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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))
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         W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CHAN_WEAPON, autocvar_g_balance_electro_primary_damage);
168
169         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
170
171         proj = spawn ();
172         proj.classname = "plasma_prim";
173         proj.owner = self;
174         proj.bot_dodge = TRUE;
175         proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
176         proj.use = W_Plasma_Explode;
177         proj.think = adaptor_think2use_hittype_splash;
178         proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
179         PROJECTILE_MAKETRIGGER(proj);
180         proj.projectiledeathtype = WEP_ELECTRO;
181         setorigin(proj, w_shotorg);
182
183         proj.movetype = MOVETYPE_FLY;
184         W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
185         proj.angles = vectoangles(proj.velocity);
186         proj.touch = W_Plasma_TouchExplode;
187         setsize(proj, '0 0 -3', '0 0 -3');
188         proj.flags = FL_PROJECTILE;
189
190         //sound (proj, CHAN_PAIN, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
191         //sounds bad
192
193         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
194
195         other = proj; MUTATOR_CALLHOOK(EditProjectile);
196
197         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
198         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
199         {
200                 if(autocvar_g_balance_electro_reload_ammo)
201                 {
202                         self.clip_load -= autocvar_g_balance_electro_primary_ammo;
203                         self.electro_load = self.clip_load;
204                 }
205                 else
206                         self.ammo_cells -= autocvar_g_balance_electro_primary_ammo;
207         }
208 }
209
210 void W_Electro_Attack2()
211 {
212         local entity proj;
213
214         W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CHAN_WEAPON, autocvar_g_balance_electro_secondary_damage);
215
216         w_shotdir = v_forward; // no TrueAim for grenades please
217
218         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
219
220         proj = spawn ();
221         proj.classname = "plasma";
222         proj.owner = self;
223         proj.use = W_Plasma_Explode;
224         proj.think = adaptor_think2use_hittype_splash;
225         proj.bot_dodge = TRUE;
226         proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
227         proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
228         PROJECTILE_MAKETRIGGER(proj);
229         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
230         setorigin(proj, w_shotorg);
231
232         //proj.glow_size = 50;
233         //proj.glow_color = 45;
234         proj.movetype = MOVETYPE_BOUNCE;
235         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
236         proj.touch = W_Plasma_Touch;
237         setsize(proj, '0 0 -4', '0 0 -4');
238         proj.takedamage = DAMAGE_YES;
239         proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
240         proj.health = autocvar_g_balance_electro_secondary_health;
241         proj.event_damage = W_Plasma_Damage;
242         proj.flags = FL_PROJECTILE;
243
244         proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
245         proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
246
247 #if 0
248         entity p2;
249         p2 = spawn();
250         copyentity(proj, p2);
251         setmodel(p2, "models/ebomb.mdl");
252         setsize(p2, proj.mins, proj.maxs);
253 #endif
254
255         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
256
257         other = proj; MUTATOR_CALLHOOK(EditProjectile);
258
259         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
260         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
261         {
262                 if(autocvar_g_balance_electro_reload_ammo)
263                 {
264                         self.clip_load -= autocvar_g_balance_electro_secondary_ammo;
265                         self.electro_load = self.clip_load;
266                 }
267                 else
268                         self.ammo_cells -= autocvar_g_balance_electro_secondary_ammo;
269         }
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 void lgbeam_think()
302 {
303         self.owner.prevlgfire = time;
304         if (self != self.owner.lgbeam)
305         {
306                 remove(self);
307                 return;
308         }
309         if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
310         {
311                 if(self == self.owner.lgbeam)
312                         self.owner.lgbeam = world;
313                 remove(self);
314                 return;
315         }
316
317         self.nextthink = time;
318
319         makevectors(self.owner.v_angle);
320
321         float dt, f;
322         dt = frametime;
323         if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
324         {
325                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
326                 if(autocvar_g_balance_electro_primary_ammo)
327                 {
328                         if(autocvar_g_balance_electro_reload_ammo)
329                         {
330                                 dt = min(dt, self.owner.clip_load / autocvar_g_balance_electro_primary_ammo);
331                                 self.owner.clip_load = max(0, self.owner.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
332                                 self.electro_load = self.clip_load;
333                         }
334                         else
335                         {
336                                 dt = min(dt, self.owner.ammo_cells / autocvar_g_balance_electro_primary_ammo);
337                                 self.owner.ammo_cells = max(0, self.owner.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
338                         }
339                 }
340         }
341
342         W_SetupShot_Range(self.owner, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
343         WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
344
345         // apply the damage
346         if(trace_ent)
347         {
348                 vector force;
349                 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
350
351                 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));
352
353                 if(accuracy_isgooddamage(self.owner, trace_ent))
354                         accuracy_add(self.owner, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
355                 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
356         }
357         W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, self.owner);
358
359         // draw effect
360         if(w_shotorg != self.hook_start)
361         {
362                 self.SendFlags |= 2;
363                 self.hook_start = w_shotorg;
364         }
365         if(w_shotend != self.hook_end)
366         {
367                 self.SendFlags |= 4;
368                 self.hook_end = w_shotend;
369         }
370 }
371
372 // experimental lightning gun
373 void W_Electro_Attack3 (void)
374 {
375         // only play fire sound if 0.5 sec has passed since player let go the fire button
376         if(time - self.prevlgfire > 0.5)
377                 sound (self, CHAN_WEAPON, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
378
379         entity beam, oldself;
380
381         self.lgbeam = beam = spawn();
382         beam.classname = "lgbeam";
383         beam.solid = SOLID_NOT;
384         beam.think = lgbeam_think;
385         beam.owner = self;
386         beam.movetype = MOVETYPE_NONE;
387         beam.shot_spread = 0;
388         beam.bot_dodge = TRUE;
389         beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
390         Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
391
392         oldself = self;
393         self = beam;
394         self.think();
395         self = oldself;
396 }
397
398 void ElectroInit()
399 {
400         weapon_action(WEP_ELECTRO, WR_PRECACHE);
401         electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
402         electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
403         electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
404         electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
405 }
406
407 void spawnfunc_weapon_electro (void)
408 {
409         weapon_defaultspawnfunc(WEP_ELECTRO);
410 }
411
412 void w_electro_checkattack()
413 {
414         if(self.electro_count > 1)
415         if(self.BUTTON_ATCK2)
416         if(weapon_prepareattack(1, -1))
417         {
418                 W_Electro_Attack2();
419                 self.electro_count -= 1;
420                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
421                 return;
422         }
423
424         w_ready();
425 }
426
427 .float bot_secondary_electromooth;
428 .float BUTTON_ATCK_prev;
429 float w_electro(float req)
430 {
431         if (req == WR_AIM)
432         {
433                 self.BUTTON_ATCK=FALSE;
434                 self.BUTTON_ATCK2=FALSE;
435                 if(vlen(self.origin-self.enemy.origin) > 1000)
436                         self.bot_secondary_electromooth = 0;
437                 if(self.bot_secondary_electromooth == 0)
438                 {
439                         float shoot;
440
441                         if(autocvar_g_balance_electro_primary_speed)
442                                 shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
443                         else
444                                 shoot = bot_aim(1000000, 0, 0.001, FALSE);
445
446                         if(shoot)
447                         {
448                                 self.BUTTON_ATCK = TRUE;
449                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
450                         }
451                 }
452                 else
453                 {
454                         if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
455                         {
456                                 self.BUTTON_ATCK2 = TRUE;
457                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
458                         }
459                 }
460         }
461         else if (req == WR_THINK)
462         {
463                 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
464                         W_Electro_Reload();
465                 else if (self.BUTTON_ATCK)
466                 {
467                         if(autocvar_g_balance_electro_lightning)
468                                 if(self.BUTTON_ATCK_prev)
469                                 {
470                                         // prolong the animtime while the gun is being fired
471                                         if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
472                                                 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready);
473                                         else
474                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
475                                 }
476                         if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
477                         {
478                                 if(autocvar_g_balance_electro_lightning)
479                                 {
480                                         if ((!self.lgbeam) || wasfreed(self.lgbeam))
481                                         {
482                                                 W_Electro_Attack3();
483                                         }
484                                         if(!self.BUTTON_ATCK_prev)
485                                         {
486                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
487                                                 self.BUTTON_ATCK_prev = 1;
488                                         }
489                                 }
490                                 else
491                                 {
492                                         W_Electro_Attack();
493                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
494                                 }
495                         }
496                 } else {
497                         if(autocvar_g_balance_electro_lightning)
498                         {
499                                 if (self.BUTTON_ATCK_prev != 0)
500                                 {
501                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
502                                         ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
503                                 }
504                                 self.BUTTON_ATCK_prev = 0;
505                         }
506
507                         if (self.BUTTON_ATCK2)
508                         {
509                                 if (time >= self.electro_secondarytime)
510                                 if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
511                                 {
512                                         W_Electro_Attack2();
513                                         self.electro_count = autocvar_g_balance_electro_secondary_count;
514                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
515                                         self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
516                                 }
517                         }
518                 }
519
520         if(self.wish_reload)
521         {
522             if(self.switchweapon == self.weapon)
523             {
524                 if(self.weaponentity.state == WS_READY)
525                 {
526                     self.wish_reload = 0;
527                     W_Electro_Reload();
528                 }
529             }
530         }
531         }
532         else if (req == WR_PRECACHE)
533         {
534                 precache_model ("models/weapons/g_electro.md3");
535                 precache_model ("models/weapons/v_electro.md3");
536                 precache_model ("models/weapons/h_electro.iqm");
537                 precache_sound ("weapons/electro_bounce.wav");
538                 precache_sound ("weapons/electro_fire.wav");
539                 precache_sound ("weapons/electro_fire2.wav");
540                 precache_sound ("weapons/electro_impact.wav");
541                 precache_sound ("weapons/electro_impact_combo.wav");
542                 if(autocvar_g_balance_electro_lightning)
543                 {
544                         precache_sound ("weapons/lgbeam_fire.wav");
545                 }
546         }
547         else if (req == WR_SETUP)
548         {
549                 weapon_setup(WEP_ELECTRO);
550                 W_Electro_SetAmmoCounter();
551         }
552         else if (req == WR_CHECKAMMO1)
553         {
554                 if(autocvar_g_balance_electro_reload_ammo)
555                 {
556                         if(autocvar_g_balance_electro_lightning)
557                                 return !autocvar_g_balance_electro_primary_ammo || (self.electro_load > 0);
558                         else
559                                 return self.electro_load >= autocvar_g_balance_electro_primary_ammo;
560                 }
561                 else
562                 {
563                         if(autocvar_g_balance_electro_lightning)
564                                 return !autocvar_g_balance_electro_primary_ammo || (self.ammo_cells > 0);
565                         else
566                                 return self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
567                 }
568         }
569         else if (req == WR_CHECKAMMO2)
570         {
571                 if(autocvar_g_balance_electro_reload_ammo)
572                         return self.electro_load >= autocvar_g_balance_electro_secondary_ammo;
573                 else
574                         return self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
575         }
576         else if (req == WR_RESETPLAYER)
577         {
578                 self.electro_secondarytime = time;
579         }
580         else if (req == WR_RELOAD)
581         {
582                 W_Shotgun_Reload();
583         }
584         return TRUE;
585 };
586 #endif
587 #ifdef CSQC
588 float w_electro(float req)
589 {
590         if(req == WR_IMPACTEFFECT)
591         {
592                 vector org2;
593                 org2 = w_org + w_backoff * 6;
594                 if(w_deathtype & HITTYPE_SECONDARY)
595                 {
596                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
597                         if(!w_issilent)
598                                 sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
599                 }
600                 else
601                 {
602                         if(w_deathtype & HITTYPE_BOUNCE)
603                         {
604                                 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
605                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
606                                 if(!w_issilent)
607                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
608                         }
609                         else
610                         {
611                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
612                                 if(!w_issilent)
613                                         sound(self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
614                         }
615                 }
616         }
617         else if(req == WR_PRECACHE)
618         {
619                 precache_sound("weapons/electro_impact.wav");
620                 precache_sound("weapons/electro_impact_combo.wav");
621         }
622         else if (req == WR_SUICIDEMESSAGE)
623         {
624                 if(w_deathtype & HITTYPE_SECONDARY)
625                         w_deathtypestring = "%s could not remember where they put plasma";
626                 else
627                         w_deathtypestring = "%s played with plasma";
628         }
629         else if (req == WR_KILLMESSAGE)
630         {
631                 if(w_deathtype & HITTYPE_SECONDARY)
632                 {
633                         if(w_deathtype & HITTYPE_SPLASH) // unchecked: BOUNCE
634                                 w_deathtypestring = "%s just noticed %s's blue ball";
635                         else // unchecked: BOUNCE
636                                 w_deathtypestring = "%s got in touch with %s's blue ball";
637                 }
638                 else
639                 {
640                         if(w_deathtype & HITTYPE_BOUNCE) // combo
641                                 w_deathtypestring = "%s felt the electrifying air of %s's combo";
642                         else if(w_deathtype & HITTYPE_SPLASH)
643                                 w_deathtypestring = "%s got too close to %s's blue beam";
644                         else
645                                 w_deathtypestring = "%s was blasted by %s's blue beam";
646                 }
647         }
648         return TRUE;
649 }
650 #endif
651 #endif