]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_electro.qc
Strip lightning gun functionality out of Electro
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_electro.qc
index bfd9ebec8885a3165e520dbd495e4b5e52c025a2..033890148567f3fd00545e62baa486ef37e19d16 100644 (file)
@@ -1,17 +1,23 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id  */ ELECTRO,
-/* function  */ w_electro,
-/* ammotype  */ IT_CELLS,
-/* impulse   */ 5,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* model     */ "electro",
-/* shortname */ "electro",
-/* fullname  */ _("Electro")
+/* WEP_##id */ ELECTRO,
+/* function */ w_electro,
+/* ammotype */ IT_CELLS,
+/* impulse  */ 5,
+/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
+/* rating   */ BOT_PICKUP_RATING_MID,
+/* model    */ "electro",
+/* netname  */ "electro",
+/* fullname */ _("Electro")
 );
+
+#ifdef SVQC
+var float autocvar_g_balance_electro_combo_comboradius_thruwall = 200;
+#endif
 #else
 #ifdef SVQC
+void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
+
 .float electro_count;
 .float electro_secondarytime;
 
@@ -20,17 +26,22 @@ void W_Plasma_Explode_Combo (void);
 void W_Plasma_TriggerCombo(vector org, float rad, entity own)
 {
        entity e;
-       e = WarpZone_FindRadius(org, rad, TRUE);
+       e = WarpZone_FindRadius(org, rad, !autocvar_g_balance_electro_combo_comboradius_thruwall);
        while (e)
        {
                if (e.classname == "plasma")
                {
                        // change owner to whoever caused the combo explosion
-                       e.realowner = own;
-                       e.takedamage = DAMAGE_NO;
-                       e.classname = "plasma_chain";
-                       e.think = W_Plasma_Explode_Combo;
-                       e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
+                       WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
+
+                       if((trace_fraction == 1) || (autocvar_g_balance_electro_combo_comboradius_thruwall >= vlen(e.WarpZone_findradius_dist)))
+                       {
+                               e.realowner = own;
+                               e.takedamage = DAMAGE_NO;
+                               e.classname = "plasma_chain";
+                               e.think = W_Plasma_Explode_Combo;
+                               e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
+                       }
                }
                e = e.chain;
        }
@@ -40,7 +51,7 @@ void W_Plasma_Explode (void)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
-                       if(IsDifferentTeam(self.realowner, other))
+                       if(DIFF_TEAM(self.realowner, other))
                                if(other.deadflag == DEAD_NO)
                                        if(IsFlying(other))
                                                Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
@@ -49,7 +60,7 @@ void W_Plasma_Explode (void)
        self.takedamage = DAMAGE_NO;
        if (self.movetype == MOVETYPE_BOUNCE)
        {
-               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);
+               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);
        }
        else
        {
@@ -79,7 +90,7 @@ void W_Plasma_Touch (void)
                W_Plasma_Explode ();
        } else {
                //UpdateCSQCProjectile(self);
-               spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
+               spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
                self.projectiledeathtype |= HITTYPE_BOUNCE;
        }
 }
@@ -97,10 +108,10 @@ void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float dea
 
        // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
        float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
-       
+
        if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
-               return; // g_projectiles_damage says to halt    
-       
+               return; // g_projectiles_damage says to halt
+
        self.health = self.health - damage;
        if (self.health <= 0)
        {
@@ -212,167 +223,6 @@ void W_Electro_Attack2()
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-.vector hook_start, hook_end;
-float lgbeam_send(entity to, float sf)
-{
-       WriteByte(MSG_ENTITY, ENT_CLIENT_ELECTRO_BEAM);
-       sf = sf & 0x7F;
-       if(sound_allowed(MSG_BROADCAST, self.realowner))
-               sf |= 0x80;
-       WriteByte(MSG_ENTITY, sf);
-       if(sf & 1)
-       {
-               WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
-               WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
-       }
-       if(sf & 2)
-       {
-               WriteCoord(MSG_ENTITY, self.hook_start_x);
-               WriteCoord(MSG_ENTITY, self.hook_start_y);
-               WriteCoord(MSG_ENTITY, self.hook_start_z);
-       }
-       if(sf & 4)
-       {
-               WriteCoord(MSG_ENTITY, self.hook_end_x);
-               WriteCoord(MSG_ENTITY, self.hook_end_y);
-               WriteCoord(MSG_ENTITY, self.hook_end_z);
-       }
-       return TRUE;
-}
-.entity lgbeam;
-.float prevlgfire;
-float lgbeam_checkammo()
-{
-       if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
-               return TRUE;
-       else if(autocvar_g_balance_electro_reload_ammo)
-               return self.realowner.clip_load > 0;
-       else
-               return self.realowner.ammo_cells > 0;
-}
-
-entity lgbeam_owner_ent;
-void lgbeam_think()
-{
-       entity owner_player;
-       owner_player = self.realowner;
-
-       owner_player.prevlgfire = time;
-       if (self != owner_player.lgbeam)
-       {
-               remove(self);
-               return;
-       }
-
-       if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
-       {
-               if(self == owner_player.lgbeam)
-                       owner_player.lgbeam = world;
-               remove(self);
-               return;
-       }
-
-       self.nextthink = time;
-
-       makevectors(owner_player.v_angle);
-
-       float dt, f;
-       dt = frametime;
-
-       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
-       if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
-       {
-               if(autocvar_g_balance_electro_primary_ammo)
-               {
-                       if(autocvar_g_balance_electro_reload_ammo)
-                       {
-                               dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
-                               owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
-                               owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
-                       }
-                       else
-                       {
-                               dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
-                               owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
-                       }
-               }
-       }
-
-       W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
-       if(!lgbeam_owner_ent)
-       {
-               lgbeam_owner_ent = spawn();
-               lgbeam_owner_ent.classname = "lgbeam_owner_ent";
-       }
-       WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
-
-       // apply the damage
-       if(trace_ent)
-       {
-               vector force;
-               force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
-
-               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));
-
-               if(accuracy_isgooddamage(owner_player, trace_ent))
-                       accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
-               Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
-       }
-       W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
-
-       // draw effect
-       if(w_shotorg != self.hook_start)
-       {
-               self.SendFlags |= 2;
-               self.hook_start = w_shotorg;
-       }
-       if(w_shotend != self.hook_end)
-       {
-               self.SendFlags |= 4;
-               self.hook_end = w_shotend;
-       }
-}
-
-// experimental lightning gun
-void W_Electro_Attack3 (void)
-{
-       // only play fire sound if 0.5 sec has passed since player let go the fire button
-       if(time - self.prevlgfire > 0.5)
-               sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
-
-       entity beam, oldself;
-
-       self.lgbeam = beam = spawn();
-       beam.classname = "lgbeam";
-       beam.solid = SOLID_NOT;
-       beam.think = lgbeam_think;
-       beam.owner = beam.realowner = self;
-       beam.movetype = MOVETYPE_NONE;
-       beam.shot_spread = 0;
-       beam.bot_dodge = TRUE;
-       beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
-       Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
-
-       oldself = self;
-       self = beam;
-       self.think();
-       self = oldself;
-}
-
-void ElectroInit()
-{
-       weapon_action(WEP_ELECTRO, WR_PRECACHE);
-       electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
-       electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
-       electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
-       electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
-}
-
-void spawnfunc_weapon_electro (void)
-{
-       weapon_defaultspawnfunc(WEP_ELECTRO);
-}
-
 void w_electro_checkattack()
 {
        if(self.electro_count > 1)
@@ -389,99 +239,70 @@ void w_electro_checkattack()
 }
 
 .float bot_secondary_electromooth;
-.float BUTTON_ATCK_prev;
 float w_electro(float req)
 {
        float ammo_amount;
-       if (req == WR_AIM)
+       switch(req)
        {
-               self.BUTTON_ATCK=FALSE;
-               self.BUTTON_ATCK2=FALSE;
-               if(vlen(self.origin-self.enemy.origin) > 1000)
-                       self.bot_secondary_electromooth = 0;
-               if(self.bot_secondary_electromooth == 0)
+               case WR_AIM:
                {
-                       float shoot;
+                       self.BUTTON_ATCK=FALSE;
+                       self.BUTTON_ATCK2=FALSE;
+                       if(vlen(self.origin-self.enemy.origin) > 1000)
+                               self.bot_secondary_electromooth = 0;
+                       if(self.bot_secondary_electromooth == 0)
+                       {
+                               float shoot;
 
-                       if(autocvar_g_balance_electro_primary_speed)
-                               shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
-                       else
-                               shoot = bot_aim(1000000, 0, 0.001, FALSE);
+                               if(autocvar_g_balance_electro_primary_speed)
+                                       shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
+                               else
+                                       shoot = bot_aim(1000000, 0, 0.001, FALSE);
 
-                       if(shoot)
-                       {
-                               self.BUTTON_ATCK = TRUE;
-                               if(random() < 0.01) self.bot_secondary_electromooth = 1;
+                               if(shoot)
+                               {
+                                       self.BUTTON_ATCK = TRUE;
+                                       if(random() < 0.01) self.bot_secondary_electromooth = 1;
+                               }
                        }
-               }
-               else
-               {
-                       if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_grenadelauncher_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE))
+                       else
                        {
-                               self.BUTTON_ATCK2 = TRUE;
-                               if(random() < 0.03) self.bot_secondary_electromooth = 0;
+                               if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_mortar_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
+                               {
+                                       self.BUTTON_ATCK2 = TRUE;
+                                       if(random() < 0.03) self.bot_secondary_electromooth = 0;
+                               }
                        }
+                       
+                       return TRUE;
                }
-       }
-       else if (req == WR_THINK)
-       {
-               if(autocvar_g_balance_electro_reload_ammo) // forced reload
+               case WR_THINK:
                {
-                       ammo_amount = 0;
-                       if(autocvar_g_balance_electro_lightning)
+                       if(autocvar_g_balance_electro_reload_ammo) // forced reload
                        {
-                               if(self.clip_load > 0)
+                               ammo_amount = 0;
+                               if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
                                        ammo_amount = 1;
-                       }
-                       else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
-                               ammo_amount = 1;
-                       if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
-                               ammo_amount += 1;
+                               if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
+                                       ammo_amount += 1;
 
-                       if(!ammo_amount)
-                       {
-                               weapon_action(self.weapon, WR_RELOAD);
-                               return FALSE;
-                       }
-               }
-               if (self.BUTTON_ATCK)
-               {
-                       if(autocvar_g_balance_electro_lightning)
-                               if(self.BUTTON_ATCK_prev)
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
-
-                       if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
-                       {
-                               if(autocvar_g_balance_electro_lightning)
-                               {
-                                       if ((!self.lgbeam) || wasfreed(self.lgbeam))
-                                       {
-                                               W_Electro_Attack3();
-                                       }
-                                       if(!self.BUTTON_ATCK_prev)
-                                       {
-                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
-                                               self.BUTTON_ATCK_prev = 1;
-                                       }
-                               }
-                               else
+                               if(!ammo_amount)
                                {
-                                       W_Electro_Attack();
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+                                       WEP_ACTION(self.weapon, WR_RELOAD);
+                                       return FALSE;
                                }
+                               
+                               return TRUE;
                        }
-               } else {
-                       if(autocvar_g_balance_electro_lightning)
+                       if (self.BUTTON_ATCK)
                        {
-                               if (self.BUTTON_ATCK_prev != 0)
+                               if(weapon_prepareattack(0, autocvar_g_balance_electro_primary_refire))
                                {
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
-                                       ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
+                                               W_Electro_Attack();
+                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
                                }
-                               self.BUTTON_ATCK_prev = 0;
                        }
-
-                       if (self.BUTTON_ATCK2)
+                       else if(self.BUTTON_ATCK2)
                        {
                                if (time >= self.electro_secondarytime)
                                if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
@@ -492,87 +313,76 @@ float w_electro(float req)
                                        self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
                                }
                        }
+
+                       return TRUE;
                }
-       }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/weapons/g_electro.md3");
-               precache_model ("models/weapons/v_electro.md3");
-               precache_model ("models/weapons/h_electro.iqm");
-               precache_sound ("weapons/electro_bounce.wav");
-               precache_sound ("weapons/electro_fire.wav");
-               precache_sound ("weapons/electro_fire2.wav");
-               precache_sound ("weapons/electro_impact.wav");
-               precache_sound ("weapons/electro_impact_combo.wav");
-               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
-               if(autocvar_g_balance_electro_lightning)
+               case WR_INIT:
                {
-                       precache_sound ("weapons/lgbeam_fire.wav");
+                       precache_model ("models/weapons/g_electro.md3");
+                       precache_model ("models/weapons/v_electro.md3");
+                       precache_model ("models/weapons/h_electro.iqm");
+                       precache_sound ("weapons/electro_bounce.wav");
+                       precache_sound ("weapons/electro_fire.wav");
+                       precache_sound ("weapons/electro_fire2.wav");
+                       precache_sound ("weapons/electro_impact.wav");
+                       precache_sound ("weapons/electro_impact_combo.wav");
+                       return TRUE;
                }
-       }
-       else if (req == WR_SETUP)
-       {
-               weapon_setup(WEP_ELECTRO);
-               self.current_ammo = ammo_cells;
-       }
-       else if (req == WR_CHECKAMMO1)
-       {
-               if(autocvar_g_balance_electro_lightning)
+               case WR_SETUP:
                {
-                       if(!autocvar_g_balance_electro_primary_ammo)
-                               ammo_amount = 1;
-                       else
-                               ammo_amount = self.ammo_cells > 0;
-                       ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
+                       self.current_ammo = ammo_cells;
+                       return TRUE;
                }
-               else
+               case WR_CHECKAMMO1:
                {
                        ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
                        ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
+                       return ammo_amount;
                }
-               return ammo_amount;
-       }
-       else if (req == WR_CHECKAMMO2)
-       {
-               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.
+               case WR_CHECKAMMO2:
                {
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
+                       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.
+                       {
+                               ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
+                               ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
+                       }
+                       else
+                       {
+                               ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+                               ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
+                       }
+                       return ammo_amount;
                }
-               else
+               case WR_RESETPLAYER:
                {
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
+                       self.electro_secondarytime = time;
+                       return TRUE;
                }
-               return ammo_amount;
-       }
-       else if (req == WR_RESETPLAYER)
-       {
-               self.electro_secondarytime = time;
-       }
-       else if (req == WR_RELOAD)
-       {
-               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");
-       }
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-                       return WEAPON_ELECTRO_SUICIDE_ORBS;
-               else
-                       return WEAPON_ELECTRO_SUICIDE_BOLT;
-       }
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
+               case WR_RELOAD:
                {
-                       return WEAPON_ELECTRO_MURDER_ORBS;
+                       W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), "weapons/reload.wav");
+                       return TRUE;
                }
-               else
+               case WR_SUICIDEMESSAGE:
                {
-                       if(w_deathtype & HITTYPE_BOUNCE)
-                               return WEAPON_ELECTRO_MURDER_COMBO;
+                       if(w_deathtype & HITTYPE_SECONDARY)
+                               return WEAPON_ELECTRO_SUICIDE_ORBS;
                        else
-                               return WEAPON_ELECTRO_MURDER_BOLT;
+                               return WEAPON_ELECTRO_SUICIDE_BOLT;
+               }
+               case WR_KILLMESSAGE:
+               {
+                       if(w_deathtype & HITTYPE_SECONDARY)
+                       {
+                               return WEAPON_ELECTRO_MURDER_ORBS;
+                       }
+                       else
+                       {
+                               if(w_deathtype & HITTYPE_BOUNCE)
+                                       return WEAPON_ELECTRO_MURDER_COMBO;
+                               else
+                                       return WEAPON_ELECTRO_MURDER_BOLT;
+                       }
                }
        }
        return TRUE;
@@ -581,37 +391,43 @@ float w_electro(float req)
 #ifdef CSQC
 float w_electro(float req)
 {
-       if(req == WR_IMPACTEFFECT)
+       switch(req)
        {
-               vector org2;
-               org2 = w_org + w_backoff * 6;
-               if(w_deathtype & HITTYPE_SECONDARY)
+               case WR_IMPACTEFFECT:
                {
-                       pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
-               }
-               else
-               {
-                       if(w_deathtype & HITTYPE_BOUNCE)
+                       vector org2;
+                       org2 = w_org + w_backoff * 6;
+                       if(w_deathtype & HITTYPE_SECONDARY)
                        {
-                               // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
-                               pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
+                               pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
                                if(!w_issilent)
-                                       sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTN_NORM);
+                                       sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
                        }
                        else
                        {
-                               pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
-                               if(!w_issilent)
-                                       sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
+                               if(w_deathtype & HITTYPE_BOUNCE)
+                               {
+                                       // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
+                                       pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
+                                       if(!w_issilent)
+                                               sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
+                               }
+                               else
+                               {
+                                       pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
+                                       if(!w_issilent)
+                                               sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
+                               }
                        }
+                       
+                       return TRUE;
+               }
+               case WR_INIT:
+               {
+                       precache_sound("weapons/electro_impact.wav");
+                       precache_sound("weapons/electro_impact_combo.wav");
+                       return TRUE;
                }
-       }
-       else if(req == WR_PRECACHE)
-       {
-               precache_sound("weapons/electro_impact.wav");
-               precache_sound("weapons/electro_impact_combo.wav");
        }
        return TRUE;
 }