]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_crylink.qc
Even more floats to bool/int
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_crylink.qc
index 812f3af50cac0f527a6902c498f47a9ede7d638b..4d4430206feab00a0f9c965bc5174782d4ce3fbd 100644 (file)
@@ -1,49 +1,59 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ CRYLINK,
-/* function */ w_crylink,
-/* ammotype */ IT_CELLS,
-/* impulse  */ 6,
-/* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating   */ BOT_PICKUP_RATING_MID,
-/* model    */ "crylink",
-/* netname  */ "crylink",
-/* fullname */ _("Crylink")
+/* WEP_##id  */ CRYLINK,
+/* function  */ W_Crylink,
+/* ammotype  */ ammo_cells,
+/* impulse   */ 6,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
+/* rating    */ BOT_PICKUP_RATING_MID,
+/* color     */ '1 0.5 1',
+/* modelname */ "crylink",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshaircrylink 0.5",
+/* wepimg    */ "weaponcrylink",
+/* refname   */ "crylink",
+/* wepname   */ _("Crylink")
 );
 
-#define CRYLINK_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, edgedamage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, radius) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, force) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, spread) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, shots) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, bounces) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, bouncedamagefactor) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, middle_lifetime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, middle_fadetime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, other_lifetime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, other_fadetime) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, linkexplode) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joindelay) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinspread) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_damage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_edgedamage) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_radius) \
-       WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_force) \
-       WEP_ADD_CVAR(weapon, MO_SEC,  spreadtype) \
-       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)
+#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
+#define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, ammo) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, edgedamage) \
+       w_cvar(id, sn, BOTH, radius) \
+       w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, BOTH, spread) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, BOTH, speed) \
+       w_cvar(id, sn, BOTH, shots) \
+       w_cvar(id, sn, BOTH, bounces) \
+       w_cvar(id, sn, BOTH, bouncedamagefactor) \
+       w_cvar(id, sn, BOTH, middle_lifetime) \
+       w_cvar(id, sn, BOTH, middle_fadetime) \
+       w_cvar(id, sn, BOTH, other_lifetime) \
+       w_cvar(id, sn, BOTH, other_fadetime) \
+       w_cvar(id, sn, BOTH, linkexplode) \
+       w_cvar(id, sn, BOTH, joindelay) \
+       w_cvar(id, sn, BOTH, joinspread) \
+       w_cvar(id, sn, BOTH, joinexplode) \
+       w_cvar(id, sn, BOTH, joinexplode_damage) \
+       w_cvar(id, sn, BOTH, joinexplode_edgedamage) \
+       w_cvar(id, sn, BOTH, joinexplode_radius) \
+       w_cvar(id, sn, BOTH, joinexplode_force) \
+       w_cvar(id, sn, SEC,  spreadtype) \
+       w_cvar(id, sn, NONE, secondary) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
-CRYLINK_SETTINGS(crylink)
+CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float gravity;
 .float crylink_waitrelease;
 .entity crylink_lastgroup;
@@ -53,7 +63,7 @@ CRYLINK_SETTINGS(crylink)
 #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)
 {
@@ -102,7 +112,7 @@ void W_Crylink_Reset(void)
 }
 
 // force projectile to explode
-void W_Crylink_LinkExplode (entity e, entity e2)
+void W_Crylink_LinkExplode(entity e, entity e2)
 {
        float a;
 
@@ -113,15 +123,15 @@ void W_Crylink_LinkExplode (entity e, entity e2)
 
        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
@@ -212,7 +222,7 @@ vector W_Crylink_LinkJoin(entity e, float jspeed)
        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;
@@ -231,14 +241,22 @@ void W_Crylink_LinkJoinEffect_Think()
                if(n >= 2)
                {
                        float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
-                       
+
                        if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
                        {
                                n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
-                               RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
-                                                                                        WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
-                                                                                        WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n, e.realowner, world,
-                                                                                        WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n, e.projectiledeathtype, other);
+                               RadiusDamage(
+                                       e,
+                                       e.realowner,
+                                       WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
+                                       WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
+                                       WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
+                                       e.realowner,
+                                       world,
+                                       WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
+                                       e.projectiledeathtype,
+                                       other
+                               );
                                pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
                        }
                }
@@ -248,7 +266,7 @@ void W_Crylink_LinkJoinEffect_Think()
 
 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;
 
@@ -261,15 +279,15 @@ float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
                        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;
@@ -288,14 +306,14 @@ void W_Crylink_Touch (void)
                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)
@@ -311,16 +329,16 @@ void W_Crylink_Touch (void)
        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;
@@ -328,14 +346,14 @@ void W_Crylink_Attack (void)
        vector forward, right, up;
        float maxdmg;
 
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
+       W_DecreaseAmmo(WEP_CVAR_PRI(crylink, ammo));
 
        maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
        maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
        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;
@@ -345,11 +363,11 @@ void W_Crylink_Attack (void)
        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;
@@ -376,21 +394,21 @@ void W_Crylink_Attack (void)
                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_SetupProjectileVelocityEx(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;
@@ -410,14 +428,14 @@ void W_Crylink_Attack (void)
                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);
        }
@@ -429,7 +447,7 @@ void W_Crylink_Attack (void)
        }
 }
 
-void W_Crylink_Attack2 (void)
+void W_Crylink_Attack2(void)
 {
        float counter, shots;
        entity proj, prevproj, firstproj;
@@ -437,14 +455,14 @@ void W_Crylink_Attack2 (void)
        vector forward, right, up;
        float maxdmg;
 
-       W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
+       W_DecreaseAmmo(WEP_CVAR_SEC(crylink, ammo));
 
        maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
        maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
        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;
@@ -454,11 +472,11 @@ void W_Crylink_Attack2 (void)
        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;
@@ -485,29 +503,29 @@ void W_Crylink_Attack2 (void)
                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_SetupProjectileVelocityEx(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)
@@ -526,14 +544,14 @@ void W_Crylink_Attack2 (void)
                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);
        }
@@ -545,29 +563,29 @@ void W_Crylink_Attack2 (void)
        }
 }
 
-float w_crylink(float req)
+bool W_Crylink(int req)
 {
        float ammo_amount;
        switch(req)
        {
                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(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
+                       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);
@@ -576,17 +594,17 @@ float w_crylink(float req)
 
                        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)
@@ -594,7 +612,7 @@ float w_crylink(float req)
                                                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();
@@ -605,8 +623,8 @@ float w_crylink(float req)
                                                setorigin(linkjoineffect, pos);
                                        }
                                        self.crylink_waitrelease = 0;
-                                       if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
-                                       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+                                       if(!W_Crylink(WR_CHECKAMMO1) && !W_Crylink(WR_CHECKAMMO2))
+                                       if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                                        {
                                                // ran out of ammo!
                                                self.cnt = WEP_CRYLINK;
@@ -614,54 +632,49 @@ float w_crylink(float req)
                                        }
                                }
                        }
-                       
-                       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");
-                       WEP_SET_PROPS(CRYLINK_SETTINGS(crylink), WEP_CRYLINK)
-                       return TRUE;
-               }
-               case WR_SETUP:
-               {
-                       self.current_ammo = ammo_cells;
-                       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.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_primary_ammo;
+                       ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
+                       ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_PRI(crylink, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
                        // 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.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_secondary_ammo;
+                       ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
+                       ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_SEC(crylink, ammo);
                        return ammo_amount;
                }
                case WR_CONFIG:
                {
-                       WEP_CONFIG_SETTINGS(CRYLINK_SETTINGS(crylink))
-                       return TRUE;
+                       CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RELOAD:
                {
-                       W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), "weapons/reload.wav");
-                       return TRUE;
+                       W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), "weapons/reload.wav");
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -672,11 +685,11 @@ float w_crylink(float req)
                        return WEAPON_CRYLINK_MURDER;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float w_crylink(float req)
+bool W_Crylink(int req)
 {
        switch(req)
        {
@@ -696,17 +709,22 @@ float w_crylink(float req)
                                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 TRUE;
+       return false;
 }
 #endif
 #endif