#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;
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;
}
{
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);
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
{
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;
}
}
// 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)
{
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)
}
.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))
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;
#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;
}