if(e == world)
error("W_Crylink_CheckLinks: entity is world");
- if(e.classname != "spike")
- error("W_Crylink_CheckLinks: entity is not a spike");
+ if(e.classname != "spike" || wasfreed(e))
+ error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
p = e;
for(i = 0; i < 1000; ++i)
own.crylink_lastgroup = ((me == next) ? world : next);
prev.queuenext = next;
next.queueprev = prev;
+ me.classname = "spike_oktoremove";
if(me != next)
W_Crylink_CheckLinks(next);
}
W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
}
+void W_Crylink_Reset(void)
+{
+ W_Crylink_Dequeue(self);
+ remove(self);
+}
+
// force projectile to explode
void W_Crylink_LinkExplode (entity e, entity e2)
{
float a;
+
+ if(e == e2)
+ return;
+
a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
if(e == e.realowner.crylink_lastgroup)
else
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);
- if(e.queuenext != e2)
- W_Crylink_LinkExplode(e.queuenext, e2);
+ W_Crylink_LinkExplode(e.queuenext, e2);
+ e.classname = "spike_oktoremove";
remove (e);
}
remove(self);
}
-
// NO bounce protection, as bounces are limited!
void W_Crylink_Touch (void)
{
float finalhit;
float f;
- //PROJECTILE_TOUCH;
- local entity savenext, saveprev, saveown;
- saveown = self.realowner;
- savenext = self.queuenext;
- saveprev = self.queueprev;
- if(WarpZone_Projectile_Touch())
- {
- if(wasfreed(self))
- W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
- return;
- }
+ PROJECTILE_TOUCH;
float a;
a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
if(self == self.realowner.crylink_lastgroup)
self.realowner.crylink_lastgroup = world;
W_Crylink_LinkExplode(self.queuenext, self);
+ self.classname = "spike_oktoremove";
remove (self);
return;
}
{
float finalhit;
float f;
- //PROJECTILE_TOUCH;
- local entity savenext, saveprev, saveown;
- savenext = self.queuenext;
- saveprev = self.queueprev;
- saveown = self.realowner;
- if(WarpZone_Projectile_Touch())
- {
- if(wasfreed(self))
- W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
- return;
- }
+ PROJECTILE_TOUCH;
float a;
a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
if(self == self.realowner.crylink_lastgroup)
self.realowner.crylink_lastgroup = world;
W_Crylink_LinkExplode(self.queuenext, self);
+ self.classname = "spike_oktoremove";
remove (self);
return;
}
if(autocvar_g_balance_crylink_primary_joinexplode)
maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CHAN_WEAPON, maxdmg);
+ W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
while (counter < shots)
{
proj = spawn ();
+ proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
counter = counter + 1;
}
- self.crylink_lastgroup = proj;
- W_Crylink_CheckLinks(proj);
+ if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
+ {
+ self.crylink_lastgroup = proj;
+ W_Crylink_CheckLinks(proj);
+ self.crylink_waitrelease = 1;
+ }
}
void W_Crylink_Attack2 (void)
if(autocvar_g_balance_crylink_secondary_joinexplode)
maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg);
+ W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
shots = autocvar_g_balance_crylink_secondary_shots;
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
while (counter < shots)
{
proj = spawn ();
+ proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
counter = counter + 1;
}
- self.crylink_lastgroup = proj;
+ if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
+ {
+ self.crylink_lastgroup = proj;
+ W_Crylink_CheckLinks(proj);
+ self.crylink_waitrelease = 2;
+ }
}
void spawnfunc_weapon_crylink (void)
{
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
weapon_action(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK)
+
+ if (self.BUTTON_ATCK)
{
- if (!self.crylink_waitrelease)
+ if (self.crylink_waitrelease != 1)
if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
{
W_Crylink_Attack();
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
- if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
- self.crylink_waitrelease = 1;
}
}
- else if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
+
+ if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
{
- if (!self.crylink_waitrelease)
+ if (self.crylink_waitrelease != 2)
if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
{
W_Crylink_Attack2();
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
- if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
- self.crylink_waitrelease = 2;
}
}
- else
+
+ if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
{
- if (self.crylink_waitrelease && (!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)
}
self.crylink_waitrelease = 0;
if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
// ran out of ammo!
self.cnt = WEP_CRYLINK;
precache_sound ("weapons/crylink_fire.wav");
precache_sound ("weapons/crylink_fire2.wav");
precache_sound ("weapons/crylink_linkjoin.wav");
- precache_sound ("weapons/reload.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
{
pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
}
else
{
pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
}
}
else if(req == WR_PRECACHE)