]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/electro.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
index 64a5e06aa0621f0dd826f943cd0eec7018bfa217..46e46c24059660e8fd3b30b7ffe37da13d704d9d 100644 (file)
@@ -1,12 +1,13 @@
+#include "electro.qh"
 #ifndef IMPLEMENTATION
 CLASS(Electro, Weapon)
-/* ammotype  */ ATTRIB(Electro, ammo_field, .int, ammo_cells)
-/* impulse   */ ATTRIB(Electro, impulse, int, 5)
+/* ammotype  */ ATTRIB(Electro, ammo_field, .int, ammo_cells);
+/* impulse   */ ATTRIB(Electro, impulse, int, 5);
 /* flags     */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
 /* rating    */ ATTRIB(Electro, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
 /* color     */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
 /* modelname */ ATTRIB(Electro, mdl, string, "electro");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
 #endif
 /* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
@@ -50,6 +51,7 @@ CLASS(Electro, Weapon)
                P(class, prefix, speed_up, float, SEC) \
                P(class, prefix, speed_z, float, SEC) \
                P(class, prefix, spread, float, BOTH) \
+               P(class, prefix, stick, float, SEC) \
                P(class, prefix, switchdelay_drop, float, NONE) \
                P(class, prefix, switchdelay_raise, float, NONE) \
                P(class, prefix, touchexplode, float, SEC) \
@@ -124,87 +126,91 @@ void W_Electro_TriggerCombo(vector org, float rad, entity own)
 
 void W_Electro_ExplodeCombo(entity this)
 {
-       W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
+       W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
 
-       self.event_damage = func_null;
+       this.event_damage = func_null;
 
        RadiusDamage(
-               self,
-               self.realowner,
+               this,
+               this.realowner,
                WEP_CVAR(electro, combo_damage),
                WEP_CVAR(electro, combo_edgedamage),
                WEP_CVAR(electro, combo_radius),
-               world,
-               world,
+               NULL,
+               NULL,
                WEP_CVAR(electro, combo_force),
                WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
-               world
+               NULL
        );
 
-       remove(self);
+       delete(this);
 }
 
-void W_Electro_Explode(entity this)
+void W_Electro_Explode(entity this, entity directhitentity)
 {
-       if(other.takedamage == DAMAGE_AIM)
-               if(IS_PLAYER(other))
-                       if(DIFF_TEAM(self.realowner, other))
-                               if(!IS_DEAD(other))
-                                       if(IsFlying(other))
-                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+       if(directhitentity.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(directhitentity))
+                       if(DIFF_TEAM(this.realowner, directhitentity))
+                               if(!IS_DEAD(directhitentity))
+                                       if(IsFlying(directhitentity))
+                                               Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
 
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
 
-       if(self.movetype == MOVETYPE_BOUNCE)
+       if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
        {
                RadiusDamage(
-                       self,
-                       self.realowner,
+                       this,
+                       this.realowner,
                        WEP_CVAR_SEC(electro, damage),
                        WEP_CVAR_SEC(electro, edgedamage),
                        WEP_CVAR_SEC(electro, radius),
-                       world,
-                       world,
+                       NULL,
+                       NULL,
                        WEP_CVAR_SEC(electro, force),
-                       self.projectiledeathtype,
-                       other
+                       this.projectiledeathtype,
+                       directhitentity
                );
        }
        else
        {
-               W_Electro_TriggerCombo(self.origin, WEP_CVAR_PRI(electro, comboradius), self.realowner);
+               W_Electro_TriggerCombo(this.origin, WEP_CVAR_PRI(electro, comboradius), this.realowner);
                RadiusDamage(
-                       self,
-                       self.realowner,
+                       this,
+                       this.realowner,
                        WEP_CVAR_PRI(electro, damage),
                        WEP_CVAR_PRI(electro, edgedamage),
                        WEP_CVAR_PRI(electro, radius),
-                       world,
-                       world,
+                       NULL,
+                       NULL,
                        WEP_CVAR_PRI(electro, force),
-                       self.projectiledeathtype,
-                       other
+                       this.projectiledeathtype,
+                       directhitentity
                );
        }
 
-       remove(self);
+       delete(this);
 }
 
 void W_Electro_Explode_use(entity this, entity actor, entity trigger)
 {
-       WITHSELF(this, W_Electro_Explode(this));
+       W_Electro_Explode(this, trigger);
 }
 
-void W_Electro_TouchExplode(entity this)
+void W_Electro_TouchExplode(entity this, entity toucher)
 {
-       PROJECTILE_TOUCH(this);
-       W_Electro_Explode(this);
+       PROJECTILE_TOUCH(this, toucher);
+       W_Electro_Explode(this, toucher);
 }
 
+
+void sys_phys_update_single(entity this);
+
 void W_Electro_Bolt_Think(entity this)
 {
-       if(time >= self.ltime)
+       // sys_phys_update_single(this);
+       if(time >= this.ltime)
        {
                this.use(this, NULL, NULL);
                return;
@@ -213,7 +219,7 @@ void W_Electro_Bolt_Think(entity this)
        if(WEP_CVAR_PRI(electro, midaircombo_radius))
        {
                float found = 0;
-               entity e = WarpZone_FindRadius(self.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
+               entity e = WarpZone_FindRadius(this.origin, WEP_CVAR_PRI(electro, midaircombo_radius), true);
 
                // loop through nearby orbs and trigger them
                while(e)
@@ -221,7 +227,7 @@ void W_Electro_Bolt_Think(entity this)
                        if(e.classname == "electro_orb")
                        {
                                // change owner to whoever caused the combo explosion
-                               e.realowner = self.realowner;
+                               e.realowner = this.realowner;
                                e.takedamage = DAMAGE_NO;
                                e.classname = "electro_orb_chain";
 
@@ -249,19 +255,21 @@ void W_Electro_Bolt_Think(entity this)
                if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
                        { this.use(this, NULL, NULL); }
                else
-                       { self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); }
+                       { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
        }
-       else { self.nextthink = self.ltime; }
+       else { this.nextthink = this.ltime; }
+       // this.nextthink = time;
 }
 
-void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
-{entity this = actor;
+void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
+{
        entity proj;
 
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(electro, ammo));
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(electro, ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(
-               self,
+               actor,
+               weaponentity,
                '0 0 -3',
                '0 0 -3',
                false,
@@ -274,7 +282,7 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        proj = new(electro_bolt);
-       proj.owner = proj.realowner = self;
+       proj.owner = proj.realowner = actor;
        proj.bot_dodge = true;
        proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
        proj.use = W_Electro_Explode_use;
@@ -285,29 +293,77 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
        proj.projectiledeathtype = WEP_ELECTRO.m_id;
        setorigin(proj, w_shotorg);
 
-       proj.movetype = MOVETYPE_FLY;
+       // if (IS_CSQC)
+       set_movetype(proj, MOVETYPE_FLY);
        W_SetupProjVelocity_PRI(proj, electro);
        proj.angles = vectoangles(proj.velocity);
        settouch(proj, W_Electro_TouchExplode);
        setsize(proj, '0 0 -3', '0 0 -3');
        proj.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, proj);
+       IL_PUSH(g_bot_dodge, proj);
        proj.missile_flags = MIF_SPLASH;
 
        CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
 
-       MUTATOR_CALLHOOK(EditProjectile, self, proj);
+       MUTATOR_CALLHOOK(EditProjectile, actor, proj);
+       // proj.com_phys_pos = proj.origin;
+       // proj.com_phys_vel = proj.velocity;
+}
+
+void W_Electro_Orb_Stick(entity this, entity to)
+{
+       entity newproj = spawn();
+       newproj.classname = this.classname;
+
+       newproj.bot_dodge = this.bot_dodge;
+       newproj.bot_dodgerating = this.bot_dodgerating;
+
+       newproj.owner = this.owner;
+       newproj.realowner = this.realowner;
+       setsize(newproj, this.mins, this.maxs);
+       setorigin(newproj, this.origin);
+       setmodel(newproj, MDL_PROJECTILE_ELECTRO);
+       newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
+
+       newproj.takedamage = this.takedamage;
+       newproj.damageforcescale = this.damageforcescale;
+       newproj.health = this.health;
+       newproj.event_damage = this.event_damage;
+       newproj.spawnshieldtime = this.spawnshieldtime;
+       newproj.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, newproj);
+
+       set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
+       newproj.projectiledeathtype = this.projectiledeathtype;
+
+       settouch(newproj, func_null);
+       setthink(newproj, getthink(this));
+       newproj.nextthink = this.nextthink;
+       newproj.use = this.use;
+       newproj.flags = this.flags;
+       IL_PUSH(g_projectiles, newproj);
+       IL_PUSH(g_bot_dodge, newproj);
+
+       delete(this);
+
+       if(to)
+               SetMovetypeFollow(this, to);
 }
 
-void W_Electro_Orb_Touch(entity this)
+void W_Electro_Orb_Touch(entity this, entity toucher)
 {
-       PROJECTILE_TOUCH(this);
-       if(other.takedamage == DAMAGE_AIM)
-               { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(self); } }
+       PROJECTILE_TOUCH(this, toucher);
+       if(toucher.takedamage == DAMAGE_AIM)
+               { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
        else
        {
-               //UpdateCSQCProjectile(self);
-               spamsound(self, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
-               self.projectiledeathtype |= HITTYPE_BOUNCE;
+               //UpdateCSQCProjectile(this);
+               spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
+               this.projectiledeathtype |= HITTYPE_BOUNCE;
+
+               if(WEP_CVAR_SEC(electro, stick))
+                       W_Electro_Orb_Stick(this, toucher);
        }
 }
 
@@ -353,14 +409,15 @@ void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float
        }
 }
 
-void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
-{entity this = actor;
-       W_DecreaseAmmo(thiswep, self, WEP_CVAR_SEC(electro, ammo));
+void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
+{
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(electro, ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(
-               self,
-               '0 0 -4',
-               '0 0 -4',
+               actor,
+               weaponentity,
+               '-4 -4 -4',
+               '4 4 4',
                false,
                2,
                SND_ELECTRO_FIRE2,
@@ -373,7 +430,7 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        entity proj = new(electro_orb);
-       proj.owner = proj.realowner = self;
+       proj.owner = proj.realowner = actor;
        proj.use = W_Electro_Explode_use;
        setthink(proj, adaptor_think2use_hittype_splash);
        proj.bot_dodge = true;
@@ -385,16 +442,20 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
 
        //proj.glow_size = 50;
        //proj.glow_color = 45;
-       proj.movetype = MOVETYPE_BOUNCE;
+       set_movetype(proj, MOVETYPE_BOUNCE);
        W_SetupProjVelocity_UP_SEC(proj, electro);
        settouch(proj, W_Electro_Orb_Touch);
-       setsize(proj, '0 0 -4', '0 0 -4');
+       setsize(proj, '-4 -4 -4', '4 4 4');
        proj.takedamage = DAMAGE_YES;
        proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
        proj.health = WEP_CVAR_SEC(electro, health);
        proj.event_damage = W_Electro_Orb_Damage;
        proj.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, proj);
+       IL_PUSH(g_bot_dodge, proj);
        proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
+       if(proj.damagedbycontents)
+               IL_PUSH(g_damagedbycontents, proj);
 
        proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
        proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
@@ -410,17 +471,17 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor)
 
        CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
 
-       MUTATOR_CALLHOOK(EditProjectile, self, proj);
+       MUTATOR_CALLHOOK(EditProjectile, actor, proj);
 }
 
 void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
-{entity this = actor;
-       if(self.electro_count > 1)
-       if(PHYS_INPUT_BUTTON_ATCK2(self))
+{
+       if(actor.(weaponentity).electro_count > 1)
+       if(PHYS_INPUT_BUTTON_ATCK2(actor))
        if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
        {
-               W_Electro_Attack_Orb(WEP_ELECTRO, actor);
-               self.electro_count -= 1;
+               W_Electro_Attack_Orb(WEP_ELECTRO, actor, weaponentity);
+               actor.(weaponentity).electro_count -= 1;
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
                return;
        }
@@ -430,32 +491,31 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i
 
 .float bot_secondary_electromooth;
 
-METHOD(Electro, wr_aim, void(entity thiswep, entity actor))
+METHOD(Electro, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    entity this = actor;
-    PHYS_INPUT_BUTTON_ATCK(self) = PHYS_INPUT_BUTTON_ATCK2(self) = false;
-    if(vdist(self.origin - self.enemy.origin, >, 1000)) { self.bot_secondary_electromooth = 0; }
-    if(self.bot_secondary_electromooth == 0)
+    PHYS_INPUT_BUTTON_ATCK(actor) = PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+    if(vdist(actor.origin - actor.enemy.origin, >, 1000)) { actor.bot_secondary_electromooth = 0; }
+    if(actor.bot_secondary_electromooth == 0)
     {
         float shoot;
 
         if(WEP_CVAR_PRI(electro, speed))
-            shoot = bot_aim(self, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
+            shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
         else
-            shoot = bot_aim(self, 1000000, 0, 0.001, false);
+            shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
 
         if(shoot)
         {
-            PHYS_INPUT_BUTTON_ATCK(self) = true;
-            if(random() < 0.01) self.bot_secondary_electromooth = 1;
+            PHYS_INPUT_BUTTON_ATCK(actor) = true;
+            if(random() < 0.01) actor.bot_secondary_electromooth = 1;
         }
     }
     else
     {
-        if(bot_aim(self, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
+        if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
         {
-            PHYS_INPUT_BUTTON_ATCK2(self) = true;
-            if(random() < 0.03) self.bot_secondary_electromooth = 0;
+            PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+            if(random() < 0.03) actor.bot_secondary_electromooth = 0;
         }
     }
 }
@@ -464,9 +524,9 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit
     if(autocvar_g_balance_electro_reload_ammo) // forced reload // WEAPONTODO
     {
         float ammo_amount = 0;
-        if(actor.clip_load >= WEP_CVAR_PRI(electro, ammo))
+        if(actor.(weaponentity).clip_load >= WEP_CVAR_PRI(electro, ammo))
             ammo_amount = 1;
-        if(actor.clip_load >= WEP_CVAR_SEC(electro, ammo))
+        if(actor.(weaponentity).clip_load >= WEP_CVAR_SEC(electro, ammo))
             ammo_amount += 1;
 
         if(!ammo_amount)
@@ -480,51 +540,54 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
         {
-                W_Electro_Attack_Bolt(thiswep, actor);
+                W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
         }
     }
     else if(fire & 2)
     {
-        if(time >= actor.electro_secondarytime)
+        if(time >= actor.(weaponentity).electro_secondarytime)
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
         {
-            W_Electro_Attack_Orb(thiswep, actor);
-            actor.electro_count = WEP_CVAR_SEC(electro, count);
+            W_Electro_Attack_Orb(thiswep, actor, weaponentity);
+            actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
-            actor.electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor();
+            actor.(weaponentity).electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
         }
     }
 }
-METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(electro, ammo);
-    ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
     return ammo_amount;
 }
-METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount;
     if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
-        ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
     }
     else
     {
         ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(electro, ammo);
-        ammo_amount += actor.(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
     }
     return ammo_amount;
 }
 METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    entity this = actor;
-    self.electro_secondarytime = time;
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+    {
+       .entity weaponentity = weaponentities[slot];
+       actor.(weaponentity).electro_secondarytime = time;
+    }
 }
 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(actor, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
+    W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);
 }
 METHOD(Electro, wr_suicidemessage, Notification(entity thiswep))
 {
@@ -553,14 +616,13 @@ METHOD(Electro, wr_killmessage, Notification(entity thiswep))
 
 METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 6;
     if(w_deathtype & HITTYPE_SECONDARY)
     {
         pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);
         if(!w_issilent)
-            sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+            sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
     }
     else
     {
@@ -569,13 +631,13 @@ METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
             // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
             pointparticles(EFFECT_ELECTRO_COMBO, org2, '0 0 0', 1);
             if(!w_issilent)
-                sound(self, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
+                sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT_COMBO, VOL_BASE, ATTEN_NORM);
         }
         else
         {
             pointparticles(EFFECT_ELECTRO_IMPACT, org2, '0 0 0', 1);
             if(!w_issilent)
-                sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+                sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
         }
     }
 }