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Revert that last change, due to not working properly. It's not an urgent feature...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_electro.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(ELECTRO, w_electro, IT_CELLS, 5, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "electro", "electro", _("Electro"));
3 #else
4 #ifdef SVQC
5 .float electro_count;
6 .float electro_secondarytime;
7
8 .float electro_load;
9
10 void W_Electro_SetAmmoCounter()
11 {
12         // set clip_load to the weapon we have switched to, if the gun uses reloading
13         if(!autocvar_g_balance_electro_reload_ammo)
14                 self.clip_load = 0; // also keeps crosshair ammo from displaying
15         else
16         {
17                 self.clip_load = self.electro_load;
18                 self.clip_size = autocvar_g_balance_electro_reload_ammo; // for the crosshair ammo display
19         }
20 }
21
22 void W_Electro_ReloadedAndReady()
23 {
24         float t;
25
26         // now do the ammo transfer
27         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
28         while(self.clip_load < autocvar_g_balance_electro_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
29         {
30                 self.clip_load += 1;
31                 self.ammo_cells -= 1;
32         }
33         self.electro_load = self.clip_load;
34
35         t = ATTACK_FINISHED(self) - autocvar_g_balance_electro_reload_time - 1;
36         ATTACK_FINISHED(self) = t;
37         w_ready();
38 }
39
40 void W_Electro_Reload()
41 {
42         // return if reloading is disabled for this weapon
43         if(!autocvar_g_balance_electro_reload_ammo)
44                 return;
45
46         if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo)))
47                 return;
48
49         float t;
50
51         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
52
53         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_electro_reload_time + 1;
54         ATTACK_FINISHED(self) = t;
55
56         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_electro_reload_time, W_Electro_ReloadedAndReady);
57
58         self.old_clip_load = self.clip_load;
59         self.clip_load = -1;
60 }
61
62 void W_Plasma_Explode_Combo (void);
63
64 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
65 {
66         local entity e;
67         e = WarpZone_FindRadius(org, rad, TRUE);
68         while (e)
69         {
70                 if (e.classname == "plasma")
71                 {
72                         // change owner to whoever caused the combo explosion
73                         e.owner = own;
74                         e.takedamage = DAMAGE_NO;
75                         e.classname = "plasma_chain";
76                         e.think = W_Plasma_Explode_Combo;
77                         e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
78                 }
79                 e = e.chain;
80         }
81 }
82
83 void W_Plasma_Explode (void)
84 {
85         if(other.takedamage == DAMAGE_AIM)
86                 if(other.classname == "player")
87                         if(IsDifferentTeam(self.owner, other))
88                                 if(other.deadflag == DEAD_NO)
89                                         if(IsFlying(other))
90                                                 AnnounceTo(self.owner, "electrobitch");
91
92         self.event_damage = SUB_Null;
93         self.takedamage = DAMAGE_NO;
94         if (self.movetype == MOVETYPE_BOUNCE)
95         {
96                 RadiusDamage (self, self.owner, 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);
97         }
98         else
99         {
100                 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.owner);
101                 RadiusDamage (self, self.owner, 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);
102         }
103
104         remove (self);
105 }
106
107 void W_Plasma_Explode_Combo (void)
108 {
109         W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.owner);
110
111         self.event_damage = SUB_Null;
112         RadiusDamage (self, self.owner, 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
113         remove (self);
114 }
115
116 void W_Plasma_Touch (void)
117 {
118         //self.velocity = self.velocity  * 0.1;
119
120         PROJECTILE_TOUCH;
121         if (other.takedamage == DAMAGE_AIM) {
122                 W_Plasma_Explode ();
123         } else {
124                 //UpdateCSQCProjectile(self);
125                 spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
126                 self.projectiledeathtype |= HITTYPE_BOUNCE;
127         }
128 }
129
130 void W_Plasma_TouchExplode (void)
131 {
132         PROJECTILE_TOUCH;
133         W_Plasma_Explode ();
134 }
135
136 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
137 {
138         if(self.health <= 0)
139                 return;
140         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
141         self.health = self.health - damage;
142         if (self.health <= 0)
143         {
144                 self.takedamage = DAMAGE_NO;
145                 self.nextthink = time;
146                 if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
147                 {
148                         // change owner to whoever caused the combo explosion
149                         self.owner = inflictor.owner;
150                         self.classname = "plasma_chain";
151                         self.think = W_Plasma_Explode_Combo;
152                         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
153                                 //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
154                 }
155                 else
156                 {
157                         self.use = W_Plasma_Explode;
158                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
159                 }
160         }
161 }
162
163 void W_Electro_Attack()
164 {
165         local entity proj;
166
167         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
168         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
169         {
170                 if(autocvar_g_balance_electro_reload_ammo)
171                 {
172                         self.clip_load -= autocvar_g_balance_electro_primary_ammo;
173                         self.electro_load = self.clip_load;
174                 }
175                 else
176                         self.ammo_cells -= autocvar_g_balance_electro_primary_ammo;
177         }
178
179         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage);
180
181         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
182
183         proj = spawn ();
184         proj.classname = "plasma_prim";
185         proj.owner = self;
186         proj.bot_dodge = TRUE;
187         proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
188         proj.use = W_Plasma_Explode;
189         proj.think = adaptor_think2use_hittype_splash;
190         proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
191         PROJECTILE_MAKETRIGGER(proj);
192         proj.projectiledeathtype = WEP_ELECTRO;
193         setorigin(proj, w_shotorg);
194
195         proj.movetype = MOVETYPE_FLY;
196         W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
197         proj.angles = vectoangles(proj.velocity);
198         proj.touch = W_Plasma_TouchExplode;
199         setsize(proj, '0 0 -3', '0 0 -3');
200         proj.flags = FL_PROJECTILE;
201
202         //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
203         //sounds bad
204
205         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
206
207         other = proj; MUTATOR_CALLHOOK(EditProjectile);
208 }
209
210 void W_Electro_Attack2()
211 {
212         local entity proj;
213
214         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
215         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
216         {
217                 if(autocvar_g_balance_electro_reload_ammo)
218                 {
219                         self.clip_load -= autocvar_g_balance_electro_secondary_ammo;
220                         self.electro_load = self.clip_load;
221                 }
222                 else
223                         self.ammo_cells -= autocvar_g_balance_electro_secondary_ammo;
224         }
225
226         W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage);
227
228         w_shotdir = v_forward; // no TrueAim for grenades please
229
230         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
231
232         proj = spawn ();
233         proj.classname = "plasma";
234         proj.owner = self;
235         proj.use = W_Plasma_Explode;
236         proj.think = adaptor_think2use_hittype_splash;
237         proj.bot_dodge = TRUE;
238         proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
239         proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
240         PROJECTILE_MAKETRIGGER(proj);
241         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
242         setorigin(proj, w_shotorg);
243
244         //proj.glow_size = 50;
245         //proj.glow_color = 45;
246         proj.movetype = MOVETYPE_BOUNCE;
247         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
248         proj.touch = W_Plasma_Touch;
249         setsize(proj, '0 0 -4', '0 0 -4');
250         proj.takedamage = DAMAGE_YES;
251         proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
252         proj.health = autocvar_g_balance_electro_secondary_health;
253         proj.event_damage = W_Plasma_Damage;
254         proj.flags = FL_PROJECTILE;
255
256         proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
257         proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
258
259 #if 0
260         entity p2;
261         p2 = spawn();
262         copyentity(proj, p2);
263         setmodel(p2, "models/ebomb.mdl");
264         setsize(p2, proj.mins, proj.maxs);
265 #endif
266
267         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
268
269         other = proj; MUTATOR_CALLHOOK(EditProjectile);
270 }
271
272 .vector hook_start, hook_end;
273 float lgbeam_send(entity to, float sf)
274 {
275         WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
276         sf = sf & 0x7F;
277         if(sound_allowed(MSG_BROADCAST, self.owner))
278                 sf |= 0x80;
279         WriteByte(MSG_ENTITY, sf);
280         if(sf & 1)
281         {
282                 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
283                 WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
284         }
285         if(sf & 2)
286         {
287                 WriteCoord(MSG_ENTITY, self.hook_start_x);
288                 WriteCoord(MSG_ENTITY, self.hook_start_y);
289                 WriteCoord(MSG_ENTITY, self.hook_start_z);
290         }
291         if(sf & 4)
292         {
293                 WriteCoord(MSG_ENTITY, self.hook_end_x);
294                 WriteCoord(MSG_ENTITY, self.hook_end_y);
295                 WriteCoord(MSG_ENTITY, self.hook_end_z);
296         }
297         return TRUE;
298 }
299 .entity lgbeam;
300 .float prevlgfire;
301 float lgbeam_checkammo()
302 {
303         if(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
304                 return TRUE;
305         else if(autocvar_g_balance_electro_reload_ammo)
306                 return self.owner.clip_load > 0;
307         else
308                 return self.owner.ammo_cells > 0;
309 }
310
311 void lgbeam_think()
312 {
313         self.owner.prevlgfire = time;
314         if (self != self.owner.lgbeam)
315         {
316                 remove(self);
317                 return;
318         }
319
320         if (self.owner.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
321         {
322                 if(self == self.owner.lgbeam)
323                         self.owner.lgbeam = world;
324                 remove(self);
325                 return;
326         }
327
328         self.nextthink = time;
329
330         makevectors(self.owner.v_angle);
331
332         float dt, f;
333         dt = frametime;
334         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
335         if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
336         {
337                 if(autocvar_g_balance_electro_primary_ammo)
338                 {
339                         if(autocvar_g_balance_electro_reload_ammo)
340                         {
341                                 dt = min(dt, self.owner.clip_load / autocvar_g_balance_electro_primary_ammo);
342                                 self.owner.clip_load = max(0, self.owner.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
343                                 self.owner.electro_load = self.owner.clip_load;
344                         }
345                         else
346                         {
347                                 dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
348                                 self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
349                         }
350                 }
351         }
352
353         W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
354         WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
355
356         // apply the damage
357         if(trace_ent)
358         {
359                 vector force;
360                 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
361
362                 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));
363
364                 if(accuracy_isgooddamage(self.owner, trace_ent))
365                         accuracy_add(self.owner, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
366                 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
367         }
368         W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, self.owner);
369
370         // draw effect
371         if(w_shotorg != self.hook_start)
372         {
373                 self.SendFlags |= 2;
374                 self.hook_start = w_shotorg;
375         }
376         if(w_shotend != self.hook_end)
377         {
378                 self.SendFlags |= 4;
379                 self.hook_end = w_shotend;
380         }
381 }
382
383 // experimental lightning gun
384 void W_Electro_Attack3 (void)
385 {
386         // only play fire sound if 0.5 sec has passed since player let go the fire button
387         if(time - self.prevlgfire > 0.5)
388                 sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
389
390         entity beam, oldself;
391
392         self.lgbeam = beam = spawn();
393         beam.classname = "lgbeam";
394         beam.solid = SOLID_NOT;
395         beam.think = lgbeam_think;
396         beam.owner = self;
397         beam.movetype = MOVETYPE_NONE;
398         beam.shot_spread = 0;
399         beam.bot_dodge = TRUE;
400         beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
401         Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
402
403         oldself = self;
404         self = beam;
405         self.think();
406         self = oldself;
407 }
408
409 void ElectroInit()
410 {
411         weapon_action(WEP_ELECTRO, WR_PRECACHE);
412         electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
413         electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
414         electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
415         electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
416 }
417
418 void spawnfunc_weapon_electro (void)
419 {
420         weapon_defaultspawnfunc(WEP_ELECTRO);
421 }
422
423 void w_electro_checkattack()
424 {
425         if(self.electro_count > 1)
426         if(self.BUTTON_ATCK2)
427         if(weapon_prepareattack(1, -1))
428         {
429                 W_Electro_Attack2();
430                 self.electro_count -= 1;
431                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
432                 return;
433         }
434
435         w_ready();
436 }
437
438 .float bot_secondary_electromooth;
439 .float BUTTON_ATCK_prev;
440 float w_electro(float req)
441 {
442         if (req == WR_AIM)
443         {
444                 self.BUTTON_ATCK=FALSE;
445                 self.BUTTON_ATCK2=FALSE;
446                 if(vlen(self.origin-self.enemy.origin) > 1000)
447                         self.bot_secondary_electromooth = 0;
448                 if(self.bot_secondary_electromooth == 0)
449                 {
450                         float shoot;
451
452                         if(autocvar_g_balance_electro_primary_speed)
453                                 shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
454                         else
455                                 shoot = bot_aim(1000000, 0, 0.001, FALSE);
456
457                         if(shoot)
458                         {
459                                 self.BUTTON_ATCK = TRUE;
460                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
461                         }
462                 }
463                 else
464                 {
465                         if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
466                         {
467                                 self.BUTTON_ATCK2 = TRUE;
468                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
469                         }
470                 }
471         }
472         else if (req == WR_THINK)
473         {
474                 if(autocvar_g_balance_electro_reload_ammo && self.clip_load < min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo)) // forced reload
475                         W_Electro_Reload();
476                 else if (self.BUTTON_ATCK)
477                 {
478                         if(autocvar_g_balance_electro_lightning)
479                                 if(self.BUTTON_ATCK_prev)
480                                 {
481                                         // prolong the animtime while the gun is being fired
482                                         if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
483                                                 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready);
484                                         else
485                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
486                                 }
487                         if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
488                         {
489                                 if(autocvar_g_balance_electro_lightning)
490                                 {
491                                         if ((!self.lgbeam) || wasfreed(self.lgbeam))
492                                         {
493                                                 W_Electro_Attack3();
494                                         }
495                                         if(!self.BUTTON_ATCK_prev)
496                                         {
497                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
498                                                 self.BUTTON_ATCK_prev = 1;
499                                         }
500                                 }
501                                 else
502                                 {
503                                         W_Electro_Attack();
504                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
505                                 }
506                         }
507                 } else {
508                         if(autocvar_g_balance_electro_lightning)
509                         {
510                                 if (self.BUTTON_ATCK_prev != 0)
511                                 {
512                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
513                                         ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
514                                 }
515                                 self.BUTTON_ATCK_prev = 0;
516                         }
517
518                         if (self.BUTTON_ATCK2)
519                         {
520                                 if (time >= self.electro_secondarytime)
521                                 if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
522                                 {
523                                         W_Electro_Attack2();
524                                         self.electro_count = autocvar_g_balance_electro_secondary_count;
525                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
526                                         self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
527                                 }
528                         }
529                 }
530
531         if(self.wish_reload)
532         {
533             if(self.switchweapon == self.weapon)
534             {
535                 if(self.weaponentity.state == WS_READY)
536                 {
537                     self.wish_reload = 0;
538                     W_Electro_Reload();
539                 }
540             }
541         }
542         }
543         else if (req == WR_PRECACHE)
544         {
545                 precache_model ("models/weapons/g_electro.md3");
546                 precache_model ("models/weapons/v_electro.md3");
547                 precache_model ("models/weapons/h_electro.iqm");
548                 precache_sound ("weapons/electro_bounce.wav");
549                 precache_sound ("weapons/electro_fire.wav");
550                 precache_sound ("weapons/electro_fire2.wav");
551                 precache_sound ("weapons/electro_impact.wav");
552                 precache_sound ("weapons/electro_impact_combo.wav");
553                 if(autocvar_g_balance_electro_lightning)
554                 {
555                         precache_sound ("weapons/lgbeam_fire.wav");
556                 }
557         }
558         else if (req == WR_SETUP)
559         {
560                 weapon_setup(WEP_ELECTRO);
561                 W_Electro_SetAmmoCounter();
562         }
563         else if (req == WR_CHECKAMMO1)
564         {
565                 if(autocvar_g_balance_electro_reload_ammo)
566                 {
567                         if(autocvar_g_balance_electro_lightning)
568                                 return !autocvar_g_balance_electro_primary_ammo || (self.electro_load > 0);
569                         else
570                                 return self.electro_load >= autocvar_g_balance_electro_primary_ammo;
571                 }
572                 else
573                 {
574                         if(autocvar_g_balance_electro_lightning)
575                                 return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
576                         else
577                                 return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
578                 }
579         }
580         else if (req == WR_CHECKAMMO2)
581         {
582                 if(autocvar_g_balance_electro_reload_ammo)
583                         return self.electro_load >= autocvar_g_balance_electro_secondary_ammo;
584                 else
585                         return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
586         }
587         else if (req == WR_RESETPLAYER)
588         {
589                 self.electro_secondarytime = time;
590         }
591         else if (req == WR_RELOAD)
592         {
593                 W_Shotgun_Reload();
594         }
595         return TRUE;
596 };
597 #endif
598 #ifdef CSQC
599 float w_electro(float req)
600 {
601         if(req == WR_IMPACTEFFECT)
602         {
603                 vector org2;
604                 org2 = w_org + w_backoff * 6;
605                 if(w_deathtype & HITTYPE_SECONDARY)
606                 {
607                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
608                         if(!w_issilent)
609                                 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_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(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
617                                 if(!w_issilent)
618                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
619                         }
620                         else
621                         {
622                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
623                                 if(!w_issilent)
624                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
625                         }
626                 }
627         }
628         else if(req == WR_PRECACHE)
629         {
630                 precache_sound("weapons/electro_impact.wav");
631                 precache_sound("weapons/electro_impact_combo.wav");
632         }
633         else if (req == WR_SUICIDEMESSAGE)
634         {
635                 if(w_deathtype & HITTYPE_SECONDARY)
636                         w_deathtypestring = "%s could not remember where they put plasma";
637                 else
638                         w_deathtypestring = "%s played with plasma";
639         }
640         else if (req == WR_KILLMESSAGE)
641         {
642                 if(w_deathtype & HITTYPE_SECONDARY)
643                 {
644                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
645                                 w_deathtypestring = "%s just noticed %s's blue ball";
646                         else // unchecked: BOUNCE
647                                 w_deathtypestring = "%s got in touch with %s's blue ball";
648                 }
649                 else
650                 {
651                         if(w_deathtype & HITTYPE_BOUNCE) // combo
652                                 w_deathtypestring = "%s felt the electrifying air of %s's combo";
653                         else if(w_deathtype & HITTYPE_SPLASH)
654                                 w_deathtypestring = "%s got too close to %s's blue beam";
655                         else
656                                 w_deathtypestring = "%s was blasted by %s's blue beam";
657                 }
658         }
659         return TRUE;
660 }
661 #endif
662 #endif