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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ ELECTRO,
4 /* function  */ w_electro,
5 /* ammotype  */ IT_CELLS,
6 /* impulse   */ 5,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating    */ BOT_PICKUP_RATING_MID,
9 /* model     */ "electro",
10 /* shortname */ "electro",
11 /* fullname  */ _("Electro")
12 );
13 #else
14 #ifdef SVQC
15 .float electro_count;
16 .float electro_secondarytime;
17
18 void W_Plasma_Explode_Combo (void);
19
20 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
21 {
22         entity e;
23         e = WarpZone_FindRadius(org, rad, TRUE);
24         while (e)
25         {
26                 if (e.classname == "plasma")
27                 {
28                         // change owner to whoever caused the combo explosion
29                         e.realowner = own;
30                         e.takedamage = DAMAGE_NO;
31                         e.classname = "plasma_chain";
32                         e.think = W_Plasma_Explode_Combo;
33                         e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
34                 }
35                 e = e.chain;
36         }
37 }
38
39 void W_Plasma_Explode (void)
40 {
41         if(other.takedamage == DAMAGE_AIM)
42                 if(IS_PLAYER(other))
43                         if(IsDifferentTeam(self.realowner, other))
44                                 if(other.deadflag == DEAD_NO)
45                                         if(IsFlying(other))
46                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
47
48         self.event_damage = func_null;
49         self.takedamage = DAMAGE_NO;
50         if (self.movetype == MOVETYPE_BOUNCE)
51         {
52                 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
53         }
54         else
55         {
56                 W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
57                 RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
58         }
59
60         remove (self);
61 }
62
63 void W_Plasma_Explode_Combo (void)
64 {
65         W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
66
67         self.event_damage = func_null;
68         RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
69
70         remove (self);
71 }
72
73 void W_Plasma_Touch (void)
74 {
75         //self.velocity = self.velocity  * 0.1;
76
77         PROJECTILE_TOUCH;
78         if (other.takedamage == DAMAGE_AIM) {
79                 W_Plasma_Explode ();
80         } else {
81                 //UpdateCSQCProjectile(self);
82                 spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
83                 self.projectiledeathtype |= HITTYPE_BOUNCE;
84         }
85 }
86
87 void W_Plasma_TouchExplode (void)
88 {
89         PROJECTILE_TOUCH;
90         W_Plasma_Explode ();
91 }
92
93 void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
94 {
95         if(self.health <= 0)
96                 return;
97
98         // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
99         float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
100         
101         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
102                 return; // g_projectiles_damage says to halt    
103         
104         self.health = self.health - damage;
105         if (self.health <= 0)
106         {
107                 self.takedamage = DAMAGE_NO;
108                 self.nextthink = time;
109                 if (is_combo)
110                 {
111                         // change owner to whoever caused the combo explosion
112                         self.realowner = inflictor.realowner;
113                         self.classname = "plasma_chain";
114                         self.think = W_Plasma_Explode_Combo;
115                         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
116                                 //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
117                 }
118                 else
119                 {
120                         self.use = W_Plasma_Explode;
121                         self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
122                 }
123         }
124 }
125
126 void W_Electro_Attack()
127 {
128         entity proj;
129
130         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
131
132         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);
133
134         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
135
136         proj = spawn ();
137         proj.classname = "plasma_prim";
138         proj.owner = proj.realowner = self;
139         proj.bot_dodge = TRUE;
140         proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
141         proj.use = W_Plasma_Explode;
142         proj.think = adaptor_think2use_hittype_splash;
143         proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
144         PROJECTILE_MAKETRIGGER(proj);
145         proj.projectiledeathtype = WEP_ELECTRO;
146         setorigin(proj, w_shotorg);
147
148         proj.movetype = MOVETYPE_FLY;
149         W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
150         proj.angles = vectoangles(proj.velocity);
151         proj.touch = W_Plasma_TouchExplode;
152         setsize(proj, '0 0 -3', '0 0 -3');
153         proj.flags = FL_PROJECTILE;
154         proj.missile_flags = MIF_SPLASH;
155
156         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
157
158         other = proj; MUTATOR_CALLHOOK(EditProjectile);
159 }
160
161 void W_Electro_Attack2()
162 {
163         entity proj;
164
165         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
166
167         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);
168
169         w_shotdir = v_forward; // no TrueAim for grenades please
170
171         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
172
173         proj = spawn ();
174         proj.classname = "plasma";
175         proj.owner = proj.realowner = self;
176         proj.use = W_Plasma_Explode;
177         proj.think = adaptor_think2use_hittype_splash;
178         proj.bot_dodge = TRUE;
179         proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
180         proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
181         PROJECTILE_MAKETRIGGER(proj);
182         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
183         setorigin(proj, w_shotorg);
184
185         //proj.glow_size = 50;
186         //proj.glow_color = 45;
187         proj.movetype = MOVETYPE_BOUNCE;
188         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
189         proj.touch = W_Plasma_Touch;
190         setsize(proj, '0 0 -4', '0 0 -4');
191         proj.takedamage = DAMAGE_YES;
192         proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
193         proj.health = autocvar_g_balance_electro_secondary_health;
194         proj.event_damage = W_Plasma_Damage;
195         proj.flags = FL_PROJECTILE;
196         proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
197
198         proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
199         proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
200         proj.missile_flags = MIF_SPLASH | MIF_ARC;
201
202 #if 0
203         entity p2;
204         p2 = spawn();
205         copyentity(proj, p2);
206         setmodel(p2, "models/ebomb.mdl");
207         setsize(p2, proj.mins, proj.maxs);
208 #endif
209
210         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
211
212         other = proj; MUTATOR_CALLHOOK(EditProjectile);
213 }
214
215 .vector hook_start, hook_end;
216 float lgbeam_send(entity to, float sf)
217 {
218         WriteByte(MSG_ENTITY, ENT_CLIENT_LGBEAM);
219         sf = sf & 0x7F;
220         if(sound_allowed(MSG_BROADCAST, self.realowner))
221                 sf |= 0x80;
222         WriteByte(MSG_ENTITY, sf);
223         if(sf & 1)
224         {
225                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
226                 WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
227         }
228         if(sf & 2)
229         {
230                 WriteCoord(MSG_ENTITY, self.hook_start_x);
231                 WriteCoord(MSG_ENTITY, self.hook_start_y);
232                 WriteCoord(MSG_ENTITY, self.hook_start_z);
233         }
234         if(sf & 4)
235         {
236                 WriteCoord(MSG_ENTITY, self.hook_end_x);
237                 WriteCoord(MSG_ENTITY, self.hook_end_y);
238                 WriteCoord(MSG_ENTITY, self.hook_end_z);
239         }
240         return TRUE;
241 }
242 .entity lgbeam;
243 .float prevlgfire;
244 float lgbeam_checkammo()
245 {
246         if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
247                 return TRUE;
248         else if(autocvar_g_balance_electro_reload_ammo)
249                 return self.realowner.clip_load > 0;
250         else
251                 return self.realowner.ammo_cells > 0;
252 }
253
254 entity lgbeam_owner_ent;
255 void lgbeam_think()
256 {
257         entity owner_player;
258         owner_player = self.realowner;
259
260         owner_player.prevlgfire = time;
261         if (self != owner_player.lgbeam)
262         {
263                 remove(self);
264                 return;
265         }
266
267         if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
268         {
269                 if(self == owner_player.lgbeam)
270                         owner_player.lgbeam = world;
271                 remove(self);
272                 return;
273         }
274
275         self.nextthink = time;
276
277         makevectors(owner_player.v_angle);
278
279         float dt, f;
280         dt = frametime;
281
282         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
283         if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
284         {
285                 if(autocvar_g_balance_electro_primary_ammo)
286                 {
287                         if(autocvar_g_balance_electro_reload_ammo)
288                         {
289                                 dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
290                                 owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
291                                 owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
292                         }
293                         else
294                         {
295                                 dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
296                                 owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
297                         }
298                 }
299         }
300
301         W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
302         if(!lgbeam_owner_ent)
303         {
304                 lgbeam_owner_ent = spawn();
305                 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
306         }
307         WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
308
309         // apply the damage
310         if(trace_ent)
311         {
312                 vector force;
313                 force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
314
315                 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));
316
317                 if(accuracy_isgooddamage(owner_player, trace_ent))
318                         accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
319                 Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
320         }
321         W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
322
323         // draw effect
324         if(w_shotorg != self.hook_start)
325         {
326                 self.SendFlags |= 2;
327                 self.hook_start = w_shotorg;
328         }
329         if(w_shotend != self.hook_end)
330         {
331                 self.SendFlags |= 4;
332                 self.hook_end = w_shotend;
333         }
334 }
335
336 // experimental lightning gun
337 void W_Electro_Attack3 (void)
338 {
339         // only play fire sound if 0.5 sec has passed since player let go the fire button
340         if(time - self.prevlgfire > 0.5)
341                 sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
342
343         entity beam, oldself;
344
345         self.lgbeam = beam = spawn();
346         beam.classname = "lgbeam";
347         beam.solid = SOLID_NOT;
348         beam.think = lgbeam_think;
349         beam.owner = beam.realowner = self;
350         beam.movetype = MOVETYPE_NONE;
351         beam.shot_spread = 0;
352         beam.bot_dodge = TRUE;
353         beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
354         Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
355
356         oldself = self;
357         self = beam;
358         self.think();
359         self = oldself;
360 }
361
362 void ElectroInit()
363 {
364         weapon_action(WEP_ELECTRO, WR_PRECACHE);
365         electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
366         electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
367         electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
368         electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
369 }
370
371 void spawnfunc_weapon_electro (void)
372 {
373         weapon_defaultspawnfunc(WEP_ELECTRO);
374 }
375
376 void w_electro_checkattack()
377 {
378         if(self.electro_count > 1)
379         if(self.BUTTON_ATCK2)
380         if(weapon_prepareattack(1, -1))
381         {
382                 W_Electro_Attack2();
383                 self.electro_count -= 1;
384                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
385                 return;
386         }
387
388         w_ready();
389 }
390
391 .float bot_secondary_electromooth;
392 .float BUTTON_ATCK_prev;
393 float w_electro(float req)
394 {
395         float ammo_amount;
396         if (req == WR_AIM)
397         {
398                 self.BUTTON_ATCK=FALSE;
399                 self.BUTTON_ATCK2=FALSE;
400                 if(vlen(self.origin-self.enemy.origin) > 1000)
401                         self.bot_secondary_electromooth = 0;
402                 if(self.bot_secondary_electromooth == 0)
403                 {
404                         float shoot;
405
406                         if(autocvar_g_balance_electro_primary_speed)
407                                 shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
408                         else
409                                 shoot = bot_aim(1000000, 0, 0.001, FALSE);
410
411                         if(shoot)
412                         {
413                                 self.BUTTON_ATCK = TRUE;
414                                 if(random() < 0.01) self.bot_secondary_electromooth = 1;
415                         }
416                 }
417                 else
418                 {
419                         if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
420                         {
421                                 self.BUTTON_ATCK2 = TRUE;
422                                 if(random() < 0.03) self.bot_secondary_electromooth = 0;
423                         }
424                 }
425         }
426         else if (req == WR_THINK)
427         {
428                 if(autocvar_g_balance_electro_reload_ammo) // forced reload
429                 {
430                         ammo_amount = 0;
431                         if(autocvar_g_balance_electro_lightning)
432                         {
433                                 if(self.clip_load > 0)
434                                         ammo_amount = 1;
435                         }
436                         else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
437                                 ammo_amount = 1;
438                         if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
439                                 ammo_amount += 1;
440
441                         if(!ammo_amount)
442                         {
443                                 weapon_action(self.weapon, WR_RELOAD);
444                                 return FALSE;
445                         }
446                 }
447                 if (self.BUTTON_ATCK)
448                 {
449                         if(autocvar_g_balance_electro_lightning)
450                                 if(self.BUTTON_ATCK_prev)
451                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
452
453                         if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
454                         {
455                                 if(autocvar_g_balance_electro_lightning)
456                                 {
457                                         if ((!self.lgbeam) || wasfreed(self.lgbeam))
458                                         {
459                                                 W_Electro_Attack3();
460                                         }
461                                         if(!self.BUTTON_ATCK_prev)
462                                         {
463                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
464                                                 self.BUTTON_ATCK_prev = 1;
465                                         }
466                                 }
467                                 else
468                                 {
469                                         W_Electro_Attack();
470                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
471                                 }
472                         }
473                 } else {
474                         if(autocvar_g_balance_electro_lightning)
475                         {
476                                 if (self.BUTTON_ATCK_prev != 0)
477                                 {
478                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
479                                         ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
480                                 }
481                                 self.BUTTON_ATCK_prev = 0;
482                         }
483
484                         if (self.BUTTON_ATCK2)
485                         {
486                                 if (time >= self.electro_secondarytime)
487                                 if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
488                                 {
489                                         W_Electro_Attack2();
490                                         self.electro_count = autocvar_g_balance_electro_secondary_count;
491                                         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
492                                         self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
493                                 }
494                         }
495                 }
496         }
497         else if (req == WR_PRECACHE)
498         {
499                 precache_model ("models/weapons/g_electro.md3");
500                 precache_model ("models/weapons/v_electro.md3");
501                 precache_model ("models/weapons/h_electro.iqm");
502                 precache_sound ("weapons/electro_bounce.wav");
503                 precache_sound ("weapons/electro_fire.wav");
504                 precache_sound ("weapons/electro_fire2.wav");
505                 precache_sound ("weapons/electro_impact.wav");
506                 precache_sound ("weapons/electro_impact_combo.wav");
507                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
508                 if(autocvar_g_balance_electro_lightning)
509                 {
510                         precache_sound ("weapons/lgbeam_fire.wav");
511                 }
512         }
513         else if (req == WR_SETUP)
514         {
515                 weapon_setup(WEP_ELECTRO);
516                 self.current_ammo = ammo_cells;
517         }
518         else if (req == WR_CHECKAMMO1)
519         {
520                 if(autocvar_g_balance_electro_lightning)
521                 {
522                         if(!autocvar_g_balance_electro_primary_ammo)
523                                 ammo_amount = 1;
524                         else
525                                 ammo_amount = self.ammo_cells > 0;
526                         ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
527                 }
528                 else
529                 {
530                         ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
531                         ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
532                 }
533                 return ammo_amount;
534         }
535         else if (req == WR_CHECKAMMO2)
536         {
537                 if(autocvar_g_balance_electro_combo_safeammocheck) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
538                 {
539                         ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
540                         ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
541                 }
542                 else
543                 {
544                         ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
545                         ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
546                 }
547                 return ammo_amount;
548         }
549         else if (req == WR_RESETPLAYER)
550         {
551                 self.electro_secondarytime = time;
552         }
553         else if (req == WR_RELOAD)
554         {
555                 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");
556         }
557         else if (req == WR_SUICIDEMESSAGE)
558         {
559                 if(w_deathtype & HITTYPE_SECONDARY)
560                         return WEAPON_ELECTRO_SUICIDE_ORBS;
561                 else
562                         return WEAPON_ELECTRO_SUICIDE_BOLT;
563         }
564         else if (req == WR_KILLMESSAGE)
565         {
566                 if(w_deathtype & HITTYPE_SECONDARY)
567                 {
568                         return WEAPON_ELECTRO_MURDER_ORBS;
569                 }
570                 else
571                 {
572                         if(w_deathtype & HITTYPE_BOUNCE)
573                                 return WEAPON_ELECTRO_MURDER_COMBO;
574                         else
575                                 return WEAPON_ELECTRO_MURDER_BOLT;
576                 }
577         }
578         return TRUE;
579 }
580 #endif
581 #ifdef CSQC
582 float w_electro(float req)
583 {
584         if(req == WR_IMPACTEFFECT)
585         {
586                 vector org2;
587                 org2 = w_org + w_backoff * 6;
588                 if(w_deathtype & HITTYPE_SECONDARY)
589                 {
590                         pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
591                         if(!w_issilent)
592                                 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
593                 }
594                 else
595                 {
596                         if(w_deathtype & HITTYPE_BOUNCE)
597                         {
598                                 // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
599                                 pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
600                                 if(!w_issilent)
601                                         sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
602                         }
603                         else
604                         {
605                                 pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
606                                 if(!w_issilent)
607                                         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
608                         }
609                 }
610         }
611         else if(req == WR_PRECACHE)
612         {
613                 precache_sound("weapons/electro_impact.wav");
614                 precache_sound("weapons/electro_impact_combo.wav");
615         }
616         return TRUE;
617 }
618 #endif
619 #endif