+++ /dev/null
-#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",
-/* shortname */ "electro",
-/* fullname */ _("Electro")
-);
-#else
-#ifdef SVQC
-.float electro_count;
-.float electro_secondarytime;
-
-void W_Plasma_Explode_Combo (void);
-
-void W_Plasma_TriggerCombo(vector org, float rad, entity own)
-{
- entity e;
- e = WarpZone_FindRadius(org, rad, TRUE);
- while (e)
- {
- if (e.classname == "plasma")
- {
- // change owner to whoever caused the combo explosion
- 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
- }
- e = e.chain;
- }
-}
-
-void W_Plasma_Explode (void)
-{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
- if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
-
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
- 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, autocvar_g_balance_electro_secondary_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, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
- }
-
- remove (self);
-}
-
-void W_Plasma_Explode_Combo (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, 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;
- }
-}
-
-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)
-{
- 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");
-
- 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 = "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)
- }
- else
- {
- self.use = W_Plasma_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()
-{
- entity proj;
-
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_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_shotdir = v_forward; // no TrueAim for grenades please
-
- pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- proj = spawn ();
- proj.classname = "plasma";
- proj.owner = proj.realowner = self;
- proj.use = W_Plasma_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;
- PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
- setorigin(proj, w_shotorg);
-
- //proj.glow_size = 50;
- //proj.glow_color = 45;
- proj.movetype = MOVETYPE_BOUNCE;
- W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
- proj.touch = W_Plasma_Touch;
- setsize(proj, '0 0 -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.flags = FL_PROJECTILE;
- proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
-
- proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
- proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
- proj.missile_flags = MIF_SPLASH | MIF_ARC;
-
-#if 0
- entity p2;
- p2 = spawn();
- copyentity(proj, p2);
- setmodel(p2, "models/ebomb.mdl");
- setsize(p2, proj.mins, proj.maxs);
-#endif
-
- CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
-
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
-}
-
-.vector hook_start, hook_end;
-float lgbeam_send(entity to, float sf)
-{
- WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
- sf = sf & 0x7F;
- if(sound_allowed(MSG_BROADCAST, self.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.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()
-{
- weapon_action(WEP_ELECTRO, WR_PRECACHE);
- electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
- electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
- electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
- electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
-}
-
-void spawnfunc_weapon_electro (void)
-{
- weapon_defaultspawnfunc(WEP_ELECTRO);
-}
-
-void w_electro_checkattack()
-{
- if(self.electro_count > 1)
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, -1))
- {
- W_Electro_Attack2();
- self.electro_count -= 1;
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
- return;
- }
-
- w_ready();
-}
-
-.float bot_secondary_electromooth;
-.float BUTTON_ATCK_prev;
-float w_electro(float req)
-{
- float ammo_amount;
- if (req == WR_AIM)
- {
- self.BUTTON_ATCK=FALSE;
- 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);
- else
- shoot = bot_aim(1000000, 0, 0.001, FALSE);
-
- if(shoot)
- {
- 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_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
- {
- self.BUTTON_ATCK2 = TRUE;
- if(random() < 0.03) self.bot_secondary_electromooth = 0;
- }
- }
- }
- else if (req == WR_THINK)
- {
- if(autocvar_g_balance_electro_reload_ammo) // forced reload
- {
- 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)
- ammo_amount = 1;
- if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
- ammo_amount += 1;
-
- if(!ammo_amount)
- {
- weapon_action(self.weapon, WR_RELOAD);
- return FALSE;
- }
- }
- 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_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;
- }
-
- if (self.BUTTON_ATCK2)
- {
- 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();
- }
- }
- }
- }
- else if (req == WR_PRECACHE)
- {
- 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");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- if(autocvar_g_balance_electro_lightning)
- {
- precache_sound ("weapons/lgbeam_fire.wav");
- }
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_ELECTRO);
- self.current_ammo = ammo_cells;
- }
- else if (req == 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;
- }
- return ammo_amount;
- }
- else if (req == 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.
- {
- 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;
- }
- 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;
- }
- return ammo_amount;
- }
- else if (req == WR_RESETPLAYER)
- {
- self.electro_secondarytime = time;
- }
- else if (req == WR_RELOAD)
- {
- 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");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_ELECTRO_SUICIDE_ORBS;
- else
- return WEAPON_ELECTRO_SUICIDE_BOLT;
- }
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- return WEAPON_ELECTRO_MURDER_ORBS;
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- return WEAPON_ELECTRO_MURDER_COMBO;
- else
- return WEAPON_ELECTRO_MURDER_BOLT;
- }
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_electro(float req)
-{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 6;
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- {
- // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
- pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
- }
- else
- {
- pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
- }
- }
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/electro_impact.wav");
- precache_sound("weapons/electro_impact_combo.wav");
- }
- return TRUE;
-}
-#endif
-#endif