#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_crylink() { weapon_defaultspawnfunc(WEP_CRYLINK); }
+void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK); }
void W_Crylink_CheckLinks(entity e)
{
}
// force projectile to explode
-void W_Crylink_LinkExplode (entity e, entity e2)
+void W_Crylink_LinkExplode(entity e, entity e2)
{
float a;
if(e == e.realowner.crylink_lastgroup)
e.realowner.crylink_lastgroup = world;
-
+
float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
-
+
RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other);
W_Crylink_LinkExplode(e.queuenext, e2);
e.classname = "spike_oktoremove";
- remove (e);
+ remove(e);
}
// adjust towards center
return targ_origin;
}
-void W_Crylink_LinkJoinEffect_Think()
+void W_Crylink_LinkJoinEffect_Think(void)
{
// is there at least 2 projectiles very close?
entity e, p;
if(n >= 2)
{
float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
-
+
if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
{
n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
{
- entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, FALSE);
+ entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, false);
float hit_friendly = 0;
float hit_enemy = 0;
else
++hit_enemy;
}
-
+
head = head.chain;
}
- return (hit_enemy ? FALSE : hit_friendly);
+ return (hit_enemy ? false : hit_friendly);
}
// NO bounce protection, as bounces are limited!
-void W_Crylink_Touch (void)
+void W_Crylink_Touch(void)
{
float finalhit;
float f;
f *= a;
float totaldamage = RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * f, self.projectiledeathtype, other);
-
+
if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(self, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
{
if(self == self.realowner.crylink_lastgroup)
self.realowner.crylink_lastgroup = world;
W_Crylink_LinkExplode(self.queuenext, self);
self.classname = "spike_oktoremove";
- remove (self);
+ remove(self);
return;
}
else if(finalhit)
self.projectiledeathtype |= HITTYPE_BOUNCE;
// commented out as it causes a little hitch...
//if(proj.cnt == 0)
- // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
+ // CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
}
-void W_Crylink_Fadethink (void)
+void W_Crylink_Fadethink(void)
{
W_Crylink_Dequeue(self);
remove(self);
}
-void W_Crylink_Attack (void)
+void W_Crylink_Attack(void)
{
float counter, shots;
entity proj, prevproj, firstproj;
if(WEP_CVAR_PRI(crylink, joinexplode))
maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
+ W_SetupShot(self, false, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
{
- proj = spawn ();
+ proj = spawn();
proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = self;
proj.classname = "spike";
- proj.bot_dodge = TRUE;
+ proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
if(shots == 1) {
proj.queuenext = proj;
proj.projectiledeathtype = WEP_CRYLINK;
//proj.gravity = 0.001;
- setorigin (proj, w_shotorg);
+ setorigin(proj, w_shotorg);
setsize(proj, '0 0 0', '0 0 0');
s = '0 0 0';
- if (counter == 0)
+ if(counter == 0)
s = '0 0 0';
else
{
makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
- s_y = v_forward_x;
- s_z = v_forward_y;
+ s.y = v_forward.x;
+ s.z = v_forward.y;
}
s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
- W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, FALSE);
+ W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
proj.touch = W_Crylink_Touch;
proj.think = W_Crylink_Fadethink;
proj.cnt = WEP_CVAR_PRI(crylink, bounces);
//proj.scale = 1 + 1 * proj.cnt;
- proj.angles = vectoangles (proj.velocity);
+ proj.angles = vectoangles(proj.velocity);
//proj.glow_size = 20;
proj.flags = FL_PROJECTILE;
proj.missile_flags = MIF_SPLASH;
-
- CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
+
+ CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
}
}
-void W_Crylink_Attack2 (void)
+void W_Crylink_Attack2(void)
{
float counter, shots;
entity proj, prevproj, firstproj;
if(WEP_CVAR_SEC(crylink, joinexplode))
maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
+ W_SetupShot(self, false, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
{
- proj = spawn ();
+ proj = spawn();
proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = self;
proj.classname = "spike";
- proj.bot_dodge = TRUE;
+ proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
if(shots == 1) {
proj.queuenext = proj;
proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
//proj.gravity = 0.001;
- setorigin (proj, w_shotorg);
+ setorigin(proj, w_shotorg);
setsize(proj, '0 0 0', '0 0 0');
if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
{
s = '0 0 0';
- if (counter == 0)
+ if(counter == 0)
s = '0 0 0';
else
{
makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
- s_y = v_forward_x;
- s_z = v_forward_y;
+ s.y = v_forward.x;
+ s.z = v_forward.y;
}
s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
- s = w_shotdir + right * s_y + up * s_z;
+ s = w_shotdir + right * s.y + up * s.z;
}
else
{
s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
}
- W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, FALSE);
+ W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);
proj.touch = W_Crylink_Touch;
proj.think = W_Crylink_Fadethink;
if(counter == (shots - 1) / 2)
proj.cnt = WEP_CVAR_SEC(crylink, bounces);
//proj.scale = 1 + 1 * proj.cnt;
- proj.angles = vectoangles (proj.velocity);
+ proj.angles = vectoangles(proj.velocity);
//proj.glow_size = 20;
proj.flags = FL_PROJECTILE;
proj.missile_flags = MIF_SPLASH;
-
- CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
+
+ CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
{
case WR_AIM:
{
- if (random() < 0.10)
- self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), FALSE);
+ if(random() < 0.10)
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
else
- self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), FALSE);
-
- return TRUE;
+ self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
+
+ return true;
}
case WR_THINK:
{
if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
WEP_ACTION(self.weapon, WR_RELOAD);
- if (self.BUTTON_ATCK)
+ if(self.BUTTON_ATCK)
{
- if (self.crylink_waitrelease != 1)
- if (weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
+ if(self.crylink_waitrelease != 1)
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
{
W_Crylink_Attack();
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
{
- if (self.crylink_waitrelease != 2)
- if (weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
+ if(self.crylink_waitrelease != 2)
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
{
W_Crylink_Attack2();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
}
}
- if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
+ if((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
{
- if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
+ if(!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
{
// fired and released now!
if(self.crylink_lastgroup)
vector pos;
entity linkjoineffect;
float isprimary = (self.crylink_waitrelease == 1);
-
+
pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
linkjoineffect = spawn();
}
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
- precache_model ("models/weapons/g_crylink.md3");
- precache_model ("models/weapons/v_crylink.md3");
- precache_model ("models/weapons/h_crylink.iqm");
- precache_sound ("weapons/crylink_fire.wav");
- precache_sound ("weapons/crylink_fire2.wav");
- precache_sound ("weapons/crylink_linkjoin.wav");
- CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ precache_model("models/weapons/g_crylink.md3");
+ precache_model("models/weapons/v_crylink.md3");
+ precache_model("models/weapons/h_crylink.iqm");
+ precache_sound("weapons/crylink_fire.wav");
+ precache_sound("weapons/crylink_fire2.wav");
+ precache_sound("weapons/crylink_linkjoin.wav");
+ CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_CHECKAMMO1:
{
// don't "run out of ammo" and switch weapons while waiting for release
if(self.crylink_lastgroup && self.crylink_waitrelease)
- return TRUE;
+ return true;
ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_PRI(crylink, ammo);
{
// don't "run out of ammo" and switch weapons while waiting for release
if(self.crylink_lastgroup && self.crylink_waitrelease)
- return TRUE;
+ return true;
ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_SEC(crylink, ammo);
}
case WR_CONFIG:
{
- CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RELOAD:
{
W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), "weapons/reload.wav");
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_CRYLINK_MURDER;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
if(!w_issilent)
sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/crylink_impact2.wav");
precache_sound("weapons/crylink_impact.wav");
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif