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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_electro.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ ELECTRO,
4 /* function  */ w_electro,
5 /* ammotype  */ IT_CELLS,
6 /* impulse   */ 5,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* model     */ "electro",
10 /* shortname */ "electro",
11 /* fullname  */ _("Electro")
12 );
13
14 #ifdef SVQC
15 void ElectroInit();
16 vector electro_shotorigin[4];
17 #endif
18 #else
19 #ifdef SVQC
20 .float electro_count;
21 .float electro_secondarytime;
22
23 void W_Plasma_Explode_Combo (void);
24
25 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
26 {
27         entity e;
28         e = WarpZone_FindRadius(org, rad, TRUE);
29         while (e)
30         {
31                 if (e.classname == "plasma")
32                 {
33                         // change owner to whoever caused the combo explosion
34                         e.realowner = own;
35                         e.takedamage = DAMAGE_NO;
36                         e.classname = "plasma_chain";
37                         e.think = W_Plasma_Explode_Combo;
38                         e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
39                 }
40                 e = e.chain;
41         }
42 }
43
44 void W_Plasma_Explode (void)
45 {
46         if(other.takedamage == DAMAGE_AIM)
47                 if(IS_PLAYER(other))
48                         if(IsDifferentTeam(self.realowner, other))
49                                 if(other.deadflag == DEAD_NO)
50                                         if(IsFlying(other))
51                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
52
53         self.event_damage = func_null;
54         self.takedamage = DAMAGE_NO;
55         if (self.movetype == MOVETYPE_BOUNCE)
56         {
57                 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
58         }
59         else
60         {
61                 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
62                 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
63         }
64
65         remove (self);
66 }
67
68 void W_Plasma_Explode_Combo (void)
69 {
70         W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
71
72         self.event_damage = func_null;
73         RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
74
75         remove (self);
76 }
77
78 void W_Plasma_Touch (void)
79 {
80         //self.velocity = self.velocity  * 0.1;
81
82         PROJECTILE_TOUCH;
83         if (other.takedamage == DAMAGE_AIM) {
84                 W_Plasma_Explode ();
85         } else {
86                 //UpdateCSQCProjectile(self);
87                 spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
88                 self.projectiledeathtype |= HITTYPE_BOUNCE;
89         }
90 }
91
92 void W_Plasma_TouchExplode (void)
93 {
94         PROJECTILE_TOUCH;
95         W_Plasma_Explode ();
96 }
97
98 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
99 {
100         if(self.health <= 0)
101                 return;
102
103         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
104         float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
105         
106         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
107                 return; // g_projectiles_damage says to halt    
108         
109         self.health = self.health - damage;
110         if (self.health <= 0)
111         {
112                 self.takedamage = DAMAGE_NO;
113                 self.nextthink = time;
114                 if (is_combo)
115                 {
116                         // change owner to whoever caused the combo explosion
117                         self.realowner = inflictor.realowner;
118                         self.classname = "plasma_chain";
119                         self.think = W_Plasma_Explode_Combo;
120                         self.nextthink = time + min(autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin)) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
121                                 //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
122                 }
123                 else
124                 {
125                         self.use = W_Plasma_Explode;
126                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
127                 }
128         }
129 }
130
131 void W_Electro_Attack()
132 {
133         entity proj;
134
135         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
136
137         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, autocvar_g_balance_electro_primary_damage);
138
139         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
140
141         proj = spawn ();
142         proj.classname = "plasma_prim";
143         proj.owner = proj.realowner = self;
144         proj.bot_dodge = TRUE;
145         proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
146         proj.use = W_Plasma_Explode;
147         proj.think = adaptor_think2use_hittype_splash;
148         proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
149         PROJECTILE_MAKETRIGGER(proj);
150         proj.projectiledeathtype = WEP_ELECTRO;
151         setorigin(proj, w_shotorg);
152
153         proj.movetype = MOVETYPE_FLY;
154         W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
155         proj.angles = vectoangles(proj.velocity);
156         proj.touch = W_Plasma_TouchExplode;
157         setsize(proj, '0 0 -3', '0 0 -3');
158         proj.flags = FL_PROJECTILE;
159         proj.missile_flags = MIF_SPLASH;
160
161         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
162
163         other = proj; MUTATOR_CALLHOOK(EditProjectile);
164 }
165
166 void W_Electro_Attack2()
167 {
168         entity proj;
169
170         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
171
172         W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_g_balance_electro_secondary_damage);
173
174         w_shotdir = v_forward; // no TrueAim for grenades please
175
176         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
177
178         proj = spawn ();
179         proj.classname = "plasma";
180         proj.owner = proj.realowner = self;
181         proj.use = W_Plasma_Explode;
182         proj.think = adaptor_think2use_hittype_splash;
183         proj.bot_dodge = TRUE;
184         proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
185         proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
186         PROJECTILE_MAKETRIGGER(proj);
187         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
188         setorigin(proj, w_shotorg);
189
190         //proj.glow_size = 50;
191         //proj.glow_color = 45;
192         proj.movetype = MOVETYPE_BOUNCE;
193         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
194         proj.touch = W_Plasma_Touch;
195         setsize(proj, '0 0 -4', '0 0 -4');
196         proj.takedamage = DAMAGE_YES;
197         proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
198         proj.health = autocvar_g_balance_electro_secondary_health;
199         proj.event_damage = W_Plasma_Damage;
200         proj.flags = FL_PROJECTILE;
201         proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
202
203         proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
204         proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
205         proj.missile_flags = MIF_SPLASH | MIF_ARC;
206
207 #if 0
208         entity p2;
209         p2 = spawn();
210         copyentity(proj, p2);
211         setmodel(p2, "models/ebomb.mdl");
212         setsize(p2, proj.mins, proj.maxs);
213 #endif
214
215         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
216
217         other = proj; MUTATOR_CALLHOOK(EditProjectile);
218 }
219
220 .vector hook_start, hook_end;
221 float lgbeam_send(entity to, float sf)
222 {
223         WriteByte(MSG_ENTITY, ENT_CLIENT_ELECTRO_BEAM);
224         sf = sf & 0x7F;
225         if(sound_allowed(MSG_BROADCAST, self.realowner))
226                 sf |= 0x80;
227         WriteByte(MSG_ENTITY, sf);
228         if(sf & 1)
229         {
230                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
231                 WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
232         }
233         if(sf & 2)
234         {
235                 WriteCoord(MSG_ENTITY, self.hook_start_x);
236                 WriteCoord(MSG_ENTITY, self.hook_start_y);
237                 WriteCoord(MSG_ENTITY, self.hook_start_z);
238         }
239         if(sf & 4)
240         {
241                 WriteCoord(MSG_ENTITY, self.hook_end_x);
242                 WriteCoord(MSG_ENTITY, self.hook_end_y);
243                 WriteCoord(MSG_ENTITY, self.hook_end_z);
244         }
245         return TRUE;
246 }
247 .entity lgbeam;
248 .float prevlgfire;
249 float lgbeam_checkammo()
250 {
251         if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
252                 return TRUE;
253         else if(autocvar_g_balance_electro_reload_ammo)
254                 return self.realowner.clip_load > 0;
255         else
256                 return self.realowner.ammo_cells > 0;
257 }
258
259 entity lgbeam_owner_ent;
260 void lgbeam_think()
261 {
262         entity owner_player;
263         owner_player = self.realowner;
264
265         owner_player.prevlgfire = time;
266         if (self != owner_player.lgbeam)
267         {
268                 remove(self);
269                 return;
270         }
271
272         if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
273         {
274                 if(self == owner_player.lgbeam)
275                         owner_player.lgbeam = world;
276                 remove(self);
277                 return;
278         }
279
280         self.nextthink = time;
281
282         makevectors(owner_player.v_angle);
283
284         float dt, f;
285         dt = frametime;
286
287         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
288         if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
289         {
290                 if(autocvar_g_balance_electro_primary_ammo)
291                 {
292                         if(autocvar_g_balance_electro_reload_ammo)
293                         {
294                                 dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
295                                 owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
296                                 owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
297                         }
298                         else
299                         {
300                                 dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
301                                 owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
302                         }
303                 }
304         }
305
306         W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
307         if(!lgbeam_owner_ent)
308         {
309                 lgbeam_owner_ent = spawn();
310                 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
311         }
312         WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
313
314         // apply the damage
315         if(trace_ent)
316         {
317                 vector force;
318                 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
319
320                 f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
321
322                 if(accuracy_isgooddamage(owner_player, trace_ent))
323                         accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
324                 Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
325         }
326         W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
327
328         // draw effect
329         if(w_shotorg != self.hook_start)
330         {
331                 self.SendFlags |= 2;
332                 self.hook_start = w_shotorg;
333         }
334         if(w_shotend != self.hook_end)
335         {
336                 self.SendFlags |= 4;
337                 self.hook_end = w_shotend;
338         }
339 }
340
341 // experimental lightning gun
342 void W_Electro_Attack3 (void)
343 {
344         // only play fire sound if 0.5 sec has passed since player let go the fire button
345         if(time - self.prevlgfire > 0.5)
346                 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
347
348         entity beam, oldself;
349
350         self.lgbeam = beam = spawn();
351         beam.classname = "lgbeam";
352         beam.solid = SOLID_NOT;
353         beam.think = lgbeam_think;
354         beam.owner = beam.realowner = self;
355         beam.movetype = MOVETYPE_NONE;
356         beam.shot_spread = 0;
357         beam.bot_dodge = TRUE;
358         beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
359         Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
360
361         oldself = self;
362         self = beam;
363         self.think();
364         self = oldself;
365 }
366
367 void ElectroInit()
368 {
369         weapon_action(WEP_ELECTRO, WR_PRECACHE);
370         electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
371         electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
372         electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
373         electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
374 }
375
376 void spawnfunc_weapon_electro (void)
377 {
378         weapon_defaultspawnfunc(WEP_ELECTRO);
379 }
380
381 void w_electro_checkattack()
382 {
383         if(self.electro_count > 1)
384         if(self.BUTTON_ATCK2)
385         if(weapon_prepareattack(1, -1))
386         {
387                 W_Electro_Attack2();
388                 self.electro_count -= 1;
389                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
390                 return;
391         }
392
393         w_ready();
394 }
395
396 .float bot_secondary_electromooth;
397 .float BUTTON_ATCK_prev;
398 float w_electro(float req)
399 {
400         float ammo_amount;
401         switch(req)
402         {
403                 case WR_AIM:
404                 {
405                         self.BUTTON_ATCK=FALSE;
406                         self.BUTTON_ATCK2=FALSE;
407                         if(vlen(self.origin-self.enemy.origin) > 1000)
408                                 self.bot_secondary_electromooth = 0;
409                         if(self.bot_secondary_electromooth == 0)
410                         {
411                                 float shoot;
412
413                                 if(autocvar_g_balance_electro_primary_speed)
414                                         shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
415                                 else
416                                         shoot = bot_aim(1000000, 0, 0.001, FALSE);
417
418                                 if(shoot)
419                                 {
420                                         self.BUTTON_ATCK = TRUE;
421                                         if(random() < 0.01) self.bot_secondary_electromooth = 1;
422                                 }
423                         }
424                         else
425                         {
426                                 if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
427                                 {
428                                         self.BUTTON_ATCK2 = TRUE;
429                                         if(random() < 0.03) self.bot_secondary_electromooth = 0;
430                                 }
431                         }
432                         
433                         return TRUE;
434                 }
435                 case WR_THINK:
436                 {
437                         if(autocvar_g_balance_electro_reload_ammo) // forced reload
438                         {
439                                 ammo_amount = 0;
440                                 if(autocvar_g_balance_electro_lightning)
441                                 {
442                                         if(self.clip_load > 0)
443                                                 ammo_amount = 1;
444                                 }
445                                 else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
446                                         ammo_amount = 1;
447                                 if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
448                                         ammo_amount += 1;
449
450                                 if(!ammo_amount)
451                                 {
452                                         weapon_action(self.weapon, WR_RELOAD);
453                                         return FALSE;
454                                 }
455                                 
456                                 return TRUE;
457                         }
458                         if (self.BUTTON_ATCK)
459                         {
460                                 if(autocvar_g_balance_electro_lightning)
461                                         if(self.BUTTON_ATCK_prev)
462                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
463
464                                 if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
465                                 {
466                                         if(autocvar_g_balance_electro_lightning)
467                                         {
468                                                 if ((!self.lgbeam) || wasfreed(self.lgbeam))
469                                                 {
470                                                         W_Electro_Attack3();
471                                                 }
472                                                 if(!self.BUTTON_ATCK_prev)
473                                                 {
474                                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
475                                                         self.BUTTON_ATCK_prev = 1;
476                                                 }
477                                         }
478                                         else
479                                         {
480                                                 W_Electro_Attack();
481                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
482                                         }
483                                 }
484                         } else {
485                                 if(autocvar_g_balance_electro_lightning)
486                                 {
487                                         if (self.BUTTON_ATCK_prev != 0)
488                                         {
489                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
490                                                 ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
491                                         }
492                                         self.BUTTON_ATCK_prev = 0;
493                                 }
494
495                                 if (self.BUTTON_ATCK2)
496                                 {
497                                         if (time >= self.electro_secondarytime)
498                                         if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
499                                         {
500                                                 W_Electro_Attack2();
501                                                 self.electro_count = autocvar_g_balance_electro_secondary_count;
502                                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
503                                                 self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
504                                         }
505                                 }
506                         }
507                         
508                         return TRUE;
509                 }
510                 case WR_PRECACHE:
511                 {
512                         precache_model ("models/weapons/g_electro.md3");
513                         precache_model ("models/weapons/v_electro.md3");
514                         precache_model ("models/weapons/h_electro.iqm");
515                         precache_sound ("weapons/electro_bounce.wav");
516                         precache_sound ("weapons/electro_fire.wav");
517                         precache_sound ("weapons/electro_fire2.wav");
518                         precache_sound ("weapons/electro_impact.wav");
519                         precache_sound ("weapons/electro_impact_combo.wav");
520                         
521                         if(autocvar_g_balance_electro_lightning)
522                                 precache_sound ("weapons/lgbeam_fire.wav");
523                                 
524                         return TRUE;
525                 }
526                 case WR_SETUP:
527                 {
528                         weapon_setup(WEP_ELECTRO);
529                         self.current_ammo = ammo_cells;
530                         return TRUE;
531                 }
532                 case WR_CHECKAMMO1:
533                 {
534                         if(autocvar_g_balance_electro_lightning)
535                         {
536                                 if(!autocvar_g_balance_electro_primary_ammo)
537                                         ammo_amount = 1;
538                                 else
539                                         ammo_amount = self.ammo_cells > 0;
540                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
541                         }
542                         else
543                         {
544                                 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
545                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
546                         }
547                         return ammo_amount;
548                 }
549                 case WR_CHECKAMMO2:
550                 {
551                         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.
552                         {
553                                 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
554                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
555                         }
556                         else
557                         {
558                                 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
559                                 ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
560                         }
561                         return ammo_amount;
562                 }
563                 case WR_RESETPLAYER:
564                 {
565                         self.electro_secondarytime = time;
566                         return TRUE;
567                 }
568                 case WR_RELOAD:
569                 {
570                         W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), autocvar_g_balance_electro_reload_ammo, autocvar_g_balance_electro_reload_time, "weapons/reload.wav");
571                         return TRUE;
572                 }
573                 case WR_SUICIDEMESSAGE:
574                 {
575                         if(w_deathtype & HITTYPE_SECONDARY)
576                                 return WEAPON_ELECTRO_SUICIDE_ORBS;
577                         else
578                                 return WEAPON_ELECTRO_SUICIDE_BOLT;
579                 }
580                 case WR_KILLMESSAGE:
581                 {
582                         if(w_deathtype & HITTYPE_SECONDARY)
583                         {
584                                 return WEAPON_ELECTRO_MURDER_ORBS;
585                         }
586                         else
587                         {
588                                 if(w_deathtype & HITTYPE_BOUNCE)
589                                         return WEAPON_ELECTRO_MURDER_COMBO;
590                                 else
591                                         return WEAPON_ELECTRO_MURDER_BOLT;
592                         }
593                 }
594         }
595         return TRUE;
596 }
597 #endif
598 #ifdef CSQC
599 float w_electro(float req)
600 {
601         switch(req)
602         {
603                 case WR_IMPACTEFFECT:
604                 {
605                         vector org2;
606                         org2 = w_org + w_backoff * 6;
607                         if(w_deathtype & HITTYPE_SECONDARY)
608                         {
609                                 pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
610                                 if(!w_issilent)
611                                         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
612                         }
613                         else
614                         {
615                                 if(w_deathtype & HITTYPE_BOUNCE)
616                                 {
617                                         // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
618                                         pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
619                                         if(!w_issilent)
620                                                 sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
621                                 }
622                                 else
623                                 {
624                                         pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
625                                         if(!w_issilent)
626                                                 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
627                                 }
628                         }
629                         
630                         return TRUE;
631                 }
632                 case WR_PRECACHE:
633                 {
634                         precache_sound("weapons/electro_impact.wav");
635                         precache_sound("weapons/electro_impact_combo.wav");
636                         return TRUE;
637                 }
638         }
639         return TRUE;
640 }
641 #endif
642 #endif