3 /* WEP_##id */ CRYLINK,
4 /* function */ W_Crylink,
5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* modelname */ "crylink",
11 /* model */ MDL_CRYLINK_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshaircrylink 0.5",
14 /* wepimg */ "weaponcrylink",
15 /* refname */ "crylink",
16 /* wepname */ _("Crylink")
19 #define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
20 #define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21 w_cvar(id, sn, BOTH, ammo) \
22 w_cvar(id, sn, BOTH, animtime) \
23 w_cvar(id, sn, BOTH, damage) \
24 w_cvar(id, sn, BOTH, edgedamage) \
25 w_cvar(id, sn, BOTH, radius) \
26 w_cvar(id, sn, BOTH, force) \
27 w_cvar(id, sn, BOTH, spread) \
28 w_cvar(id, sn, BOTH, refire) \
29 w_cvar(id, sn, BOTH, speed) \
30 w_cvar(id, sn, BOTH, shots) \
31 w_cvar(id, sn, BOTH, bounces) \
32 w_cvar(id, sn, BOTH, bouncedamagefactor) \
33 w_cvar(id, sn, BOTH, middle_lifetime) \
34 w_cvar(id, sn, BOTH, middle_fadetime) \
35 w_cvar(id, sn, BOTH, other_lifetime) \
36 w_cvar(id, sn, BOTH, other_fadetime) \
37 w_cvar(id, sn, BOTH, linkexplode) \
38 w_cvar(id, sn, BOTH, joindelay) \
39 w_cvar(id, sn, BOTH, joinspread) \
40 w_cvar(id, sn, BOTH, joinexplode) \
41 w_cvar(id, sn, BOTH, joinexplode_damage) \
42 w_cvar(id, sn, BOTH, joinexplode_edgedamage) \
43 w_cvar(id, sn, BOTH, joinexplode_radius) \
44 w_cvar(id, sn, BOTH, joinexplode_force) \
45 w_cvar(id, sn, SEC, spreadtype) \
46 w_cvar(id, sn, NONE, secondary) \
47 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
48 w_prop(id, sn, float, reloading_time, reload_time) \
49 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
50 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
51 w_prop(id, sn, string, weaponreplace, weaponreplace) \
52 w_prop(id, sn, float, weaponstart, weaponstart) \
53 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
54 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
57 CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
59 .float crylink_waitrelease;
60 .entity crylink_lastgroup;
68 void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
70 void W_Crylink_CheckLinks(entity e)
76 error("W_Crylink_CheckLinks: entity is world");
77 if(e.classname != "spike" || wasfreed(e))
78 error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
81 for(i = 0; i < 1000; ++i)
83 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
84 error("W_Crylink_CheckLinks: queue is inconsistent");
90 error("W_Crylink_CheckLinks: infinite chain");
93 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
95 W_Crylink_CheckLinks(next);
96 if(me == own.crylink_lastgroup)
97 own.crylink_lastgroup = ((me == next) ? world : next);
98 prev.queuenext = next;
99 next.queueprev = prev;
100 me.classname = "spike_oktoremove";
102 W_Crylink_CheckLinks(next);
105 void W_Crylink_Dequeue(entity e)
107 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
110 void W_Crylink_Reset(void)
112 W_Crylink_Dequeue(self);
116 // force projectile to explode
117 void W_Crylink_LinkExplode(entity e, entity e2)
124 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
126 if(e == e.realowner.crylink_lastgroup)
127 e.realowner.crylink_lastgroup = world;
129 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
131 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);
133 W_Crylink_LinkExplode(e.queuenext, e2);
135 e.classname = "spike_oktoremove";
139 // adjust towards center
140 // returns the origin where they will meet... and the time till the meeting is
141 // stored in w_crylink_linkjoin_time.
142 // could possibly network this origin and time, and display a special particle
143 // effect when projectiles meet there :P
144 // jspeed: joining speed (calculate this as join spread * initial speed)
145 float w_crylink_linkjoin_time;
146 vector W_Crylink_LinkJoin(entity e, float jspeed)
148 vector avg_origin, avg_velocity;
153 // FIXME remove this debug code
154 W_Crylink_CheckLinks(e);
156 w_crylink_linkjoin_time = 0;
158 avg_origin = e.origin;
159 avg_velocity = e.velocity;
161 for(p = e; (p = p.queuenext) != e; )
163 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
164 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
167 avg_origin *= (1.0 / n);
168 avg_velocity *= (1.0 / n);
171 return avg_origin; // nothing to do
173 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
174 avg_dist = pow(vlen(e.origin - avg_origin), 2);
175 for(p = e; (p = p.queuenext) != e; )
176 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
177 avg_dist *= (1.0 / n);
178 avg_dist = sqrt(avg_dist);
181 return avg_origin; // no change needed
185 e.velocity = avg_velocity;
186 UpdateCSQCProjectile(e);
187 for(p = e; (p = p.queuenext) != e; )
189 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
190 UpdateCSQCProjectile(p);
192 targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
196 w_crylink_linkjoin_time = avg_dist / jspeed;
197 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
199 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
200 UpdateCSQCProjectile(e);
201 for(p = e; (p = p.queuenext) != e; )
203 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
204 UpdateCSQCProjectile(p);
208 // jspeed -> +infinity:
209 // w_crylink_linkjoin_time -> +0
210 // targ_origin -> avg_origin
211 // p->velocity -> HUEG towards center
213 // w_crylink_linkjoin_time -> +/- infinity
214 // targ_origin -> avg_velocity * +/- infinity
215 // p->velocity -> avg_velocity
216 // jspeed -> -infinity:
217 // w_crylink_linkjoin_time -> -0
218 // targ_origin -> avg_origin
219 // p->velocity -> HUEG away from center
222 W_Crylink_CheckLinks(e);
227 void W_Crylink_LinkJoinEffect_Think(void)
229 // is there at least 2 projectiles very close?
232 e = self.owner.crylink_lastgroup;
236 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
238 for(p = e; (p = p.queuenext) != e; )
240 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
245 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
247 if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
249 n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
253 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
254 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
255 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
258 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
259 e.projectiledeathtype,
262 Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, self.origin, '0 0 0', n);
269 float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
271 entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, false);
272 float hit_friendly = 0;
277 if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
279 if(SAME_TEAM(head, projectile.realowner))
288 return (hit_enemy ? false : hit_friendly);
291 // NO bounce protection, as bounces are limited!
292 void W_Crylink_Touch(void)
296 float isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
300 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
302 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
306 f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor);
310 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);
312 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)))))
314 if(self == self.realowner.crylink_lastgroup)
315 self.realowner.crylink_lastgroup = world;
316 W_Crylink_LinkExplode(self.queuenext, self);
317 self.classname = "spike_oktoremove";
324 W_Crylink_Dequeue(self);
328 self.cnt = self.cnt - 1;
329 self.angles = vectoangles(self.velocity);
331 self.projectiledeathtype |= HITTYPE_BOUNCE;
332 // commented out as it causes a little hitch...
334 // CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
337 void W_Crylink_Fadethink(void)
339 W_Crylink_Dequeue(self);
343 void W_Crylink_Attack(void)
345 float counter, shots;
346 entity proj, prevproj, firstproj;
348 vector forward, right, up;
351 W_DecreaseAmmo(WEP_CVAR_PRI(crylink, ammo));
353 maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
354 maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
355 if(WEP_CVAR_PRI(crylink, joinexplode))
356 maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
358 W_SetupShot(self, false, 2, SND(CRYLINK_FIRE), CH_WEAPON_A, maxdmg);
363 shots = WEP_CVAR_PRI(crylink, shots);
364 Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
365 proj = prevproj = firstproj = world;
366 for(counter = 0; counter < shots; ++counter)
369 proj.reset = W_Crylink_Reset;
370 proj.realowner = proj.owner = self;
371 proj.classname = "spike";
372 proj.bot_dodge = true;
373 proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
375 proj.queuenext = proj;
376 proj.queueprev = proj;
378 else if(counter == 0) { // first projectile, store in firstproj for now
381 else if(counter == shots - 1) { // last projectile, link up with first projectile
382 prevproj.queuenext = proj;
383 firstproj.queueprev = proj;
384 proj.queuenext = firstproj;
385 proj.queueprev = prevproj;
387 else { // else link up with previous projectile
388 prevproj.queuenext = proj;
389 proj.queueprev = prevproj;
394 proj.movetype = MOVETYPE_BOUNCEMISSILE;
395 PROJECTILE_MAKETRIGGER(proj);
396 proj.projectiledeathtype = WEP_CRYLINK.m_id;
397 //proj.gravity = 0.001;
399 setorigin(proj, w_shotorg);
400 setsize(proj, '0 0 0', '0 0 0');
408 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
412 s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
413 W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
414 proj.touch = W_Crylink_Touch;
416 proj.think = W_Crylink_Fadethink;
419 proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
420 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime);
421 proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime);
425 proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime);
426 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime);
427 proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime);
429 proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay);
430 proj.cnt = WEP_CVAR_PRI(crylink, bounces);
431 //proj.scale = 1 + 1 * proj.cnt;
433 proj.angles = vectoangles(proj.velocity);
435 //proj.glow_size = 20;
437 proj.flags = FL_PROJECTILE;
438 proj.missile_flags = MIF_SPLASH;
440 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
442 MUTATOR_CALLHOOK(EditProjectile, self, proj);
444 if(WEP_CVAR_PRI(crylink, joinspread) != 0)
446 self.crylink_lastgroup = proj;
447 W_Crylink_CheckLinks(proj);
448 self.crylink_waitrelease = 1;
452 void W_Crylink_Attack2(void)
454 float counter, shots;
455 entity proj, prevproj, firstproj;
457 vector forward, right, up;
460 W_DecreaseAmmo(WEP_CVAR_SEC(crylink, ammo));
462 maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
463 maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
464 if(WEP_CVAR_SEC(crylink, joinexplode))
465 maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
467 W_SetupShot(self, false, 2, SND(CRYLINK_FIRE2), CH_WEAPON_A, maxdmg);
472 shots = WEP_CVAR_SEC(crylink, shots);
473 Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
474 proj = prevproj = firstproj = world;
475 for(counter = 0; counter < shots; ++counter)
478 proj.reset = W_Crylink_Reset;
479 proj.realowner = proj.owner = self;
480 proj.classname = "spike";
481 proj.bot_dodge = true;
482 proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
484 proj.queuenext = proj;
485 proj.queueprev = proj;
487 else if(counter == 0) { // first projectile, store in firstproj for now
490 else if(counter == shots - 1) { // last projectile, link up with first projectile
491 prevproj.queuenext = proj;
492 firstproj.queueprev = proj;
493 proj.queuenext = firstproj;
494 proj.queueprev = prevproj;
496 else { // else link up with previous projectile
497 prevproj.queuenext = proj;
498 proj.queueprev = prevproj;
503 proj.movetype = MOVETYPE_BOUNCEMISSILE;
504 PROJECTILE_MAKETRIGGER(proj);
505 proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY;
506 //proj.gravity = 0.001;
508 setorigin(proj, w_shotorg);
509 setsize(proj, '0 0 0', '0 0 0');
511 if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
518 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
522 s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
523 s = w_shotdir + right * s.y + up * s.z;
527 s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
530 W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);
531 proj.touch = W_Crylink_Touch;
532 proj.think = W_Crylink_Fadethink;
533 if(counter == (shots - 1) / 2)
535 proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
536 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime);
537 proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime);
541 proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime);
542 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime);
543 proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime);
545 proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay);
546 proj.cnt = WEP_CVAR_SEC(crylink, bounces);
547 //proj.scale = 1 + 1 * proj.cnt;
549 proj.angles = vectoangles(proj.velocity);
551 //proj.glow_size = 20;
553 proj.flags = FL_PROJECTILE;
554 proj.missile_flags = MIF_SPLASH;
556 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
558 MUTATOR_CALLHOOK(EditProjectile, self, proj);
560 if(WEP_CVAR_SEC(crylink, joinspread) != 0)
562 self.crylink_lastgroup = proj;
563 W_Crylink_CheckLinks(proj);
564 self.crylink_waitrelease = 2;
568 bool W_Crylink(entity thiswep, int req)
576 self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
578 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
584 if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
585 _WEP_ACTION(self.weapon, WR_RELOAD);
589 if(self.crylink_waitrelease != 1)
590 if(weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
593 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
597 if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
599 if(self.crylink_waitrelease != 2)
600 if(weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
603 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
607 if((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
609 if(!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
611 // fired and released now!
612 if(self.crylink_lastgroup)
615 entity linkjoineffect;
616 float isprimary = (self.crylink_waitrelease == 1);
618 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
620 linkjoineffect = spawn();
621 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
622 linkjoineffect.classname = "linkjoineffect";
623 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
624 linkjoineffect.owner = self;
625 setorigin(linkjoineffect, pos);
627 self.crylink_waitrelease = 0;
628 if(!W_Crylink(WEP_CRYLINK, WR_CHECKAMMO1) && !W_Crylink(WEP_CRYLINK, WR_CHECKAMMO2))
629 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
632 self.cnt = WEP_CRYLINK.m_id;
633 self.switchweapon = w_getbestweapon(self);
642 CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
647 // don't "run out of ammo" and switch weapons while waiting for release
648 if(self.crylink_lastgroup && self.crylink_waitrelease)
651 ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
652 ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
657 // don't "run out of ammo" and switch weapons while waiting for release
658 if(self.crylink_lastgroup && self.crylink_waitrelease)
661 ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
662 ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
667 CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
672 W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND(RELOAD));
675 case WR_SUICIDEMESSAGE:
677 return WEAPON_CRYLINK_SUICIDE;
681 return WEAPON_CRYLINK_MURDER;
688 bool W_Crylink(entity thiswep, int req)
692 case WR_IMPACTEFFECT:
695 org2 = w_org + w_backoff * 2;
696 if(w_deathtype & HITTYPE_SECONDARY)
698 pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT2), org2, '0 0 0', 1);
700 sound(self, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
704 pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT), org2, '0 0 0', 1);
706 sound(self, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
717 // no weapon specific image for this weapon