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1 #ifndef IMPLEMENTATION
2 CLASS(Electro, Weapon)
3 /* ammotype  */ ATTRIB(Electro, ammo_field, .int, ammo_cells)
4 /* impulse   */ ATTRIB(Electro, impulse, int, 5)
5 /* flags     */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
6 /* rating    */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color     */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
8 /* modelname */ ATTRIB(Electro, mdl, string, "electro");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
13 /* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
14 /* wepimg    */ ATTRIB(Electro, model2, string, "weaponelectro");
15 /* refname   */ ATTRIB(Electro, netname, string, "electro");
16 /* wepname   */ ATTRIB(Electro, m_name, string, _("Electro"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, ammo, float, BOTH) \
21                 P(class, prefix, animtime, float, BOTH) \
22                 P(class, prefix, bouncefactor, float, SEC) \
23                 P(class, prefix, bouncestop, float, SEC) \
24                 P(class, prefix, comboradius, float, PRI) \
25                 P(class, prefix, combo_comboradius, float, NONE) \
26                 P(class, prefix, combo_comboradius_thruwall, float, NONE) \
27                 P(class, prefix, combo_damage, float, NONE) \
28                 P(class, prefix, combo_edgedamage, float, NONE) \
29                 P(class, prefix, combo_force, float, NONE) \
30                 P(class, prefix, combo_radius, float, NONE) \
31                 P(class, prefix, combo_safeammocheck, float, NONE) \
32                 P(class, prefix, combo_speed, float, NONE) \
33                 P(class, prefix, count, float, SEC) \
34                 P(class, prefix, damagedbycontents, float, SEC) \
35                 P(class, prefix, damageforcescale, float, SEC) \
36                 P(class, prefix, damage, float, BOTH) \
37                 P(class, prefix, edgedamage, float, BOTH) \
38                 P(class, prefix, force, float, BOTH) \
39                 P(class, prefix, health, float, SEC) \
40                 P(class, prefix, lifetime, float, BOTH) \
41                 P(class, prefix, midaircombo_explode, float, PRI) \
42                 P(class, prefix, midaircombo_interval, float, PRI) \
43                 P(class, prefix, midaircombo_radius, float, PRI) \
44                 P(class, prefix, radius, float, BOTH) \
45                 P(class, prefix, refire2, float, SEC) \
46                 P(class, prefix, refire, float, BOTH) \
47                 P(class, prefix, reload_ammo, float, NONE) \
48                 P(class, prefix, reload_time, float, NONE) \
49                 P(class, prefix, speed, float, BOTH) \
50                 P(class, prefix, speed_up, float, SEC) \
51                 P(class, prefix, speed_z, float, SEC) \
52                 P(class, prefix, spread, float, BOTH) \
53                 P(class, prefix, stick, float, SEC) \
54                 P(class, prefix, switchdelay_drop, float, NONE) \
55                 P(class, prefix, switchdelay_raise, float, NONE) \
56                 P(class, prefix, touchexplode, float, SEC) \
57                 P(class, prefix, weaponreplace, string,NONE) \
58                 P(class, prefix, weaponstartoverride, float, NONE) \
59                 P(class, prefix, weaponstart, float, NONE) \
60                 P(class, prefix, weaponthrowable, float, NONE) \
61         END()
62         W_PROPS(X, Electro, electro)
63 #undef X
64
65 ENDCLASS(Electro)
66 REGISTER_WEAPON(ELECTRO, electro, NEW(Electro));
67
68
69 #ifdef SVQC
70 .float electro_count;
71 .float electro_secondarytime;
72 void W_Electro_ExplodeCombo(entity this);
73 #endif
74 #endif
75 #ifdef IMPLEMENTATION
76 #ifdef SVQC
77 spawnfunc(weapon_electro) { weapon_defaultspawnfunc(this, WEP_ELECTRO); }
78
79 void W_Electro_TriggerCombo(vector org, float rad, entity own)
80 {
81         entity e = WarpZone_FindRadius(org, rad, !WEP_CVAR(electro, combo_comboradius_thruwall));
82         while(e)
83         {
84                 if(e.classname == "electro_orb")
85                 {
86                         // do we allow thruwall triggering?
87                         if(WEP_CVAR(electro, combo_comboradius_thruwall))
88                         {
89                                 // if distance is greater than thruwall distance, check to make sure it's not through a wall
90                                 if(vdist(e.WarpZone_findradius_dist, >, WEP_CVAR(electro, combo_comboradius_thruwall)))
91                                 {
92                                         WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
93                                         if(trace_fraction != 1)
94                                         {
95                                                 // trigger is through a wall and outside of thruwall range, abort
96                                                 e = e.chain;
97                                                 continue;
98                                         }
99                                 }
100                         }
101
102                         // change owner to whoever caused the combo explosion
103                         e.realowner = own;
104                         e.takedamage = DAMAGE_NO;
105                         e.classname = "electro_orb_chain";
106
107                         // now set the next one to trigger as well
108                         setthink(e, W_Electro_ExplodeCombo);
109
110                         // delay combo chains, looks cooler
111                         e.nextthink =
112                                 (
113                                         time
114                                         +
115                                         (WEP_CVAR(electro, combo_speed) ?
116                                                 (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
117                                                 :
118                                                 0
119                                         )
120                                 );
121                 }
122                 e = e.chain;
123         }
124 }
125
126 void W_Electro_ExplodeCombo(entity this)
127 {
128         W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
129
130         this.event_damage = func_null;
131
132         RadiusDamage(
133                 this,
134                 this.realowner,
135                 WEP_CVAR(electro, combo_damage),
136                 WEP_CVAR(electro, combo_edgedamage),
137                 WEP_CVAR(electro, combo_radius),
138                 NULL,
139                 NULL,
140                 WEP_CVAR(electro, combo_force),
141                 WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
142                 NULL
143         );
144
145         remove(this);
146 }
147
148 void W_Electro_Explode(entity this, entity directhitentity)
149 {
150         if(directhitentity.takedamage == DAMAGE_AIM)
151                 if(IS_PLAYER(directhitentity))
152                         if(DIFF_TEAM(this.realowner, directhitentity))
153                                 if(!IS_DEAD(directhitentity))
154                                         if(IsFlying(directhitentity))
155                                                 Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
156
157         this.event_damage = func_null;
158         this.takedamage = DAMAGE_NO;
159
160         if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
161         {
162                 RadiusDamage(
163                         this,
164                         this.realowner,
165                         WEP_CVAR_SEC(electro, damage),
166                         WEP_CVAR_SEC(electro, edgedamage),
167                         WEP_CVAR_SEC(electro, radius),
168                         NULL,
169                         NULL,
170                         WEP_CVAR_SEC(electro, force),
171                         this.projectiledeathtype,
172                         directhitentity
173                 );
174         }
175         else
176         {
177                 W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner);
178                 RadiusDamage(
179                         this,
180                         this.realowner,
181                         WEP_CVAR_PRI(electro, damage),
182                         WEP_CVAR_PRI(electro, edgedamage),
183                         WEP_CVAR_PRI(electro, radius),
184                         NULL,
185                         NULL,
186                         WEP_CVAR_PRI(electro, force),
187                         this.projectiledeathtype,
188                         directhitentity
189                 );
190         }
191
192         remove(this);
193 }
194
195 void W_Electro_Explode_use(entity this, entity actor, entity trigger)
196 {
197         W_Electro_Explode(this, trigger);
198 }
199
200 void W_Electro_TouchExplode(entity this, entity toucher)
201 {
202         PROJECTILE_TOUCH(this, toucher);
203         W_Electro_Explode(this, toucher);
204 }
205
206 void W_Electro_Bolt_Think(entity this)
207 {
208         if(time >= this.ltime)
209         {
210                 this.use(this, NULL, NULL);
211                 return;
212         }
213
214         if(WEP_CVAR_PRI(electro, midaircombo_radius))
215         {
216                 float found = 0;
217                 entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
218
219                 // loop through nearby orbs and trigger them
220                 while(e)
221                 {
222                         if(e.classname == "electro_orb")
223                         {
224                                 // change owner to whoever caused the combo explosion
225                                 e.realowner = this.realowner;
226                                 e.takedamage = DAMAGE_NO;
227                                 e.classname = "electro_orb_chain";
228
229                                 // now set the next one to trigger as well
230                                 setthink(e, W_Electro_ExplodeCombo);
231
232                                 // delay combo chains, looks cooler
233                                 e.nextthink =
234                                         (
235                                                 time
236                                                 +
237                                                 (WEP_CVAR(electro, combo_speed) ?
238                                                         (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
239                                                         :
240                                                         0
241                                                 )
242                                         );
243
244                                 ++found;
245                         }
246                         e = e.chain;
247                 }
248
249                 // if we triggered an orb, should we explode? if not, lets try again next time
250                 if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
251                         { this.use(this, NULL, NULL); }
252                 else
253                         { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
254         }
255         else { this.nextthink = this.ltime; }
256 }
257
258 void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
259 {
260         entity proj;
261
262         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo));
263
264         W_SetupShot_ProjectileSize(
265                 actor,
266                 '0 0 -3',
267                 '0 0 -3',
268                 false,
269                 2,
270                 SND_ELECTRO_FIRE,
271                 CH_WEAPON_A,
272                 WEP_CVAR_PRI(electro, damage)
273         );
274
275         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
276
277         proj = new(electro_bolt);
278         proj.owner = proj.realowner = actor;
279         proj.bot_dodge = true;
280         proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
281         proj.use = W_Electro_Explode_use;
282         setthink(proj, W_Electro_Bolt_Think);
283         proj.nextthink = time;
284         proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
285         PROJECTILE_MAKETRIGGER(proj);
286         proj.projectiledeathtype = WEP_ELECTRO.m_id;
287         setorigin(proj, w_shotorg);
288
289         set_movetype(proj, MOVETYPE_FLY);
290         W_SetupProjVelocity_PRI(proj, electro);
291         proj.angles = vectoangles(proj.velocity);
292         settouch(proj, W_Electro_TouchExplode);
293         setsize(proj, '0 0 -3', '0 0 -3');
294         proj.flags = FL_PROJECTILE;
295         proj.missile_flags = MIF_SPLASH;
296
297         CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
298
299         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
300 }
301
302 void W_Electro_Orb_Stick(entity this, entity to)
303 {
304         entity newproj = spawn();
305         newproj.classname = this.classname;
306
307         newproj.bot_dodge = this.bot_dodge;
308         newproj.bot_dodgerating = this.bot_dodgerating;
309
310         newproj.owner = this.owner;
311         newproj.realowner = this.realowner;
312         setsize(newproj, this.mins, this.maxs);
313         setorigin(newproj, this.origin);
314         setmodel(newproj, MDL_PROJECTILE_ELECTRO);
315         newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
316
317         newproj.takedamage = this.takedamage;
318         newproj.damageforcescale = this.damageforcescale;
319         newproj.health = this.health;
320         newproj.event_damage = this.event_damage;
321         newproj.spawnshieldtime = this.spawnshieldtime;
322         newproj.damagedbycontents = true;
323
324         set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
325         newproj.projectiledeathtype = this.projectiledeathtype;
326
327         settouch(newproj, func_null);
328         setthink(newproj, getthink(this));
329         newproj.nextthink = this.nextthink;
330         newproj.use = this.use;
331         newproj.flags = this.flags;
332
333         remove(this);
334
335         if(to)
336                 SetMovetypeFollow(this, to);
337 }
338
339 void W_Electro_Orb_Touch(entity this, entity toucher)
340 {
341         PROJECTILE_TOUCH(this, toucher);
342         if(toucher.takedamage == DAMAGE_AIM)
343                 { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
344         else
345         {
346                 //UpdateCSQCProjectile(this);
347                 spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
348                 this.projectiledeathtype |= HITTYPE_BOUNCE;
349
350                 if(WEP_CVAR_SEC(electro, stick))
351                         W_Electro_Orb_Stick(this, toucher);
352         }
353 }
354
355 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
356 {
357         if(this.health <= 0)
358                 return;
359
360         // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
361         float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
362
363         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
364                 return; // g_projectiles_damage says to halt
365
366         this.health = this.health - damage;
367         if(this.health <= 0)
368         {
369                 this.takedamage = DAMAGE_NO;
370                 this.nextthink = time;
371                 if(is_combo)
372                 {
373                         // change owner to whoever caused the combo explosion
374                         this.realowner = inflictor.realowner;
375                         this.classname = "electro_orb_chain";
376                         setthink(this, W_Electro_ExplodeCombo);
377                         this.nextthink = time +
378                                 (
379                                         // bound the length, inflictor may be in a galaxy far far away (warpzones)
380                                         min(
381                                                 WEP_CVAR(electro, combo_radius),
382                                                 vlen(this.origin - inflictor.origin)
383                                         )
384                                         /
385                                         // delay combo chains, looks cooler
386                                         WEP_CVAR(electro, combo_speed)
387                                 );
388                 }
389                 else
390                 {
391                         this.use = W_Electro_Explode_use;
392                         setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
393                 }
394         }
395 }
396
397 void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
398 {
399         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo));
400
401         W_SetupShot_ProjectileSize(
402                 actor,
403                 '-4 -4 -4',
404                 '4 4 4',
405                 false,
406                 2,
407                 SND_ELECTRO_FIRE2,
408                 CH_WEAPON_A,
409                 WEP_CVAR_SEC(electro, damage)
410         );
411
412         w_shotdir = v_forward; // no TrueAim for grenades please
413
414         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
415
416         entity proj = new(electro_orb);
417         proj.owner = proj.realowner = actor;
418         proj.use = W_Electro_Explode_use;
419         setthink(proj, adaptor_think2use_hittype_splash);
420         proj.bot_dodge = true;
421         proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
422         proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
423         PROJECTILE_MAKETRIGGER(proj);
424         proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY;
425         setorigin(proj, w_shotorg);
426
427         //proj.glow_size = 50;
428         //proj.glow_color = 45;
429         set_movetype(proj, MOVETYPE_BOUNCE);
430         W_SetupProjVelocity_UP_SEC(proj, electro);
431         settouch(proj, W_Electro_Orb_Touch);
432         setsize(proj, '-4 -4 -4', '4 4 4');
433         proj.takedamage = DAMAGE_YES;
434         proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
435         proj.health = WEP_CVAR_SEC(electro, health);
436         proj.event_damage = W_Electro_Orb_Damage;
437         proj.flags = FL_PROJECTILE;
438         proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
439
440         proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
441         proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
442         proj.missile_flags = MIF_SPLASH | MIF_ARC;
443
444 #if 0
445         entity p2;
446         p2 = spawn();
447         copyentity(proj, p2);
448         setmodel(p2, MDL_PROJECTILE_ELECTRO);
449         setsize(p2, proj.mins, proj.maxs);
450 #endif
451
452         CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
453
454         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
455 }
456
457 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
458 {
459         if(actor.electro_count > 1)
460         if(PHYS_INPUT_BUTTON_ATCK2(actor))
461         if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
462         {
463                 W_Electro_Attack_Orb(WEP_ELECTRO, actor);
464                 actor.electro_count -= 1;
465                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
466                 return;
467         }
468         // WEAPONTODO: when the player releases the button, cut down the length of refire2?
469         w_ready(thiswep, actor, weaponentity, fire);
470 }
471
472 .float bot_secondary_electromooth;
473
474 METHOD(Electro, wr_aim, void(entity thiswep, entity actor))
475 {
476     PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
477     if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
478     if(actor.bot_secondary_electromooth == 0)
479     {
480         float shoot;
481
482         if(WEP_CVAR_PRI(electro, speed))
483             shoot = bot_aim(actor, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
484         else
485             shoot = bot_aim(actor, 1000000, 0, 0.001, false);
486
487         if(shoot)
488         {
489             PHYS_INPUT_BUTTON_ATCK(actor) = true;
490             if(random() < 0.01) actor.bot_secondary_electromooth = 1;
491         }
492     }
493     else
494     {
495         if(bot_aim(actor, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
496         {
497             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
498             if(random() < 0.03) actor.bot_secondary_electromooth = 0;
499         }
500     }
501 }
502 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
503 {
504     if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
505     {
506         float ammo_amount = 0;
507         if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
508             ammo_amount = 1;
509         if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
510             ammo_amount += 1;
511
512         if(!ammo_amount)
513         {
514             thiswep.wr_reload(thiswep, actor, weaponentity);
515             return;
516         }
517     }
518
519     if(fire & 1)
520     {
521         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
522         {
523                 W_Electro_Attack_Bolt(thiswep, actor);
524                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
525         }
526     }
527     else if(fire & 2)
528     {
529         if(time >= actor.electro_secondarytime)
530         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
531         {
532             W_Electro_Attack_Orb(thiswep, actor);
533             actor.electro_count = WEP_CVAR_SEC(electro, count);
534             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
535             actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
536         }
537     }
538 }
539 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor))
540 {
541     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
542     ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
543     return ammo_amount;
544 }
545 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor))
546 {
547     float ammo_amount;
548     if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
549     {
550         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
551         ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
552     }
553     else
554     {
555         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
556         ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
557     }
558     return ammo_amount;
559 }
560 METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
561 {
562     actor.electro_secondarytime = time;
563 }
564 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
565 {
566     W_Reload(actor, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
567 }
568 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
569 {
570     if(w_deathtype & HITTYPE_SECONDARY)
571         return WEAPON_ELECTRO_SUICIDE_ORBS;
572     else
573         return WEAPON_ELECTRO_SUICIDE_BOLT;
574 }
575 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
576 {
577     if(w_deathtype & HITTYPE_SECONDARY)
578     {
579         return WEAPON_ELECTRO_MURDER_ORBS;
580     }
581     else
582     {
583         if(w_deathtype & HITTYPE_BOUNCE)
584             return WEAPON_ELECTRO_MURDER_COMBO;
585         else
586             return WEAPON_ELECTRO_MURDER_BOLT;
587     }
588 }
589
590 #endif
591 #ifdef CSQC
592
593 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
594 {
595     vector org2;
596     org2 = w_org + w_backoff * 6;
597     if(w_deathtype & HITTYPE_SECONDARY)
598     {
599         pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
600         if(!w_issilent)
601             sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
602     }
603     else
604     {
605         if(w_deathtype & HITTYPE_BOUNCE)
606         {
607             // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
608             pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
609             if(!w_issilent)
610                 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
611         }
612         else
613         {
614             pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
615             if(!w_issilent)
616                 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
617         }
618     }
619 }
620
621 #endif
622 #endif