2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink"));
6 .float crylink_waitrelease;
7 .entity crylink_lastgroup;
12 void W_Crylink_CheckLinks(entity e)
18 error("W_Crylink_CheckLinks: entity is world");
19 if(e.classname != "spike" || wasfreed(e))
20 error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
23 for(i = 0; i < 1000; ++i)
25 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
26 error("W_Crylink_CheckLinks: queue is inconsistent");
32 error("W_Crylink_CheckLinks: infinite chain");
35 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
37 W_Crylink_CheckLinks(next);
38 if(me == own.crylink_lastgroup)
39 own.crylink_lastgroup = ((me == next) ? world : next);
40 prev.queuenext = next;
41 next.queueprev = prev;
42 me.classname = "spike_oktoremove";
44 W_Crylink_CheckLinks(next);
47 void W_Crylink_Dequeue(entity e)
49 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
52 // force projectile to explode
53 void W_Crylink_LinkExplode (entity e, entity e2)
56 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
58 if(e == e.realowner.crylink_lastgroup)
59 e.realowner.crylink_lastgroup = world;
61 if(e.projectiledeathtype & HITTYPE_SECONDARY)
62 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other);
64 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other);
67 W_Crylink_LinkExplode(e.queuenext, e2);
69 e.classname = "spike_oktoremove";
73 // adjust towards center
74 // returns the origin where they will meet... and the time till the meeting is
75 // stored in w_crylink_linkjoin_time.
76 // could possibly network this origin and time, and display a special particle
77 // effect when projectiles meet there :P
78 // jspeed: MINIMUM jing speed
79 // jtime: MAXIMUM jing time (0: none)
80 float w_crylink_linkjoin_time;
81 vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
83 vector avg_origin, avg_velocity;
88 // FIXME remove this debug code
89 W_Crylink_CheckLinks(e);
91 w_crylink_linkjoin_time = 0;
93 avg_origin = e.origin;
94 avg_velocity = e.velocity;
96 for(p = e; (p = p.queuenext) != e; )
98 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
99 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
102 avg_origin *= (1.0 / n);
103 avg_velocity *= (1.0 / n);
106 return avg_origin; // nothing to do
108 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
109 avg_dist = pow(vlen(e.origin - avg_origin), 2);
110 for(p = e; (p = p.queuenext) != e; )
111 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
112 avg_dist *= (1.0 / n);
113 avg_dist = sqrt(avg_dist);
116 return avg_origin; // no change needed
118 if(jspeed == 0 && jtime == 0)
120 e.velocity = avg_velocity;
121 UpdateCSQCProjectile(e);
122 for(p = e; (p = p.queuenext) != e; )
124 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
125 UpdateCSQCProjectile(p);
133 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
135 w_crylink_linkjoin_time = jtime;
138 w_crylink_linkjoin_time = avg_dist / jspeed;
139 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
141 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
142 UpdateCSQCProjectile(e);
143 for(p = e; (p = p.queuenext) != e; )
145 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
146 UpdateCSQCProjectile(p);
150 // jspeed -> +infinity:
151 // w_crylink_linkjoin_time -> +0
152 // targ_origin -> avg_origin
153 // p->velocity -> HUEG towards center
155 // w_crylink_linkjoin_time -> +/- infinity
156 // targ_origin -> avg_velocity * +/- infinity
157 // p->velocity -> avg_velocity
158 // jspeed -> -infinity:
159 // w_crylink_linkjoin_time -> -0
160 // targ_origin -> avg_origin
161 // p->velocity -> HUEG away from center
164 W_Crylink_CheckLinks(e);
169 void W_Crylink_LinkJoinEffect_Think()
171 // is there at least 2 projectiles very close?
174 e = self.owner.crylink_lastgroup;
178 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
180 for(p = e; (p = p.queuenext) != e; )
182 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
187 if(e.projectiledeathtype & HITTYPE_SECONDARY)
189 if(autocvar_g_balance_crylink_secondary_joinexplode)
191 n = n / autocvar_g_balance_crylink_secondary_shots;
192 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
193 autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
194 autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
195 autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
197 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
202 if(autocvar_g_balance_crylink_primary_joinexplode)
204 n = n / autocvar_g_balance_crylink_primary_shots;
205 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
206 autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
207 autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
208 autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
210 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
218 // NO bounce protection, as bounces are limited!
219 void W_Crylink_Touch (void)
226 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
228 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
232 f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
235 if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_primary_linkexplode)
237 if(self == self.realowner.crylink_lastgroup)
238 self.realowner.crylink_lastgroup = world;
239 W_Crylink_LinkExplode(self.queuenext, self);
240 self.classname = "spike_oktoremove";
247 W_Crylink_Dequeue(self);
251 self.cnt = self.cnt - 1;
252 self.angles = vectoangles(self.velocity);
254 self.projectiledeathtype |= HITTYPE_BOUNCE;
255 // commented out as it causes a little hitch...
257 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
260 void W_Crylink_Touch2 (void)
267 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
269 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
273 f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
276 if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_secondary_linkexplode)
278 if(self == self.realowner.crylink_lastgroup)
279 self.realowner.crylink_lastgroup = world;
280 W_Crylink_LinkExplode(self.queuenext, self);
281 self.classname = "spike_oktoremove";
288 W_Crylink_Dequeue(self);
292 self.cnt = self.cnt - 1;
293 self.angles = vectoangles(self.velocity);
295 self.projectiledeathtype |= HITTYPE_BOUNCE;
296 // commented out as it causes a little hitch...
298 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
301 void W_Crylink_Fadethink (void)
303 W_Crylink_Dequeue(self);
307 void W_Crylink_Attack (void)
309 local float counter, shots;
310 local entity proj, prevproj, firstproj;
312 vector forward, right, up;
315 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
317 maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
318 maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
319 if(autocvar_g_balance_crylink_primary_joinexplode)
320 maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
322 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
327 shots = autocvar_g_balance_crylink_primary_shots;
328 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
330 while (counter < shots)
333 proj.realowner = proj.owner = self;
334 proj.classname = "spike";
335 proj.bot_dodge = TRUE;
336 proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
338 proj.queuenext = proj;
339 proj.queueprev = proj;
341 else if(counter == 0) { // first projectile, store in firstproj for now
344 else if(counter == shots - 1) { // last projectile, link up with first projectile
345 prevproj.queuenext = proj;
346 firstproj.queueprev = proj;
347 proj.queuenext = firstproj;
348 proj.queueprev = prevproj;
350 else { // else link up with previous projectile
351 prevproj.queuenext = proj;
352 proj.queueprev = prevproj;
357 proj.movetype = MOVETYPE_BOUNCEMISSILE;
358 PROJECTILE_MAKETRIGGER(proj);
359 proj.projectiledeathtype = WEP_CRYLINK;
360 //proj.gravity = 0.001;
362 setorigin (proj, w_shotorg);
363 setsize(proj, '0 0 0', '0 0 0');
371 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
375 s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
376 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
377 proj.touch = W_Crylink_Touch;
379 proj.think = W_Crylink_Fadethink;
382 proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
383 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
384 proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
388 proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
389 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
390 proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
392 proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
393 proj.cnt = autocvar_g_balance_crylink_primary_bounces;
394 //proj.scale = 1 + 1 * proj.cnt;
396 proj.angles = vectoangles (proj.velocity);
398 //proj.glow_size = 20;
400 proj.flags = FL_PROJECTILE;
402 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
404 other = proj; MUTATOR_CALLHOOK(EditProjectile);
406 counter = counter + 1;
408 if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
410 self.crylink_lastgroup = proj;
411 W_Crylink_CheckLinks(proj);
412 self.crylink_waitrelease = 1;
416 void W_Crylink_Attack2 (void)
418 local float counter, shots;
419 local entity proj, prevproj, firstproj;
422 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
424 maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
425 maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
426 if(autocvar_g_balance_crylink_secondary_joinexplode)
427 maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
429 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
431 shots = autocvar_g_balance_crylink_secondary_shots;
432 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
434 while (counter < shots)
437 proj.realowner = proj.owner = self;
438 proj.classname = "spike";
439 proj.bot_dodge = TRUE;
440 proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
442 proj.queuenext = proj;
443 proj.queueprev = proj;
445 else if(counter == 0) { // first projectile, store in firstproj for now
448 else if(counter == shots - 1) { // last projectile, link up with first projectile
449 prevproj.queuenext = proj;
450 firstproj.queueprev = proj;
451 proj.queuenext = firstproj;
452 proj.queueprev = prevproj;
454 else { // else link up with previous projectile
455 prevproj.queuenext = proj;
456 proj.queueprev = prevproj;
461 proj.movetype = MOVETYPE_BOUNCEMISSILE;
462 PROJECTILE_MAKETRIGGER(proj);
463 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
464 //proj.gravity = 0.001;
466 setorigin (proj, w_shotorg);
467 setsize(proj, '0 0 0', '0 0 0');
469 W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor), v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
470 proj.touch = W_Crylink_Touch2;
471 proj.think = W_Crylink_Fadethink;
472 if(counter == (shots - 1) / 2)
474 proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
475 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
476 proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
480 proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
481 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
482 proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
484 proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
485 proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
486 //proj.scale = 1 + 1 * proj.cnt;
488 proj.angles = vectoangles (proj.velocity);
490 //proj.glow_size = 20;
492 proj.flags = FL_PROJECTILE;
494 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
496 other = proj; MUTATOR_CALLHOOK(EditProjectile);
498 counter = counter + 1;
500 if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
502 self.crylink_lastgroup = proj;
503 W_Crylink_CheckLinks(proj);
504 self.crylink_waitrelease = 2;
508 void spawnfunc_weapon_crylink (void)
510 weapon_defaultspawnfunc(WEP_CRYLINK);
513 float w_crylink(float req)
519 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
521 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
523 else if (req == WR_THINK)
525 if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
526 weapon_action(self.weapon, WR_RELOAD);
528 if (self.BUTTON_ATCK)
530 if (self.crylink_waitrelease != 1)
531 if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
534 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
538 if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
540 if (self.crylink_waitrelease != 2)
541 if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
544 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
548 if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
550 if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
552 // fired and released now!
553 if(self.crylink_lastgroup)
556 entity linkjoineffect;
558 if(self.crylink_waitrelease == 1)
560 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed, autocvar_g_balance_crylink_primary_jointime);
565 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed, autocvar_g_balance_crylink_secondary_jointime);
568 linkjoineffect = spawn();
569 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
570 linkjoineffect.classname = "linkjoineffect";
571 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
572 linkjoineffect.owner = self;
573 setorigin(linkjoineffect, pos);
575 self.crylink_waitrelease = 0;
576 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
577 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
580 self.cnt = WEP_CRYLINK;
581 self.switchweapon = w_getbestweapon(self);
586 else if (req == WR_PRECACHE)
588 precache_model ("models/weapons/g_crylink.md3");
589 precache_model ("models/weapons/v_crylink.md3");
590 precache_model ("models/weapons/h_crylink.iqm");
591 precache_sound ("weapons/crylink_fire.wav");
592 precache_sound ("weapons/crylink_fire2.wav");
593 precache_sound ("weapons/crylink_linkjoin.wav");
594 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
596 else if (req == WR_SETUP)
598 weapon_setup(WEP_CRYLINK);
599 self.current_ammo = ammo_cells;
601 else if (req == WR_CHECKAMMO1)
603 // don't "run out of ammo" and switch weapons while waiting for release
604 if(self.crylink_lastgroup && self.crylink_waitrelease)
607 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
608 ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_primary_ammo;
611 else if (req == WR_CHECKAMMO2)
613 // don't "run out of ammo" and switch weapons while waiting for release
614 if(self.crylink_lastgroup && self.crylink_waitrelease)
617 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
618 ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo;
621 else if (req == WR_RELOAD)
623 W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav");
629 float w_crylink(float req)
631 if(req == WR_IMPACTEFFECT)
634 org2 = w_org + w_backoff * 2;
635 if(w_deathtype & HITTYPE_SECONDARY)
637 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
639 sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
643 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
645 sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
648 else if(req == WR_PRECACHE)
650 precache_sound("weapons/crylink_impact2.wav");
651 precache_sound("weapons/crylink_impact.wav");
653 else if (req == WR_SUICIDEMESSAGE)
655 w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink");
657 else if (req == WR_KILLMESSAGE)
659 if(w_deathtype & HITTYPE_BOUNCE)
660 w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be)
661 else if(w_deathtype & HITTYPE_SPLASH)
662 w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY
664 w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY