]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_electro.qc
Merge branch 'master' into terencehill/physics_panel_update
[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.realowner = 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.realowner, other))
34                                 if(other.deadflag == DEAD_NO)
35                                         if(IsFlying(other))
36                                                 AnnounceTo(self.realowner, "electrobitch");
37
38         self.event_damage = SUB_Null;
39         self.takedamage = DAMAGE_NO;
40         if (self.movetype == MOVETYPE_BOUNCE)
41         {
42                 RadiusDamage (self, self.realowner, 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.realowner);
47                 RadiusDamage (self, self.realowner, 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.realowner);
56
57         self.event_damage = SUB_Null;
58         RadiusDamage (self, self.realowner, 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, CH_SHOTS, "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.realowner = inflictor.realowner;
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", CH_WEAPON_A, 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 = proj.realowner = 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         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
139
140         other = proj; MUTATOR_CALLHOOK(EditProjectile);
141 }
142
143 void W_Electro_Attack2()
144 {
145         local entity proj;
146
147         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
148
149         W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_g_balance_electro_secondary_damage);
150
151         w_shotdir = v_forward; // no TrueAim for grenades please
152
153         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
154
155         proj = spawn ();
156         proj.classname = "plasma";
157         proj.owner = proj.realowner = self;
158         proj.use = W_Plasma_Explode;
159         proj.think = adaptor_think2use_hittype_splash;
160         proj.bot_dodge = TRUE;
161         proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
162         proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
163         PROJECTILE_MAKETRIGGER(proj);
164         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
165         setorigin(proj, w_shotorg);
166
167         //proj.glow_size = 50;
168         //proj.glow_color = 45;
169         proj.movetype = MOVETYPE_BOUNCE;
170         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
171         proj.touch = W_Plasma_Touch;
172         setsize(proj, '0 0 -4', '0 0 -4');
173         proj.takedamage = DAMAGE_YES;
174         proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
175         proj.health = autocvar_g_balance_electro_secondary_health;
176         proj.event_damage = W_Plasma_Damage;
177         proj.flags = FL_PROJECTILE;
178
179         proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
180         proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
181
182 #if 0
183         entity p2;
184         p2 = spawn();
185         copyentity(proj, p2);
186         setmodel(p2, "models/ebomb.mdl");
187         setsize(p2, proj.mins, proj.maxs);
188 #endif
189
190         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
191
192         other = proj; MUTATOR_CALLHOOK(EditProjectile);
193 }
194
195 .vector hook_start, hook_end;
196 float lgbeam_send(entity to, float sf)
197 {
198         WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
199         sf = sf & 0x7F;
200         if(sound_allowed(MSG_BROADCAST, self.realowner))
201                 sf |= 0x80;
202         WriteByte(MSG_ENTITY, sf);
203         if(sf & 1)
204         {
205                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
206                 WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
207         }
208         if(sf & 2)
209         {
210                 WriteCoord(MSG_ENTITY, self.hook_start_x);
211                 WriteCoord(MSG_ENTITY, self.hook_start_y);
212                 WriteCoord(MSG_ENTITY, self.hook_start_z);
213         }
214         if(sf & 4)
215         {
216                 WriteCoord(MSG_ENTITY, self.hook_end_x);
217                 WriteCoord(MSG_ENTITY, self.hook_end_y);
218                 WriteCoord(MSG_ENTITY, self.hook_end_z);
219         }
220         return TRUE;
221 }
222 .entity lgbeam;
223 .float prevlgfire;
224 float lgbeam_checkammo()
225 {
226         if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
227                 return TRUE;
228         else if(autocvar_g_balance_electro_reload_ammo)
229                 return self.realowner.clip_load > 0;
230         else
231                 return self.realowner.ammo_cells > 0;
232 }
233
234 entity lgbeam_owner_ent;
235 void lgbeam_think()
236 {
237         entity owner_player;
238         owner_player = self.realowner;
239
240         owner_player.prevlgfire = time;
241         if (self != owner_player.lgbeam)
242         {
243                 remove(self);
244                 return;
245         }
246
247         if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
248         {
249                 if(self == owner_player.lgbeam)
250                         owner_player.lgbeam = world;
251                 remove(self);
252                 return;
253         }
254
255         self.nextthink = time;
256
257         makevectors(owner_player.v_angle);
258
259         float dt, f;
260         dt = frametime;
261
262         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
263         if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
264         {
265                 if(autocvar_g_balance_electro_primary_ammo)
266                 {
267                         if(autocvar_g_balance_electro_reload_ammo)
268                         {
269                                 dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
270                                 owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
271                                 owner_player.weapon_load[WEP_ELECTRO] = owner_player.clip_load;
272                         }
273                         else
274                         {
275                                 dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
276                                 owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
277                         }
278                 }
279         }
280
281         W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
282         if(!lgbeam_owner_ent)
283         {
284                 lgbeam_owner_ent = spawn();
285                 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
286         }
287         WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
288
289         // apply the damage
290         if(trace_ent)
291         {
292                 vector force;
293                 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
294
295                 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));
296
297                 if(accuracy_isgooddamage(owner_player, trace_ent))
298                         accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
299                 Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
300         }
301         W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
302
303         // draw effect
304         if(w_shotorg != self.hook_start)
305         {
306                 self.SendFlags |= 2;
307                 self.hook_start = w_shotorg;
308         }
309         if(w_shotend != self.hook_end)
310         {
311                 self.SendFlags |= 4;
312                 self.hook_end = w_shotend;
313         }
314 }
315
316 // experimental lightning gun
317 void W_Electro_Attack3 (void)
318 {
319         // only play fire sound if 0.5 sec has passed since player let go the fire button
320         if(time - self.prevlgfire > 0.5)
321                 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
322
323         entity beam, oldself;
324
325         self.lgbeam = beam = spawn();
326         beam.classname = "lgbeam";
327         beam.solid = SOLID_NOT;
328         beam.think = lgbeam_think;
329         beam.owner = beam.realowner = self;
330         beam.movetype = MOVETYPE_NONE;
331         beam.shot_spread = 0;
332         beam.bot_dodge = TRUE;
333         beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
334         Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
335
336         oldself = self;
337         self = beam;
338         self.think();
339         self = oldself;
340 }
341
342 void ElectroInit()
343 {
344         weapon_action(WEP_ELECTRO, WR_PRECACHE);
345         electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
346         electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
347         electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
348         electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
349 }
350
351 void spawnfunc_weapon_electro (void)
352 {
353         weapon_defaultspawnfunc(WEP_ELECTRO);
354 }
355
356 void w_electro_checkattack()
357 {
358         if(self.electro_count > 1)
359         if(self.BUTTON_ATCK2)
360         if(weapon_prepareattack(1, -1))
361         {
362                 W_Electro_Attack2();
363                 self.electro_count -= 1;
364                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
365                 return;
366         }
367
368         w_ready();
369 }
370
371 .float bot_secondary_electromooth;
372 .float BUTTON_ATCK_prev;
373 float w_electro(float req)
374 {
375         float ammo_amount;
376         if (req == WR_AIM)
377         {
378                 self.BUTTON_ATCK=FALSE;
379                 self.BUTTON_ATCK2=FALSE;
380                 if(vlen(self.origin-self.enemy.origin) > 1000)
381                         self.bot_secondary_electromooth = 0;
382                 if(self.bot_secondary_electromooth == 0)
383                 {
384                         float shoot;
385
386                         if(autocvar_g_balance_electro_primary_speed)
387                                 shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
388                         else
389                                 shoot = bot_aim(1000000, 0, 0.001, FALSE);
390
391                         if(shoot)
392                         {
393                                 self.BUTTON_ATCK = TRUE;
394                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
395                         }
396                 }
397                 else
398                 {
399                         if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
400                         {
401                                 self.BUTTON_ATCK2 = TRUE;
402                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
403                         }
404                 }
405         }
406         else if (req == WR_THINK)
407         {
408                 if(autocvar_g_balance_electro_reload_ammo) // forced reload
409                 {
410                         if(autocvar_g_balance_electro_lightning)
411                         {
412                                 if(self.clip_load > 0)
413                                         ammo_amount = 1;
414                         }
415                         else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
416                                 ammo_amount = 1;
417                         if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
418                                 ammo_amount += 1;
419
420                         if(!ammo_amount)
421                         {
422                                 weapon_action(self.weapon, WR_RELOAD);
423                                 return FALSE;
424                         }
425                 }
426                 if (self.BUTTON_ATCK)
427                 {
428                         if(autocvar_g_balance_electro_lightning)
429                                 if(self.BUTTON_ATCK_prev)
430                                 {
431                                         // prolong the animtime while the gun is being fired
432                                         if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
433                                                 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready);
434                                         else
435                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
436                                 }
437                         if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
438                         {
439                                 if(autocvar_g_balance_electro_lightning)
440                                 {
441                                         if ((!self.lgbeam) || wasfreed(self.lgbeam))
442                                         {
443                                                 W_Electro_Attack3();
444                                         }
445                                         if(!self.BUTTON_ATCK_prev)
446                                         {
447                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
448                                                 self.BUTTON_ATCK_prev = 1;
449                                         }
450                                 }
451                                 else
452                                 {
453                                         W_Electro_Attack();
454                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
455                                 }
456                         }
457                 } else {
458                         if(autocvar_g_balance_electro_lightning)
459                         {
460                                 if (self.BUTTON_ATCK_prev != 0)
461                                 {
462                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
463                                         ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
464                                 }
465                                 self.BUTTON_ATCK_prev = 0;
466                         }
467
468                         if (self.BUTTON_ATCK2)
469                         {
470                                 if (time >= self.electro_secondarytime)
471                                 if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
472                                 {
473                                         W_Electro_Attack2();
474                                         self.electro_count = autocvar_g_balance_electro_secondary_count;
475                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
476                                         self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
477                                 }
478                         }
479                 }
480         }
481         else if (req == WR_PRECACHE)
482         {
483                 precache_model ("models/weapons/g_electro.md3");
484                 precache_model ("models/weapons/v_electro.md3");
485                 precache_model ("models/weapons/h_electro.iqm");
486                 precache_sound ("weapons/electro_bounce.wav");
487                 precache_sound ("weapons/electro_fire.wav");
488                 precache_sound ("weapons/electro_fire2.wav");
489                 precache_sound ("weapons/electro_impact.wav");
490                 precache_sound ("weapons/electro_impact_combo.wav");
491                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
492                 if(autocvar_g_balance_electro_lightning)
493                 {
494                         precache_sound ("weapons/lgbeam_fire.wav");
495                 }
496         }
497         else if (req == WR_SETUP)
498         {
499                 weapon_setup(WEP_ELECTRO);
500                 self.current_ammo = ammo_cells;
501         }
502         else if (req == WR_CHECKAMMO1)
503         {
504                 if(autocvar_g_balance_electro_lightning)
505                 {
506                         if(!autocvar_g_balance_electro_primary_ammo)
507                                 ammo_amount = 1;
508                         else
509                                 ammo_amount = self.ammo_cells > 0;
510                         ammo_amount += self.weapon_load[WEP_ELECTRO] > 0;
511                 }
512                 else
513                 {
514                         ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
515                         ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_primary_ammo;
516                 }
517                 return ammo_amount;
518         }
519         else if (req == WR_CHECKAMMO2)
520         {
521                 ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
522                 ammo_amount += self.weapon_load[WEP_ELECTRO] >= autocvar_g_balance_electro_secondary_ammo;
523                 return ammo_amount;
524         }
525         else if (req == WR_RESETPLAYER)
526         {
527                 self.electro_secondarytime = time;
528         }
529         else if (req == WR_RELOAD)
530         {
531                 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");
532         }
533         return TRUE;
534 };
535 #endif
536 #ifdef CSQC
537 float w_electro(float req)
538 {
539         if(req == WR_IMPACTEFFECT)
540         {
541                 vector org2;
542                 org2 = w_org + w_backoff * 6;
543                 if(w_deathtype & HITTYPE_SECONDARY)
544                 {
545                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
546                         if(!w_issilent)
547                                 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
548                 }
549                 else
550                 {
551                         if(w_deathtype & HITTYPE_BOUNCE)
552                         {
553                                 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
554                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
555                                 if(!w_issilent)
556                                         sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
557                         }
558                         else
559                         {
560                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
561                                 if(!w_issilent)
562                                         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
563                         }
564                 }
565         }
566         else if(req == WR_PRECACHE)
567         {
568                 precache_sound("weapons/electro_impact.wav");
569                 precache_sound("weapons/electro_impact_combo.wav");
570         }
571         else if (req == WR_SUICIDEMESSAGE)
572         {
573                 if(w_deathtype & HITTYPE_SECONDARY)
574                         w_deathtypestring = _("%s could not remember where they put plasma");
575                 else
576                         w_deathtypestring = _("%s played with plasma");
577         }
578         else if (req == WR_KILLMESSAGE)
579         {
580                 if(w_deathtype & HITTYPE_SECONDARY)
581                 {
582                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
583                                 w_deathtypestring = _("%s just noticed %s's blue ball");
584                         else // unchecked: BOUNCE
585                                 w_deathtypestring = _("%s got in touch with %s's blue ball");
586                 }
587                 else
588                 {
589                         if(w_deathtype & HITTYPE_BOUNCE) // combo
590                                 w_deathtypestring = _("%s felt the electrifying air of %s's combo");
591                         else if(w_deathtype & HITTYPE_SPLASH)
592                                 w_deathtypestring = _("%s got too close to %s's blue beam");
593                         else
594                                 w_deathtypestring = _("%s was blasted by %s's blue beam");
595                 }
596         }
597         return TRUE;
598 }
599 #endif
600 #endif