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