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 BUTTON_ATCK_prev;
-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);
+                                       shoot = bot_aim(1000000, 0, 0.001, false);
 
                                if(shoot)
                                {
-                                       self.BUTTON_ATCK = TRUE;
+                                       self.BUTTON_ATCK = true;
                                        if(random() < 0.01) self.bot_secondary_electromooth = 1;
                                }
                        }
                        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;
+                                       self.BUTTON_ATCK2 = true;
                                        if(random() < 0.03) self.bot_secondary_electromooth = 0;
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                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(autocvar_g_balance_electro_lightning)
-                               {
-                                       if(self.clip_load > 0)
-                                               ammo_amount = 1;
-                               }
-                               else 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)
                                {
                                        WEP_ACTION(self.weapon, WR_RELOAD);
-                                       return FALSE;
+                                       return false;
                                }
-                               
-                               return TRUE;
+
+                               return true;
                        }
-                       if (self.BUTTON_ATCK)
-                       {
-                               if(autocvar_g_balance_electro_lightning)
-                                       if(self.BUTTON_ATCK_prev)
-                                               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)
+                       {
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
                                {
-                                       if (self.BUTTON_ATCK_prev != 0)
-                                       {
-                                               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;
+                                               W_Electro_Attack_Bolt();
+                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
                                }
-
-                               if (self.BUTTON_ATCK2)
+                       }
+                       else if(self.BUTTON_ATCK2)
+                       {
+                               if(time >= self.electro_secondarytime)
+                               if(weapon_prepareattack(1, WEP_CVAR_SEC(electro, refire)))
                                {
-                                       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();
-                                       }
+                                       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();
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                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");
-                       
-                       if(autocvar_g_balance_electro_lightning)
-                               precache_sound ("weapons/lgbeam_fire.wav");
-                               
-                       return TRUE;
-               }
-               case WR_SETUP:
-               {
-                       self.current_ammo = ammo_cells;
-                       return TRUE;
+                       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_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_CHECKAMMO1:
                {
-                       if(autocvar_g_balance_electro_lightning)
-                       {
-                               if(!autocvar_g_balance_electro_primary_ammo)
-                                       ammo_amount = 1;
-                               else
-                                       ammo_amount = self.ammo_cells > 0;
-                               ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
-                       }
-                       else
-                       {
-                               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(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(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(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;
-                       return TRUE;
+                       return true;
                }
                case WR_RELOAD:
                {
-                       W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), "weapons/reload.wav");
-                       return TRUE;
+                       W_Reload(min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), "weapons/reload.wav");
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -594,11 +565,11 @@ float w_electro(float req)
                        }
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float w_electro(float req)
+float W_Electro(float req)
 {
        switch(req)
        {
@@ -628,17 +599,22 @@ float w_electro(float req)
                                                sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
                                }
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/electro_impact.wav");
                        precache_sound("weapons/electro_impact_combo.wav");
-                       return TRUE;
+                       return true;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return false;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #endif