4 /* ammotype */ ATTRIB(Crylink, ammo_field, .int, ammo_cells);
5 /* impulse */ ATTRIB(Crylink, impulse, int, 6);
6 /* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB);
7 /* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
8 /* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1');
9 /* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
11 /* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
13 /* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
14 /* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
15 /* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink");
16 /* refname */ ATTRIB(Crylink, netname, string, "crylink");
17 /* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, BOTH) \
22 P(class, prefix, animtime, float, BOTH) \
23 P(class, prefix, bouncedamagefactor, float, BOTH) \
24 P(class, prefix, bounces, float, BOTH) \
25 P(class, prefix, damage, float, BOTH) \
26 P(class, prefix, edgedamage, float, BOTH) \
27 P(class, prefix, force, float, BOTH) \
28 P(class, prefix, joindelay, float, BOTH) \
29 P(class, prefix, joinexplode, float, BOTH) \
30 P(class, prefix, joinexplode_damage, float, BOTH) \
31 P(class, prefix, joinexplode_edgedamage, float, BOTH) \
32 P(class, prefix, joinexplode_force, float, BOTH) \
33 P(class, prefix, joinexplode_radius, float, BOTH) \
34 P(class, prefix, joinspread, float, BOTH) \
35 P(class, prefix, linkexplode, float, BOTH) \
36 P(class, prefix, middle_fadetime, float, BOTH) \
37 P(class, prefix, middle_lifetime, float, BOTH) \
38 P(class, prefix, other_fadetime, float, BOTH) \
39 P(class, prefix, other_lifetime, float, BOTH) \
40 P(class, prefix, radius, float, BOTH) \
41 P(class, prefix, refire, float, BOTH) \
42 P(class, prefix, reload_ammo, float, NONE) \
43 P(class, prefix, reload_time, float, NONE) \
44 P(class, prefix, secondary, float, NONE) \
45 P(class, prefix, shots, float, BOTH) \
46 P(class, prefix, speed, float, BOTH) \
47 P(class, prefix, spreadtype, float, SEC) \
48 P(class, prefix, spread, float, BOTH) \
49 P(class, prefix, switchdelay_drop, float, NONE) \
50 P(class, prefix, switchdelay_raise, float, NONE) \
51 P(class, prefix, weaponreplace, string, NONE) \
52 P(class, prefix, weaponstartoverride, float, NONE) \
53 P(class, prefix, weaponstart, float, NONE) \
54 P(class, prefix, weaponthrowable, float, NONE) \
56 W_PROPS(X, Crylink, crylink)
60 REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink));
64 .float crylink_waitrelease;
65 .entity crylink_lastgroup;
73 spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(this, WEP_CRYLINK); }
75 void W_Crylink_CheckLinks(entity e)
81 error("W_Crylink_CheckLinks: entity is NULL");
82 if(e.classname != "spike" || wasfreed(e))
83 error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
86 for(i = 0; i < 1000; ++i)
88 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
89 error("W_Crylink_CheckLinks: queue is inconsistent");
95 error("W_Crylink_CheckLinks: infinite chain");
98 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
100 W_Crylink_CheckLinks(next);
101 .entity weaponentity = me.weaponentity_fld;
102 if(me == own.(weaponentity).crylink_lastgroup)
103 own.(weaponentity).crylink_lastgroup = ((me == next) ? NULL : next);
104 prev.queuenext = next;
105 next.queueprev = prev;
106 me.classname = "spike_oktoremove";
108 W_Crylink_CheckLinks(next);
111 void W_Crylink_Dequeue(entity e)
113 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
116 void W_Crylink_Reset(entity this)
118 W_Crylink_Dequeue(this);
122 // force projectile to explode
123 void W_Crylink_LinkExplode(entity e, entity e2, entity directhitentity)
130 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
132 .entity weaponentity = e.weaponentity_fld;
133 if(e == e.realowner.(weaponentity).crylink_lastgroup)
134 e.realowner.(weaponentity).crylink_lastgroup = NULL;
136 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
138 RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius),
139 NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, directhitentity);
141 W_Crylink_LinkExplode(e.queuenext, e2, directhitentity);
143 e.classname = "spike_oktoremove";
147 // adjust towards center
148 // returns the origin where they will meet... and the time till the meeting is
149 // stored in w_crylink_linkjoin_time.
150 // could possibly network this origin and time, and display a special particle
151 // effect when projectiles meet there :P
152 // jspeed: joining speed (calculate this as join spread * initial speed)
153 float w_crylink_linkjoin_time;
154 vector W_Crylink_LinkJoin(entity e, float jspeed)
156 vector avg_origin, avg_velocity;
161 // FIXME remove this debug code
162 W_Crylink_CheckLinks(e);
164 w_crylink_linkjoin_time = 0;
166 avg_origin = e.origin;
167 avg_velocity = e.velocity;
169 for(p = e; (p = p.queuenext) != e; )
171 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
172 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
175 avg_origin *= (1.0 / n);
176 avg_velocity *= (1.0 / n);
179 return avg_origin; // nothing to do
181 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
182 avg_dist = pow(vlen(e.origin - avg_origin), 2);
183 for(p = e; (p = p.queuenext) != e; )
184 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
185 avg_dist *= (1.0 / n);
186 avg_dist = sqrt(avg_dist);
189 return avg_origin; // no change needed
193 e.velocity = avg_velocity;
194 UpdateCSQCProjectile(e);
195 for(p = e; (p = p.queuenext) != e; )
197 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
198 UpdateCSQCProjectile(p);
200 targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
204 w_crylink_linkjoin_time = avg_dist / jspeed;
205 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
207 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
208 UpdateCSQCProjectile(e);
209 for(p = e; (p = p.queuenext) != e; )
211 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
212 UpdateCSQCProjectile(p);
216 // jspeed -> +infinity:
217 // w_crylink_linkjoin_time -> +0
218 // targ_origin -> avg_origin
219 // p->velocity -> HUEG towards center
221 // w_crylink_linkjoin_time -> +/- infinity
222 // targ_origin -> avg_velocity * +/- infinity
223 // p->velocity -> avg_velocity
224 // jspeed -> -infinity:
225 // w_crylink_linkjoin_time -> -0
226 // targ_origin -> avg_origin
227 // p->velocity -> HUEG away from center
230 W_Crylink_CheckLinks(e);
235 void W_Crylink_LinkJoinEffect_Think(entity this)
237 // is there at least 2 projectiles very close?
240 .entity weaponentity = this.weaponentity_fld;
241 e = this.owner.(weaponentity).crylink_lastgroup;
245 if(vlen2(e.origin - this.origin) < vlen2(e.velocity) * frametime)
247 for(p = e; (p = p.queuenext) != e; )
249 if(vlen2(p.origin - this.origin) < vlen2(p.velocity) * frametime)
254 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
256 if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
258 n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
262 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
263 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
264 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
267 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
268 e.projectiledeathtype,
271 Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, this.origin, '0 0 0', n);
278 float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
280 entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, false);
281 float hit_friendly = 0;
286 if((head.takedamage != DAMAGE_NO) && (!IS_DEAD(head)))
288 if(SAME_TEAM(head, projectile.realowner))
297 return (hit_enemy ? false : hit_friendly);
300 // NO bounce protection, as bounces are limited!
301 void W_Crylink_Touch(entity this, entity toucher)
305 float isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
306 PROJECTILE_TOUCH(this, toucher);
309 a = bound(0, 1 - (time - this.fade_time) * this.fade_rate, 1);
311 finalhit = ((this.cnt <= 0) || (toucher.takedamage != DAMAGE_NO));
315 f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor);
319 float totaldamage = RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, toucher);
321 if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(this, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
323 .entity weaponentity = this.weaponentity_fld;
324 if(this == this.realowner.(weaponentity).crylink_lastgroup)
325 this.realowner.(weaponentity).crylink_lastgroup = NULL;
326 W_Crylink_LinkExplode(this.queuenext, this, toucher);
327 this.classname = "spike_oktoremove";
334 W_Crylink_Dequeue(this);
338 this.cnt = this.cnt - 1;
339 this.angles = vectoangles(this.velocity);
341 this.projectiledeathtype |= HITTYPE_BOUNCE;
342 // commented out as it causes a little hitch...
344 // CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
347 void W_Crylink_Fadethink(entity this)
349 W_Crylink_Dequeue(this);
353 void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity)
355 float counter, shots;
356 entity proj, prevproj, firstproj;
358 vector forward, right, up;
361 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(crylink, ammo), weaponentity);
363 maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
364 maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
365 if(WEP_CVAR_PRI(crylink, joinexplode))
366 maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
368 W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg);
373 shots = WEP_CVAR_PRI(crylink, shots);
374 Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
375 proj = prevproj = firstproj = NULL;
376 for(counter = 0; counter < shots; ++counter)
379 proj.reset = W_Crylink_Reset;
380 proj.realowner = proj.owner = actor;
381 proj.weaponentity_fld = weaponentity;
382 proj.bot_dodge = true;
383 proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
385 proj.queuenext = proj;
386 proj.queueprev = proj;
388 else if(counter == 0) { // first projectile, store in firstproj for now
391 else if(counter == shots - 1) { // last projectile, link up with first projectile
392 prevproj.queuenext = proj;
393 firstproj.queueprev = proj;
394 proj.queuenext = firstproj;
395 proj.queueprev = prevproj;
397 else { // else link up with previous projectile
398 prevproj.queuenext = proj;
399 proj.queueprev = prevproj;
404 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
405 PROJECTILE_MAKETRIGGER(proj);
406 proj.projectiledeathtype = WEP_CRYLINK.m_id;
407 //proj.gravity = 0.001;
409 setorigin(proj, w_shotorg);
410 setsize(proj, '0 0 0', '0 0 0');
418 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
422 s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
423 W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
424 settouch(proj, W_Crylink_Touch);
426 setthink(proj, W_Crylink_Fadethink);
429 proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
430 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime);
431 proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime);
435 proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime);
436 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime);
437 proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime);
439 proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay);
440 proj.cnt = WEP_CVAR_PRI(crylink, bounces);
441 //proj.scale = 1 + 1 * proj.cnt;
443 proj.angles = vectoangles(proj.velocity);
445 //proj.glow_size = 20;
447 proj.flags = FL_PROJECTILE;
448 IL_PUSH(g_projectiles, proj);
449 IL_PUSH(g_bot_dodge, proj);
450 proj.missile_flags = MIF_SPLASH;
452 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
454 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
456 if(WEP_CVAR_PRI(crylink, joinspread) != 0)
458 actor.(weaponentity).crylink_lastgroup = proj;
459 W_Crylink_CheckLinks(proj);
460 actor.(weaponentity).crylink_waitrelease = 1;
464 void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
466 float counter, shots;
467 entity proj, prevproj, firstproj;
469 vector forward, right, up;
472 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(crylink, ammo), weaponentity);
474 maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
475 maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
476 if(WEP_CVAR_SEC(crylink, joinexplode))
477 maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
479 W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg);
484 shots = WEP_CVAR_SEC(crylink, shots);
485 Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
486 proj = prevproj = firstproj = NULL;
487 for(counter = 0; counter < shots; ++counter)
490 proj.weaponentity_fld = weaponentity;
491 proj.reset = W_Crylink_Reset;
492 proj.realowner = proj.owner = actor;
493 proj.bot_dodge = true;
494 proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
496 proj.queuenext = proj;
497 proj.queueprev = proj;
499 else if(counter == 0) { // first projectile, store in firstproj for now
502 else if(counter == shots - 1) { // last projectile, link up with first projectile
503 prevproj.queuenext = proj;
504 firstproj.queueprev = proj;
505 proj.queuenext = firstproj;
506 proj.queueprev = prevproj;
508 else { // else link up with previous projectile
509 prevproj.queuenext = proj;
510 proj.queueprev = prevproj;
515 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
516 PROJECTILE_MAKETRIGGER(proj);
517 proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY;
518 //proj.gravity = 0.001;
520 setorigin(proj, w_shotorg);
521 setsize(proj, '0 0 0', '0 0 0');
523 if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
530 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
534 s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
535 s = w_shotdir + right * s.y + up * s.z;
539 s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
542 W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);
543 settouch(proj, W_Crylink_Touch);
544 setthink(proj, W_Crylink_Fadethink);
545 if(counter == (shots - 1) / 2)
547 proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
548 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime);
549 proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime);
553 proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime);
554 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime);
555 proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime);
557 proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay);
558 proj.cnt = WEP_CVAR_SEC(crylink, bounces);
559 //proj.scale = 1 + 1 * proj.cnt;
561 proj.angles = vectoangles(proj.velocity);
563 //proj.glow_size = 20;
565 proj.flags = FL_PROJECTILE;
566 IL_PUSH(g_projectiles, proj);
567 IL_PUSH(g_bot_dodge, proj);
568 proj.missile_flags = MIF_SPLASH;
570 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
572 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
574 if(WEP_CVAR_SEC(crylink, joinspread) != 0)
576 actor.(weaponentity).crylink_lastgroup = proj;
577 W_Crylink_CheckLinks(proj);
578 actor.(weaponentity).crylink_waitrelease = 2;
582 METHOD(Crylink, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
585 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
587 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
589 METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
591 if(autocvar_g_balance_crylink_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
592 thiswep.wr_reload(thiswep, actor, weaponentity);
597 if(actor.(weaponentity).crylink_waitrelease != 1)
598 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
600 W_Crylink_Attack(thiswep, actor, weaponentity);
601 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
605 if((fire & 2) && autocvar_g_balance_crylink_secondary)
607 if(actor.(weaponentity).crylink_waitrelease != 2)
608 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
610 W_Crylink_Attack2(thiswep, actor, weaponentity);
611 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
615 if((actor.(weaponentity).crylink_waitrelease == 1 && !(fire & 1)) || (actor.(weaponentity).crylink_waitrelease == 2 && !(fire & 2)))
617 if(!actor.(weaponentity).crylink_lastgroup || time > actor.(weaponentity).crylink_lastgroup.teleport_time)
619 // fired and released now!
620 if(actor.(weaponentity).crylink_lastgroup)
623 entity linkjoineffect;
624 float isprimary = (actor.(weaponentity).crylink_waitrelease == 1);
626 pos = W_Crylink_LinkJoin(actor.(weaponentity).crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
628 linkjoineffect = new(linkjoineffect);
629 linkjoineffect.weaponentity_fld = weaponentity;
630 setthink(linkjoineffect, W_Crylink_LinkJoinEffect_Think);
631 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
632 linkjoineffect.owner = actor;
633 setorigin(linkjoineffect, pos);
635 actor.(weaponentity).crylink_waitrelease = 0;
636 if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !thiswep.wr_checkammo2(thiswep, actor, weaponentity))
637 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
640 actor.cnt = WEP_CRYLINK.m_id;
641 actor.(weaponentity).m_switchweapon = w_getbestweapon(actor, weaponentity);
646 METHOD(Crylink, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
648 // don't "run out of ammo" and switch weapons while waiting for release
649 if(actor.(weaponentity).crylink_lastgroup && actor.(weaponentity).crylink_waitrelease)
652 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo);
653 ammo_amount += actor.(weaponentity).(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
656 METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
658 // don't "run out of ammo" and switch weapons while waiting for release
659 if(actor.(weaponentity).crylink_lastgroup && actor.(weaponentity).crylink_waitrelease)
662 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo);
663 ammo_amount += actor.(weaponentity).(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
666 METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
668 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND_RELOAD);
670 METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep))
672 return WEAPON_CRYLINK_SUICIDE;
674 METHOD(Crylink, wr_killmessage, Notification(entity thiswep))
676 return WEAPON_CRYLINK_MURDER;
680 METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor))
683 org2 = w_org + w_backoff * 2;
684 if(w_deathtype & HITTYPE_SECONDARY)
686 pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);
688 sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
692 pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1);
694 sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);