return self.ammo_cells >= cvar("g_balance_electro_primary_ammo");
else if (req == WR_CHECKAMMO2)
return self.ammo_cells >= cvar("g_balance_electro_secondary_ammo");
- else if (req == WR_SUICIDEMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "could not remember where they put plasma";
- else
- w_deathtypestring = "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";
- else // unchecked: BOUNCE
- w_deathtypestring = "got in touch with #'s blue ball";
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE) // combo
- w_deathtypestring = "felt the electrifying air of #'s combo";
- else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = "got too close to #'s blue beam";
- else
- w_deathtypestring = "was blasted by #'s blue beam";
- }
- }
else if (req == WR_RESETPLAYER)
{
self.electro_secondarytime = time;
precache_sound("weapons/electro_impact.wav");
precache_sound("weapons/electro_impact_combo.wav");
}
+ else if (req == WR_SUICIDEMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ w_deathtypestring = "could not remember where they put plasma";
+ else
+ w_deathtypestring = "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";
+ else // unchecked: BOUNCE
+ w_deathtypestring = "got in touch with #'s blue ball";
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE) // combo
+ w_deathtypestring = "felt the electrifying air of #'s combo";
+ else if(w_deathtype & HITTYPE_SPLASH)
+ w_deathtypestring = "got too close to #'s blue beam";
+ else
+ w_deathtypestring = "was blasted by #'s blue beam";
+ }
+ }
return TRUE;
}
#endif