]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_nex.qc
Merge remote-tracking branch 'origin/master' into samual/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_nex.qc
index dc3c30ff6123692543bb051949741febc5ed8804..6b5f4a2ff4b162319b56742ed65763e80bc12e6f 100644 (file)
@@ -1,17 +1,53 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id  */ NEX,
-/* function  */ w_nex,
-/* ammotype  */ IT_CELLS,
-/* impulse   */ 7,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating    */ BOT_PICKUP_RATING_HIGH,
-/* model     */ "nex",
-/* shortname */ "nex",
-/* fullname  */ _("Nex")
+/* WEP_##id */ NEX,
+/* function */ w_nex,
+/* ammotype */ IT_CELLS,
+/* impulse  */ 7,
+/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating   */ BOT_PICKUP_RATING_HIGH,
+/* model    */ "nex",
+/* netname  */ "nex",
+/* fullname */ _("Nex")
 );
+
+#define NEX_SETTINGS(weapon) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, force) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_mindist) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_maxdist) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_halflife) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, damagefalloff_forcehalflife) \
+       WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_mindmg) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_shot_multiplier) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_animlimit) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_limit) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_rate) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_rate) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_rot_pause) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_start) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_minspeed) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_maxspeed) \
+       WEP_ADD_CVAR(weapon, MO_NONE, charge_velocity_rate) \
+       WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  chargepool) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  chargepool_regen) \
+       WEP_ADD_CVAR(weapon, MO_SEC,  chargepool_pause_regen) \
+       WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+       WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+       WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+       WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
+#ifdef SVQC
+NEX_SETTINGS(nex)
+#endif
 #else
 #ifdef SVQC
+void spawnfunc_weapon_nex (void) { weapon_defaultspawnfunc(WEP_NEX); }
 
 void SendCSQCNexBeamParticle(float charge) {
        vector v;
@@ -30,34 +66,22 @@ void SendCSQCNexBeamParticle(float charge) {
 void W_Nex_Attack (float issecondary)
 {
        float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
-       if(issecondary)
-       {
-               mydmg = autocvar_g_balance_nex_secondary_damage;
-               myforce = autocvar_g_balance_nex_secondary_force;
-               mymindist = autocvar_g_balance_nex_secondary_damagefalloff_mindist;
-               mymaxdist = autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
-               myhalflife = autocvar_g_balance_nex_secondary_damagefalloff_halflife;
-               myforcehalflife = autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
-               myammo = autocvar_g_balance_nex_secondary_ammo;
-       }
-       else
-       {
-               mydmg = autocvar_g_balance_nex_primary_damage;
-               myforce = autocvar_g_balance_nex_primary_force;
-               mymindist = autocvar_g_balance_nex_primary_damagefalloff_mindist;
-               mymaxdist = autocvar_g_balance_nex_primary_damagefalloff_maxdist;
-               myhalflife = autocvar_g_balance_nex_primary_damagefalloff_halflife;
-               myforcehalflife = autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
-               myammo = autocvar_g_balance_nex_primary_ammo;
-       }
+       
+       mydmg = WEP_CVAR_BOTH(nex, !issecondary, damage);
+       myforce = WEP_CVAR_BOTH(nex, !issecondary, force);
+       mymindist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_mindist);
+       mymaxdist = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_maxdist);
+       myhalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_halflife);
+       myforcehalflife = WEP_CVAR_BOTH(nex, !issecondary, damagefalloff_forcehalflife);
+       myammo = WEP_CVAR_BOTH(nex, !issecondary, ammo);
 
        float flying;
        flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
 
-       if(autocvar_g_balance_nex_charge)
+       if(WEP_CVAR(nex, charge))
        {
-               charge = autocvar_g_balance_nex_charge_mindmg / mydmg + (1 - autocvar_g_balance_nex_charge_mindmg / mydmg) * self.nex_charge;
-               self.nex_charge *= autocvar_g_balance_nex_charge_shot_multiplier; // do this AFTER setting mydmg/myforce
+               charge = WEP_CVAR(nex, charge_mindmg) / mydmg + (1 - WEP_CVAR(nex, charge_mindmg) / mydmg) * self.nex_charge;
+               self.nex_charge *= WEP_CVAR(nex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
                // O RLY? -- divVerent
                // YA RLY -- FruitieX
        }
@@ -67,9 +91,9 @@ void W_Nex_Attack (float issecondary)
        myforce *= charge;
 
        W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", CH_WEAPON_A, mydmg);
-       if(charge > autocvar_g_balance_nex_charge_animlimit && autocvar_g_balance_nex_charge_animlimit) // if the Nex is overcharged, we play an extra sound
+       if(charge > WEP_CVAR(nex, charge_animlimit) && WEP_CVAR(nex, charge_animlimit)) // if the Nex is overcharged, we play an extra sound
        {
-               sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * autocvar_g_balance_nex_charge_animlimit) / (1 - 0.5 * autocvar_g_balance_nex_charge_animlimit), ATTN_NORM);
+               sound (self, CH_WEAPON_B, "weapons/nexcharge.wav", VOL_BASE * (charge - 0.5 * WEP_CVAR(nex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(nex, charge_animlimit)), ATTN_NORM);
        }
 
        yoda = 0;
@@ -91,165 +115,178 @@ float w_nex(float req)
 {
        float dt;
        float ammo_amount;
-       if (req == WR_AIM)
+       switch(req)
        {
-               if(bot_aim(1000000, 0, 1, FALSE))
-                       self.BUTTON_ATCK = TRUE;
-               else
+               case WR_AIM:
                {
-                       if(autocvar_g_balance_nex_charge)
-                               self.BUTTON_ATCK2 = TRUE;
-               }
-       }
-       else if (req == WR_THINK)
-       {
-               if(autocvar_g_balance_nex_charge && self.nex_charge < autocvar_g_balance_nex_charge_limit)
-                       self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_rate * frametime / W_TICSPERFRAME);
-
-               if(autocvar_g_balance_nex_secondary_chargepool)
-                       if(self.nex_chargepool_ammo < 1)
+                       if(bot_aim(1000000, 0, 1, FALSE))
+                               self.BUTTON_ATCK = TRUE;
+                       else
                        {
-                               if(self.nex_chargepool_pauseregen_finished < time)
-                                       self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + autocvar_g_balance_nex_secondary_chargepool_regen * frametime / W_TICSPERFRAME);
-                               self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_nex_secondary_chargepool_pause_health_regen);
+                               if(WEP_CVAR(nex, charge))
+                                       self.BUTTON_ATCK2 = TRUE;
                        }
-
-               if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo)) // forced reload
-                       weapon_action(self.weapon, WR_RELOAD);
-               else
+                       return TRUE;
+               }
+               case WR_THINK:
                {
-                       if (self.BUTTON_ATCK)
-                       {
-                               if (weapon_prepareattack(0, autocvar_g_balance_nex_primary_refire))
+                       if(WEP_CVAR(nex, charge) && self.nex_charge < WEP_CVAR(nex, charge_limit))
+                               self.nex_charge = min(1, self.nex_charge + WEP_CVAR(nex, charge_rate) * frametime / W_TICSPERFRAME);
+                               
+                       if(WEP_CVAR_SEC(nex, chargepool))
+                               if(self.nex_chargepool_ammo < 1)
                                {
-                                       W_Nex_Attack(0);
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_primary_animtime, w_ready);
+                                       if(self.nex_chargepool_pauseregen_finished < time)
+                                               self.nex_chargepool_ammo = min(1, self.nex_chargepool_ammo + WEP_CVAR_SEC(nex, chargepool_regen) * frametime / W_TICSPERFRAME);
+                                       self.pauseregen_finished = max(self.pauseregen_finished, time + WEP_CVAR_SEC(nex, chargepool_pause_regen));
                                }
-                       }
-                       if ((autocvar_g_balance_nex_secondary_charge && !autocvar_g_balance_nex_secondary) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
+
+                       if(autocvar_g_balance_nex_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo))) // forced reload
+                               WEP_ACTION(self.weapon, WR_RELOAD);
+                       else
                        {
-                               if(autocvar_g_balance_nex_secondary_charge)
+                               if (self.BUTTON_ATCK)
                                {
-                                       self.nex_charge_rottime = time + autocvar_g_balance_nex_charge_rot_pause;
-                                       dt = frametime / W_TICSPERFRAME;
-
-                                       if(self.nex_charge < 1)
+                                       if (weapon_prepareattack(0, WEP_CVAR_PRI(nex, refire)))
                                        {
-                                               if(autocvar_g_balance_nex_secondary_chargepool)
+                                               W_Nex_Attack(0);
+                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(nex, animtime), w_ready);
+                                       }
+                               }
+                               if ((WEP_CVAR(nex, charge) && !WEP_CVAR(nex, secondary)) ? (self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) : self.BUTTON_ATCK2)
+                               {
+                                       if(WEP_CVAR(nex, charge))
+                                       {
+                                               self.nex_charge_rottime = time + WEP_CVAR(nex, charge_rot_pause);
+                                               dt = frametime / W_TICSPERFRAME;
+
+                                               if(self.nex_charge < 1)
                                                {
-                                                       if(autocvar_g_balance_nex_secondary_ammo)
+                                                       if(WEP_CVAR_SEC(nex, chargepool))
                                                        {
-                                                               // always deplete if secondary is held
-                                                               self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - autocvar_g_balance_nex_secondary_ammo * dt);
+                                                               if(WEP_CVAR_SEC(nex, ammo))
+                                                               {
+                                                                       // always deplete if secondary is held
+                                                                       self.nex_chargepool_ammo = max(0, self.nex_chargepool_ammo - WEP_CVAR_SEC(nex, ammo) * dt);
 
-                                                               dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
-                                                               self.nex_chargepool_pauseregen_finished = time + autocvar_g_balance_nex_secondary_chargepool_pause_regen;
-                                                               dt = min(dt, self.nex_chargepool_ammo);
-                                                               dt = max(0, dt);
+                                                                       dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
+                                                                       self.nex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(nex, chargepool_pause_regen);
+                                                                       dt = min(dt, self.nex_chargepool_ammo);
+                                                                       dt = max(0, dt);
 
-                                                               self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+                                                                       self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
+                                                               }
                                                        }
-                                               }
 
-                                               else if(autocvar_g_balance_nex_secondary_ammo)
-                                               {
-                                                       if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
+                                                       else if(WEP_CVAR_SEC(nex, ammo))
                                                        {
-                                                               dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
-                                                               if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                                                               if(self.BUTTON_ATCK2) // only eat ammo when the button is pressed
                                                                {
-                                                                       // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
-                                                                       if(autocvar_g_balance_nex_reload_ammo)
+                                                                       dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
+                                                                       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                                                                        {
-                                                                               dt = min(dt, (self.clip_load - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
-                                                                               dt = max(0, dt);
-                                                                               if(dt > 0)
+                                                                               // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+                                                                               if(autocvar_g_balance_nex_reload_ammo)
                                                                                {
-                                                                                       self.clip_load = max(autocvar_g_balance_nex_secondary_ammo, self.clip_load - autocvar_g_balance_nex_secondary_ammo * dt);
+                                                                                       dt = min(dt, (self.clip_load - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
+                                                                                       dt = max(0, dt);
+                                                                                       if(dt > 0)
+                                                                                       {
+                                                                                               self.clip_load = max(WEP_CVAR_SEC(nex, ammo), self.clip_load - WEP_CVAR_SEC(nex, ammo) * dt);
+                                                                                       }
+                                                                                       self.(weapon_load[WEP_NEX]) = self.clip_load;
                                                                                }
-                                                                               self.(weapon_load[WEP_NEX]) = self.clip_load;
-                                                                       }
-                                                                       else
-                                                                       {
-                                                                               dt = min(dt, (self.ammo_cells - autocvar_g_balance_nex_primary_ammo) / autocvar_g_balance_nex_secondary_ammo);
-                                                                               dt = max(0, dt);
-                                                                               if(dt > 0)
+                                                                               else
                                                                                {
-                                                                                       self.ammo_cells = max(autocvar_g_balance_nex_secondary_ammo, self.ammo_cells - autocvar_g_balance_nex_secondary_ammo * dt);
+                                                                                       dt = min(dt, (self.ammo_cells - WEP_CVAR_PRI(nex, ammo)) / WEP_CVAR_SEC(nex, ammo));
+                                                                                       dt = max(0, dt);
+                                                                                       if(dt > 0)
+                                                                                       {
+                                                                                               self.ammo_cells = max(WEP_CVAR_SEC(nex, ammo), self.ammo_cells - WEP_CVAR_SEC(nex, ammo) * dt);
+                                                                                       }
                                                                                }
                                                                        }
+                                                                       self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
                                                                }
-                                                               self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
                                                        }
-                                               }
 
-                                               else
-                                               {
-                                                       dt = min(dt, (1 - self.nex_charge) / autocvar_g_balance_nex_secondary_charge_rate);
-                                                       self.nex_charge += dt * autocvar_g_balance_nex_secondary_charge_rate;
+                                                       else
+                                                       {
+                                                               dt = min(dt, (1 - self.nex_charge) / WEP_CVAR(nex, charge_rate));
+                                                               self.nex_charge += dt * WEP_CVAR(nex, charge_rate);
+                                                       }
                                                }
                                        }
-                               }
-                               else if(autocvar_g_balance_nex_secondary)
-                               {
-                                       if (weapon_prepareattack(0, autocvar_g_balance_nex_secondary_refire))
+                                       else if(WEP_CVAR(nex, secondary))
                                        {
-                                               W_Nex_Attack(1);
-                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nex_secondary_animtime, w_ready);
+                                               if (weapon_prepareattack(0, WEP_CVAR_SEC(nex, refire)))
+                                               {
+                                                       W_Nex_Attack(1);
+                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(nex, animtime), w_ready);
+                                               }
                                        }
                                }
                        }
+                       
+                       return TRUE;
                }
-       }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/nexflash.md3");
-               precache_model ("models/weapons/g_nex.md3");
-               precache_model ("models/weapons/v_nex.md3");
-               precache_model ("models/weapons/h_nex.iqm");
-               precache_sound ("weapons/nexfire.wav");
-               precache_sound ("weapons/nexcharge.wav");
-               precache_sound ("weapons/nexwhoosh1.wav");
-               precache_sound ("weapons/nexwhoosh2.wav");
-               precache_sound ("weapons/nexwhoosh3.wav");
-               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
-       }
-       else if (req == WR_SETUP)
-       {
-               weapon_setup(WEP_NEX);
-               self.current_ammo = ammo_cells;
-       }
-       else if (req == WR_CHECKAMMO1)
-       {
-               ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_primary_ammo;
-               ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_primary_ammo);
-               return ammo_amount;
-       }
-       else if (req == WR_CHECKAMMO2)
-       {
-               if(autocvar_g_balance_nex_secondary)
+               case WR_INIT:
                {
-                       // don't allow charging if we don't have enough ammo
-                       ammo_amount = self.ammo_cells >= autocvar_g_balance_nex_secondary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_NEX]) >= autocvar_g_balance_nex_secondary_ammo;    
+                       precache_model ("models/nexflash.md3");
+                       precache_model ("models/weapons/g_nex.md3");
+                       precache_model ("models/weapons/v_nex.md3");
+                       precache_model ("models/weapons/h_nex.iqm");
+                       precache_sound ("weapons/nexfire.wav");
+                       precache_sound ("weapons/nexcharge.wav");
+                       precache_sound ("weapons/nexwhoosh1.wav");
+                       precache_sound ("weapons/nexwhoosh2.wav");
+                       precache_sound ("weapons/nexwhoosh3.wav");
+                       WEP_SET_PROPS(NEX_SETTINGS(nex), WEP_NEX)
+                       return TRUE;
+               }
+               case WR_SETUP:
+               {
+                       self.current_ammo = ammo_cells;
+                       return TRUE;
+               }
+               case WR_CHECKAMMO1:
+               {
+                       ammo_amount = self.ammo_cells >= WEP_CVAR_PRI(nex, ammo);
+                       ammo_amount += (autocvar_g_balance_nex_reload_ammo && self.(weapon_load[WEP_NEX]) >= WEP_CVAR_PRI(nex, ammo));
                        return ammo_amount;
                }
-               else
+               case WR_CHECKAMMO2:
                {
-                       return FALSE; // zoom is not a fire mode
+                       if(WEP_CVAR(nex, secondary))
+                       {
+                               // don't allow charging if we don't have enough ammo
+                               ammo_amount = self.ammo_cells >= WEP_CVAR_SEC(nex, ammo);
+                               ammo_amount += self.(weapon_load[WEP_NEX]) >= WEP_CVAR_SEC(nex, ammo);  
+                               return ammo_amount;
+                       }
+                       else
+                       {
+                               return FALSE; // zoom is not a fire mode
+                       }
+               }
+               case WR_CONFIG:
+               {
+                       WEP_CONFIG_SETTINGS(NEX_SETTINGS(nex))
+                       return TRUE;
+               }
+               case WR_RELOAD:
+               {
+                       W_Reload(min(WEP_CVAR_PRI(nex, ammo), WEP_CVAR_SEC(nex, ammo)), "weapons/reload.wav");
+                       return TRUE;
+               }
+               case WR_SUICIDEMESSAGE:
+               {
+                       return WEAPON_THINKING_WITH_PORTALS;
+               }
+               case WR_KILLMESSAGE:
+               {
+                       return WEAPON_NEX_MURDER;
                }
-       }
-       else if (req == WR_RELOAD)
-       {
-               W_Reload(min(autocvar_g_balance_nex_primary_ammo, autocvar_g_balance_nex_secondary_ammo), autocvar_g_balance_nex_reload_ammo, autocvar_g_balance_nex_reload_time, "weapons/reload.wav");
-       }
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               return WEAPON_THINKING_WITH_PORTALS;
-       }
-       else if (req == WR_KILLMESSAGE)
-       {
-               return WEAPON_NEX_MURDER;
        }
        return TRUE;
 }
@@ -257,17 +294,23 @@ float w_nex(float req)
 #ifdef CSQC
 float w_nex(float req)
 {
-       if(req == WR_IMPACTEFFECT)
-       {
-               vector org2;
-               org2 = w_org + w_backoff * 6;
-               pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
-               if(!w_issilent)
-                       sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
-       }
-       else if(req == WR_PRECACHE)
+       switch(req)
        {
-               precache_sound("weapons/neximpact.wav");
+               case WR_IMPACTEFFECT:
+               {
+                       vector org2;
+                       org2 = w_org + w_backoff * 6;
+                       pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
+                       if(!w_issilent)
+                               sound(self, CH_SHOTS, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
+                               
+                       return TRUE;
+               }
+               case WR_INIT:
+               {
+                       precache_sound("weapons/neximpact.wav");
+                       return TRUE;
+               }
        }
        return TRUE;
 }