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Merge branch 'Mario/intrusive' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
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         delete(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         delete(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
207 void sys_phys_update_single(entity this);
208
209 void W_Electro_Bolt_Think(entity this)
210 {
211         // sys_phys_update_single(this);
212         if(time >= this.ltime)
213         {
214                 this.use(this, NULL, NULL);
215                 return;
216         }
217
218         if(WEP_CVAR_PRI(electro, midaircombo_radius))
219         {
220                 float found = 0;
221                 entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
222
223                 // loop through nearby orbs and trigger them
224                 while(e)
225                 {
226                         if(e.classname == "electro_orb")
227                         {
228                                 // change owner to whoever caused the combo explosion
229                                 e.realowner = this.realowner;
230                                 e.takedamage = DAMAGE_NO;
231                                 e.classname = "electro_orb_chain";
232
233                                 // now set the next one to trigger as well
234                                 setthink(e, W_Electro_ExplodeCombo);
235
236                                 // delay combo chains, looks cooler
237                                 e.nextthink =
238                                         (
239                                                 time
240                                                 +
241                                                 (WEP_CVAR(electro, combo_speed) ?
242                                                         (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
243                                                         :
244                                                         0
245                                                 )
246                                         );
247
248                                 ++found;
249                         }
250                         e = e.chain;
251                 }
252
253                 // if we triggered an orb, should we explode? if not, lets try again next time
254                 if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
255                         { this.use(this, NULL, NULL); }
256                 else
257                         { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
258         }
259         else { this.nextthink = this.ltime; }
260         // this.nextthink = time;
261 }
262
263 void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
264 {
265         entity proj;
266
267         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo));
268
269         W_SetupShot_ProjectileSize(
270                 actor,
271                 '0 0 -3',
272                 '0 0 -3',
273                 false,
274                 2,
275                 SND_ELECTRO_FIRE,
276                 CH_WEAPON_A,
277                 WEP_CVAR_PRI(electro, damage)
278         );
279
280         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
281
282         proj = new(electro_bolt);
283         proj.owner = proj.realowner = actor;
284         proj.bot_dodge = true;
285         proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
286         proj.use = W_Electro_Explode_use;
287         setthink(proj, W_Electro_Bolt_Think);
288         proj.nextthink = time;
289         proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
290         PROJECTILE_MAKETRIGGER(proj);
291         proj.projectiledeathtype = WEP_ELECTRO.m_id;
292         setorigin(proj, w_shotorg);
293
294         // if (IS_CSQC)
295         set_movetype(proj, MOVETYPE_FLY);
296         W_SetupProjVelocity_PRI(proj, electro);
297         proj.angles = vectoangles(proj.velocity);
298         settouch(proj, W_Electro_TouchExplode);
299         setsize(proj, '0 0 -3', '0 0 -3');
300         proj.flags = FL_PROJECTILE;
301         IL_PUSH(g_projectiles, proj);
302         proj.missile_flags = MIF_SPLASH;
303
304         CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
305
306         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
307         // proj.com_phys_pos = proj.origin;
308         // proj.com_phys_vel = proj.velocity;
309 }
310
311 void W_Electro_Orb_Stick(entity this, entity to)
312 {
313         entity newproj = spawn();
314         newproj.classname = this.classname;
315
316         newproj.bot_dodge = this.bot_dodge;
317         newproj.bot_dodgerating = this.bot_dodgerating;
318
319         newproj.owner = this.owner;
320         newproj.realowner = this.realowner;
321         setsize(newproj, this.mins, this.maxs);
322         setorigin(newproj, this.origin);
323         setmodel(newproj, MDL_PROJECTILE_ELECTRO);
324         newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
325
326         newproj.takedamage = this.takedamage;
327         newproj.damageforcescale = this.damageforcescale;
328         newproj.health = this.health;
329         newproj.event_damage = this.event_damage;
330         newproj.spawnshieldtime = this.spawnshieldtime;
331         newproj.damagedbycontents = true;
332
333         set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
334         newproj.projectiledeathtype = this.projectiledeathtype;
335
336         settouch(newproj, func_null);
337         setthink(newproj, getthink(this));
338         newproj.nextthink = this.nextthink;
339         newproj.use = this.use;
340         newproj.flags = this.flags;
341
342         delete(this);
343
344         if(to)
345                 SetMovetypeFollow(this, to);
346 }
347
348 void W_Electro_Orb_Touch(entity this, entity toucher)
349 {
350         PROJECTILE_TOUCH(this, toucher);
351         if(toucher.takedamage == DAMAGE_AIM)
352                 { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
353         else
354         {
355                 //UpdateCSQCProjectile(this);
356                 spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
357                 this.projectiledeathtype |= HITTYPE_BOUNCE;
358
359                 if(WEP_CVAR_SEC(electro, stick))
360                         W_Electro_Orb_Stick(this, toucher);
361         }
362 }
363
364 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
365 {
366         if(this.health <= 0)
367                 return;
368
369         // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
370         float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
371
372         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
373                 return; // g_projectiles_damage says to halt
374
375         this.health = this.health - damage;
376         if(this.health <= 0)
377         {
378                 this.takedamage = DAMAGE_NO;
379                 this.nextthink = time;
380                 if(is_combo)
381                 {
382                         // change owner to whoever caused the combo explosion
383                         this.realowner = inflictor.realowner;
384                         this.classname = "electro_orb_chain";
385                         setthink(this, W_Electro_ExplodeCombo);
386                         this.nextthink = time +
387                                 (
388                                         // bound the length, inflictor may be in a galaxy far far away (warpzones)
389                                         min(
390                                                 WEP_CVAR(electro, combo_radius),
391                                                 vlen(this.origin - inflictor.origin)
392                                         )
393                                         /
394                                         // delay combo chains, looks cooler
395                                         WEP_CVAR(electro, combo_speed)
396                                 );
397                 }
398                 else
399                 {
400                         this.use = W_Electro_Explode_use;
401                         setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
402                 }
403         }
404 }
405
406 void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
407 {
408         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo));
409
410         W_SetupShot_ProjectileSize(
411                 actor,
412                 '-4 -4 -4',
413                 '4 4 4',
414                 false,
415                 2,
416                 SND_ELECTRO_FIRE2,
417                 CH_WEAPON_A,
418                 WEP_CVAR_SEC(electro, damage)
419         );
420
421         w_shotdir = v_forward; // no TrueAim for grenades please
422
423         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
424
425         entity proj = new(electro_orb);
426         proj.owner = proj.realowner = actor;
427         proj.use = W_Electro_Explode_use;
428         setthink(proj, adaptor_think2use_hittype_splash);
429         proj.bot_dodge = true;
430         proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
431         proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
432         PROJECTILE_MAKETRIGGER(proj);
433         proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY;
434         setorigin(proj, w_shotorg);
435
436         //proj.glow_size = 50;
437         //proj.glow_color = 45;
438         set_movetype(proj, MOVETYPE_BOUNCE);
439         W_SetupProjVelocity_UP_SEC(proj, electro);
440         settouch(proj, W_Electro_Orb_Touch);
441         setsize(proj, '-4 -4 -4', '4 4 4');
442         proj.takedamage = DAMAGE_YES;
443         proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
444         proj.health = WEP_CVAR_SEC(electro, health);
445         proj.event_damage = W_Electro_Orb_Damage;
446         proj.flags = FL_PROJECTILE;
447         IL_PUSH(g_projectiles, proj);
448         proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
449
450         proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
451         proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
452         proj.missile_flags = MIF_SPLASH | MIF_ARC;
453
454 #if 0
455         entity p2;
456         p2 = spawn();
457         copyentity(proj, p2);
458         setmodel(p2, MDL_PROJECTILE_ELECTRO);
459         setsize(p2, proj.mins, proj.maxs);
460 #endif
461
462         CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
463
464         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
465 }
466
467 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
468 {
469         if(actor.electro_count > 1)
470         if(PHYS_INPUT_BUTTON_ATCK2(actor))
471         if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
472         {
473                 W_Electro_Attack_Orb(WEP_ELECTRO, actor);
474                 actor.electro_count -= 1;
475                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
476                 return;
477         }
478         // WEAPONTODO: when the player releases the button, cut down the length of refire2?
479         w_ready(thiswep, actor, weaponentity, fire);
480 }
481
482 .float bot_secondary_electromooth;
483
484 METHOD(Electro, wr_aim, void(entity thiswep, entity actor))
485 {
486     PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
487     if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
488     if(actor.bot_secondary_electromooth == 0)
489     {
490         float shoot;
491
492         if(WEP_CVAR_PRI(electro, speed))
493             shoot = bot_aim(actor, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
494         else
495             shoot = bot_aim(actor, 1000000, 0, 0.001, false);
496
497         if(shoot)
498         {
499             PHYS_INPUT_BUTTON_ATCK(actor) = true;
500             if(random() < 0.01) actor.bot_secondary_electromooth = 1;
501         }
502     }
503     else
504     {
505         if(bot_aim(actor, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
506         {
507             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
508             if(random() < 0.03) actor.bot_secondary_electromooth = 0;
509         }
510     }
511 }
512 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
513 {
514     if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
515     {
516         float ammo_amount = 0;
517         if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
518             ammo_amount = 1;
519         if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
520             ammo_amount += 1;
521
522         if(!ammo_amount)
523         {
524             thiswep.wr_reload(thiswep, actor, weaponentity);
525             return;
526         }
527     }
528
529     if(fire & 1)
530     {
531         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
532         {
533                 W_Electro_Attack_Bolt(thiswep, actor);
534                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
535         }
536     }
537     else if(fire & 2)
538     {
539         if(time >= actor.electro_secondarytime)
540         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
541         {
542             W_Electro_Attack_Orb(thiswep, actor);
543             actor.electro_count = WEP_CVAR_SEC(electro, count);
544             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
545             actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
546         }
547     }
548 }
549 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor))
550 {
551     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
552     ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
553     return ammo_amount;
554 }
555 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor))
556 {
557     float ammo_amount;
558     if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
559     {
560         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
561         ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
562     }
563     else
564     {
565         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
566         ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
567     }
568     return ammo_amount;
569 }
570 METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
571 {
572     actor.electro_secondarytime = time;
573 }
574 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
575 {
576     W_Reload(actor, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
577 }
578 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
579 {
580     if(w_deathtype & HITTYPE_SECONDARY)
581         return WEAPON_ELECTRO_SUICIDE_ORBS;
582     else
583         return WEAPON_ELECTRO_SUICIDE_BOLT;
584 }
585 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
586 {
587     if(w_deathtype & HITTYPE_SECONDARY)
588     {
589         return WEAPON_ELECTRO_MURDER_ORBS;
590     }
591     else
592     {
593         if(w_deathtype & HITTYPE_BOUNCE)
594             return WEAPON_ELECTRO_MURDER_COMBO;
595         else
596             return WEAPON_ELECTRO_MURDER_BOLT;
597     }
598 }
599
600 #endif
601 #ifdef CSQC
602
603 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
604 {
605     vector org2;
606     org2 = w_org + w_backoff * 6;
607     if(w_deathtype & HITTYPE_SECONDARY)
608     {
609         pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
610         if(!w_issilent)
611             sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_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(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
619             if(!w_issilent)
620                 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
621         }
622         else
623         {
624             pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
625             if(!w_issilent)
626                 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
627         }
628     }
629 }
630
631 #endif
632 #endif