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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         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         proj.missile_flags = MIF_SPLASH;
302
303         CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
304
305         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
306         // proj.com_phys_pos = proj.origin;
307         // proj.com_phys_vel = proj.velocity;
308 }
309
310 void W_Electro_Orb_Stick(entity this, entity to)
311 {
312         entity newproj = spawn();
313         newproj.classname = this.classname;
314
315         newproj.bot_dodge = this.bot_dodge;
316         newproj.bot_dodgerating = this.bot_dodgerating;
317
318         newproj.owner = this.owner;
319         newproj.realowner = this.realowner;
320         setsize(newproj, this.mins, this.maxs);
321         setorigin(newproj, this.origin);
322         setmodel(newproj, MDL_PROJECTILE_ELECTRO);
323         newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
324
325         newproj.takedamage = this.takedamage;
326         newproj.damageforcescale = this.damageforcescale;
327         newproj.health = this.health;
328         newproj.event_damage = this.event_damage;
329         newproj.spawnshieldtime = this.spawnshieldtime;
330         newproj.damagedbycontents = true;
331
332         set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
333         newproj.projectiledeathtype = this.projectiledeathtype;
334
335         settouch(newproj, func_null);
336         setthink(newproj, getthink(this));
337         newproj.nextthink = this.nextthink;
338         newproj.use = this.use;
339         newproj.flags = this.flags;
340
341         delete(this);
342
343         if(to)
344                 SetMovetypeFollow(this, to);
345 }
346
347 void W_Electro_Orb_Touch(entity this, entity toucher)
348 {
349         PROJECTILE_TOUCH(this, toucher);
350         if(toucher.takedamage == DAMAGE_AIM)
351                 { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
352         else
353         {
354                 //UpdateCSQCProjectile(this);
355                 spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
356                 this.projectiledeathtype |= HITTYPE_BOUNCE;
357
358                 if(WEP_CVAR_SEC(electro, stick))
359                         W_Electro_Orb_Stick(this, toucher);
360         }
361 }
362
363 void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
364 {
365         if(this.health <= 0)
366                 return;
367
368         // note: combos are usually triggered by W_Electro_TriggerCombo, not damage
369         float is_combo = (inflictor.classname == "electro_orb_chain" || inflictor.classname == "electro_bolt");
370
371         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_combo ? 1 : -1)))
372                 return; // g_projectiles_damage says to halt
373
374         this.health = this.health - damage;
375         if(this.health <= 0)
376         {
377                 this.takedamage = DAMAGE_NO;
378                 this.nextthink = time;
379                 if(is_combo)
380                 {
381                         // change owner to whoever caused the combo explosion
382                         this.realowner = inflictor.realowner;
383                         this.classname = "electro_orb_chain";
384                         setthink(this, W_Electro_ExplodeCombo);
385                         this.nextthink = time +
386                                 (
387                                         // bound the length, inflictor may be in a galaxy far far away (warpzones)
388                                         min(
389                                                 WEP_CVAR(electro, combo_radius),
390                                                 vlen(this.origin - inflictor.origin)
391                                         )
392                                         /
393                                         // delay combo chains, looks cooler
394                                         WEP_CVAR(electro, combo_speed)
395                                 );
396                 }
397                 else
398                 {
399                         this.use = W_Electro_Explode_use;
400                         setthink(this, adaptor_think2use); // not _hittype_splash, as this runs "immediately"
401                 }
402         }
403 }
404
405 void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
406 {
407         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo));
408
409         W_SetupShot_ProjectileSize(
410                 actor,
411                 '-4 -4 -4',
412                 '4 4 4',
413                 false,
414                 2,
415                 SND_ELECTRO_FIRE2,
416                 CH_WEAPON_A,
417                 WEP_CVAR_SEC(electro, damage)
418         );
419
420         w_shotdir = v_forward; // no TrueAim for grenades please
421
422         Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
423
424         entity proj = new(electro_orb);
425         proj.owner = proj.realowner = actor;
426         proj.use = W_Electro_Explode_use;
427         setthink(proj, adaptor_think2use_hittype_splash);
428         proj.bot_dodge = true;
429         proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
430         proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
431         PROJECTILE_MAKETRIGGER(proj);
432         proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY;
433         setorigin(proj, w_shotorg);
434
435         //proj.glow_size = 50;
436         //proj.glow_color = 45;
437         set_movetype(proj, MOVETYPE_BOUNCE);
438         W_SetupProjVelocity_UP_SEC(proj, electro);
439         settouch(proj, W_Electro_Orb_Touch);
440         setsize(proj, '-4 -4 -4', '4 4 4');
441         proj.takedamage = DAMAGE_YES;
442         proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
443         proj.health = WEP_CVAR_SEC(electro, health);
444         proj.event_damage = W_Electro_Orb_Damage;
445         proj.flags = FL_PROJECTILE;
446         proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
447
448         proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
449         proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
450         proj.missile_flags = MIF_SPLASH | MIF_ARC;
451
452 #if 0
453         entity p2;
454         p2 = spawn();
455         copyentity(proj, p2);
456         setmodel(p2, MDL_PROJECTILE_ELECTRO);
457         setsize(p2, proj.mins, proj.maxs);
458 #endif
459
460         CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
461
462         MUTATOR_CALLHOOK(EditProjectile, actor, proj);
463 }
464
465 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
466 {
467         if(actor.electro_count > 1)
468         if(PHYS_INPUT_BUTTON_ATCK2(actor))
469         if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
470         {
471                 W_Electro_Attack_Orb(WEP_ELECTRO, actor);
472                 actor.electro_count -= 1;
473                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
474                 return;
475         }
476         // WEAPONTODO: when the player releases the button, cut down the length of refire2?
477         w_ready(thiswep, actor, weaponentity, fire);
478 }
479
480 .float bot_secondary_electromooth;
481
482 METHOD(Electro, wr_aim, void(entity thiswep, entity actor))
483 {
484     PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
485     if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
486     if(actor.bot_secondary_electromooth == 0)
487     {
488         float shoot;
489
490         if(WEP_CVAR_PRI(electro, speed))
491             shoot = bot_aim(actor, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
492         else
493             shoot = bot_aim(actor, 1000000, 0, 0.001, false);
494
495         if(shoot)
496         {
497             PHYS_INPUT_BUTTON_ATCK(actor) = true;
498             if(random() < 0.01) actor.bot_secondary_electromooth = 1;
499         }
500     }
501     else
502     {
503         if(bot_aim(actor, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
504         {
505             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
506             if(random() < 0.03) actor.bot_secondary_electromooth = 0;
507         }
508     }
509 }
510 METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
511 {
512     if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
513     {
514         float ammo_amount = 0;
515         if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
516             ammo_amount = 1;
517         if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
518             ammo_amount += 1;
519
520         if(!ammo_amount)
521         {
522             thiswep.wr_reload(thiswep, actor, weaponentity);
523             return;
524         }
525     }
526
527     if(fire & 1)
528     {
529         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
530         {
531                 W_Electro_Attack_Bolt(thiswep, actor);
532                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
533         }
534     }
535     else if(fire & 2)
536     {
537         if(time >= actor.electro_secondarytime)
538         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
539         {
540             W_Electro_Attack_Orb(thiswep, actor);
541             actor.electro_count = WEP_CVAR_SEC(electro, count);
542             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
543             actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
544         }
545     }
546 }
547 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor))
548 {
549     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
550     ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
551     return ammo_amount;
552 }
553 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor))
554 {
555     float ammo_amount;
556     if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
557     {
558         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
559         ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
560     }
561     else
562     {
563         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
564         ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
565     }
566     return ammo_amount;
567 }
568 METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
569 {
570     actor.electro_secondarytime = time;
571 }
572 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
573 {
574     W_Reload(actor, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
575 }
576 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
577 {
578     if(w_deathtype & HITTYPE_SECONDARY)
579         return WEAPON_ELECTRO_SUICIDE_ORBS;
580     else
581         return WEAPON_ELECTRO_SUICIDE_BOLT;
582 }
583 METHOD(Electro, wr_killmessage, Notification(entity thiswep))
584 {
585     if(w_deathtype & HITTYPE_SECONDARY)
586     {
587         return WEAPON_ELECTRO_MURDER_ORBS;
588     }
589     else
590     {
591         if(w_deathtype & HITTYPE_BOUNCE)
592             return WEAPON_ELECTRO_MURDER_COMBO;
593         else
594             return WEAPON_ELECTRO_MURDER_BOLT;
595     }
596 }
597
598 #endif
599 #ifdef CSQC
600
601 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
602 {
603     vector org2;
604     org2 = w_org + w_backoff * 6;
605     if(w_deathtype & HITTYPE_SECONDARY)
606     {
607         pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
608         if(!w_issilent)
609             sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
610     }
611     else
612     {
613         if(w_deathtype & HITTYPE_BOUNCE)
614         {
615             // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
616             pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
617             if(!w_issilent)
618                 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
619         }
620         else
621         {
622             pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
623             if(!w_issilent)
624                 sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
625         }
626     }
627 }
628
629 #endif
630 #endif