2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink"));
6 .float crylink_waitrelease;
7 .entity crylink_lastgroup;
12 void W_Crylink_CheckLinks(entity e)
18 error("W_Crylink_CheckLinks: entity is world");
19 if(e.classname != "spike" || wasfreed(e))
20 error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
23 for(i = 0; i < 1000; ++i)
25 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
26 error("W_Crylink_CheckLinks: queue is inconsistent");
32 error("W_Crylink_CheckLinks: infinite chain");
35 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
37 W_Crylink_CheckLinks(next);
38 if(me == own.crylink_lastgroup)
39 own.crylink_lastgroup = ((me == next) ? world : next);
40 prev.queuenext = next;
41 next.queueprev = prev;
42 me.classname = "spike_oktoremove";
44 W_Crylink_CheckLinks(next);
47 void W_Crylink_Dequeue(entity e)
49 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
52 // force projectile to explode
53 void W_Crylink_LinkExplode (entity e, entity e2)
56 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
58 if(e == e.realowner.crylink_lastgroup)
59 e.realowner.crylink_lastgroup = world;
61 if(e.projectiledeathtype & HITTYPE_SECONDARY)
62 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other);
64 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);
67 W_Crylink_LinkExplode(e.queuenext, e2);
69 e.classname = "spike_oktoremove";
73 // adjust towards center
74 // returns the origin where they will meet... and the time till the meeting is
75 // stored in w_crylink_linkjoin_time.
76 // could possibly network this origin and time, and display a special particle
77 // effect when projectiles meet there :P
78 // jspeed: MINIMUM jing speed
79 // jtime: MAXIMUM jing time (0: none)
80 float w_crylink_linkjoin_time;
81 vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
83 vector avg_origin, avg_velocity;
88 // FIXME remove this debug code
89 W_Crylink_CheckLinks(e);
91 w_crylink_linkjoin_time = 0;
93 avg_origin = e.origin;
94 avg_velocity = e.velocity;
96 for(p = e; (p = p.queuenext) != e; )
98 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
99 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
102 avg_origin *= (1.0 / n);
103 avg_velocity *= (1.0 / n);
106 return avg_origin; // nothing to do
108 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
109 avg_dist = pow(vlen(e.origin - avg_origin), 2);
110 for(p = e; (p = p.queuenext) != e; )
111 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
112 avg_dist *= (1.0 / n);
113 avg_dist = sqrt(avg_dist);
116 return avg_origin; // no change needed
118 if(jspeed == 0 && jtime == 0)
120 e.velocity = avg_velocity;
121 UpdateCSQCProjectile(e);
122 for(p = e; (p = p.queuenext) != e; )
124 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
125 UpdateCSQCProjectile(p);
133 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
135 w_crylink_linkjoin_time = jtime;
138 w_crylink_linkjoin_time = avg_dist / jspeed;
139 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
141 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
142 UpdateCSQCProjectile(e);
143 for(p = e; (p = p.queuenext) != e; )
145 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
146 UpdateCSQCProjectile(p);
150 // jspeed -> +infinity:
151 // w_crylink_linkjoin_time -> +0
152 // targ_origin -> avg_origin
153 // p->velocity -> HUEG towards center
155 // w_crylink_linkjoin_time -> +/- infinity
156 // targ_origin -> avg_velocity * +/- infinity
157 // p->velocity -> avg_velocity
158 // jspeed -> -infinity:
159 // w_crylink_linkjoin_time -> -0
160 // targ_origin -> avg_origin
161 // p->velocity -> HUEG away from center
164 W_Crylink_CheckLinks(e);
169 void W_Crylink_LinkJoinEffect_Think()
171 // is there at least 2 projectiles very close?
174 e = self.owner.crylink_lastgroup;
178 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
180 for(p = e; (p = p.queuenext) != e; )
182 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
187 if(e.projectiledeathtype & HITTYPE_SECONDARY)
189 if(autocvar_g_balance_crylink_secondary_joinexplode)
191 n = n / autocvar_g_balance_crylink_secondary_shots;
192 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
193 autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
194 autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
195 autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
197 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
202 if(autocvar_g_balance_crylink_primary_joinexplode)
204 n = n / autocvar_g_balance_crylink_primary_shots;
205 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
206 autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
207 autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
208 autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
210 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
219 // NO bounce protection, as bounces are limited!
220 void W_Crylink_Touch (void)
225 local entity savenext, saveprev, saveown;
226 saveown = self.realowner;
227 savenext = self.queuenext;
228 saveprev = self.queueprev;
229 if(WarpZone_Projectile_Touch())
232 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
237 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
239 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
243 f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
246 if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_primary_linkexplode)
248 if(self == self.realowner.crylink_lastgroup)
249 self.realowner.crylink_lastgroup = world;
250 W_Crylink_LinkExplode(self.queuenext, self);
257 W_Crylink_Dequeue(self);
261 self.cnt = self.cnt - 1;
262 self.angles = vectoangles(self.velocity);
264 self.projectiledeathtype |= HITTYPE_BOUNCE;
265 // commented out as it causes a little hitch...
267 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
270 void W_Crylink_Touch2 (void)
275 local entity savenext, saveprev, saveown;
276 savenext = self.queuenext;
277 saveprev = self.queueprev;
278 saveown = self.realowner;
279 if(WarpZone_Projectile_Touch())
282 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
287 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
289 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
293 f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
296 if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_secondary_linkexplode)
298 if(self == self.realowner.crylink_lastgroup)
299 self.realowner.crylink_lastgroup = world;
300 W_Crylink_LinkExplode(self.queuenext, self);
307 W_Crylink_Dequeue(self);
311 self.cnt = self.cnt - 1;
312 self.angles = vectoangles(self.velocity);
314 self.projectiledeathtype |= HITTYPE_BOUNCE;
315 // commented out as it causes a little hitch...
317 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
320 void W_Crylink_Fadethink (void)
322 W_Crylink_Dequeue(self);
326 void W_Crylink_Attack (void)
328 local float counter, shots;
329 local entity proj, prevproj, firstproj;
331 vector forward, right, up;
334 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
336 maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
337 maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
338 if(autocvar_g_balance_crylink_primary_joinexplode)
339 maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
341 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
346 shots = autocvar_g_balance_crylink_primary_shots;
347 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
349 while (counter < shots)
352 proj.realowner = proj.owner = self;
353 proj.classname = "spike";
354 proj.bot_dodge = TRUE;
355 proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
357 proj.queuenext = proj;
358 proj.queueprev = proj;
360 else if(counter == 0) { // first projectile, store in firstproj for now
363 else if(counter == shots - 1) { // last projectile, link up with first projectile
364 prevproj.queuenext = proj;
365 firstproj.queueprev = proj;
366 proj.queuenext = firstproj;
367 proj.queueprev = prevproj;
369 else { // else link up with previous projectile
370 prevproj.queuenext = proj;
371 proj.queueprev = prevproj;
376 proj.movetype = MOVETYPE_BOUNCEMISSILE;
377 PROJECTILE_MAKETRIGGER(proj);
378 proj.projectiledeathtype = WEP_CRYLINK;
379 //proj.gravity = 0.001;
381 setorigin (proj, w_shotorg);
382 setsize(proj, '0 0 0', '0 0 0');
390 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
394 s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
395 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
396 proj.touch = W_Crylink_Touch;
398 proj.think = W_Crylink_Fadethink;
401 proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
402 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
403 proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
407 proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
408 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
409 proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
411 proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
412 proj.cnt = autocvar_g_balance_crylink_primary_bounces;
413 //proj.scale = 1 + 1 * proj.cnt;
415 proj.angles = vectoangles (proj.velocity);
417 //proj.glow_size = 20;
419 proj.flags = FL_PROJECTILE;
421 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
423 other = proj; MUTATOR_CALLHOOK(EditProjectile);
425 counter = counter + 1;
427 self.crylink_lastgroup = proj;
428 W_Crylink_CheckLinks(proj);
431 void W_Crylink_Attack2 (void)
433 local float counter, shots;
434 local entity proj, prevproj, firstproj;
437 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
439 maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
440 maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
441 if(autocvar_g_balance_crylink_secondary_joinexplode)
442 maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
444 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
446 shots = autocvar_g_balance_crylink_secondary_shots;
447 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
449 while (counter < shots)
452 proj.realowner = proj.owner = self;
453 proj.classname = "spike";
454 proj.bot_dodge = TRUE;
455 proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
457 proj.queuenext = proj;
458 proj.queueprev = proj;
460 else if(counter == 0) { // first projectile, store in firstproj for now
463 else if(counter == shots - 1) { // last projectile, link up with first projectile
464 prevproj.queuenext = proj;
465 firstproj.queueprev = proj;
466 proj.queuenext = firstproj;
467 proj.queueprev = prevproj;
469 else { // else link up with previous projectile
470 prevproj.queuenext = proj;
471 proj.queueprev = prevproj;
476 proj.movetype = MOVETYPE_BOUNCEMISSILE;
477 PROJECTILE_MAKETRIGGER(proj);
478 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
479 //proj.gravity = 0.001;
481 setorigin (proj, w_shotorg);
482 setsize(proj, '0 0 0', '0 0 0');
484 W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor), v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
485 proj.touch = W_Crylink_Touch2;
486 proj.think = W_Crylink_Fadethink;
487 if(counter == (shots - 1) / 2)
489 proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
490 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
491 proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
495 proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
496 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
497 proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
499 proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
500 proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
501 //proj.scale = 1 + 1 * proj.cnt;
503 proj.angles = vectoangles (proj.velocity);
505 //proj.glow_size = 20;
507 proj.flags = FL_PROJECTILE;
509 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
511 other = proj; MUTATOR_CALLHOOK(EditProjectile);
513 counter = counter + 1;
515 self.crylink_lastgroup = proj;
518 void spawnfunc_weapon_crylink (void)
520 weapon_defaultspawnfunc(WEP_CRYLINK);
523 float w_crylink(float req)
529 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
531 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
533 else if (req == WR_THINK)
535 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
536 weapon_action(self.weapon, WR_RELOAD);
538 if (self.BUTTON_ATCK)
540 if (self.crylink_waitrelease != 1)
541 if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
544 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
545 if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
546 self.crylink_waitrelease = 1;
550 if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
552 if (self.crylink_waitrelease != 2)
553 if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
556 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
557 if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
558 self.crylink_waitrelease = 2;
562 if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
564 if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
566 // fired and released now!
567 if(self.crylink_lastgroup)
570 entity linkjoineffect;
572 if(self.crylink_waitrelease == 1)
574 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed, autocvar_g_balance_crylink_primary_jointime);
579 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed, autocvar_g_balance_crylink_secondary_jointime);
582 linkjoineffect = spawn();
583 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
584 linkjoineffect.classname = "linkjoineffect";
585 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
586 linkjoineffect.owner = self;
587 setorigin(linkjoineffect, pos);
589 self.crylink_waitrelease = 0;
590 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
591 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
594 self.cnt = WEP_CRYLINK;
595 self.switchweapon = w_getbestweapon(self);
600 else if (req == WR_PRECACHE)
602 precache_model ("models/weapons/g_crylink.md3");
603 precache_model ("models/weapons/v_crylink.md3");
604 precache_model ("models/weapons/h_crylink.iqm");
605 precache_sound ("weapons/crylink_fire.wav");
606 precache_sound ("weapons/crylink_fire2.wav");
607 precache_sound ("weapons/crylink_linkjoin.wav");
608 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
610 else if (req == WR_SETUP)
612 weapon_setup(WEP_CRYLINK);
613 self.current_ammo = ammo_cells;
615 else if (req == WR_CHECKAMMO1)
617 // don't "run out of ammo" and switch weapons while waiting for release
618 if(self.crylink_lastgroup && self.crylink_waitrelease)
621 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
622 ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_primary_ammo;
625 else if (req == WR_CHECKAMMO2)
627 // don't "run out of ammo" and switch weapons while waiting for release
628 if(self.crylink_lastgroup && self.crylink_waitrelease)
631 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
632 ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo;
635 else if (req == WR_RELOAD)
637 W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav");
643 float w_crylink(float req)
645 if(req == WR_IMPACTEFFECT)
648 org2 = w_org + w_backoff * 2;
649 if(w_deathtype & HITTYPE_SECONDARY)
651 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
653 sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
657 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
659 sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
662 else if(req == WR_PRECACHE)
664 precache_sound("weapons/crylink_impact2.wav");
665 precache_sound("weapons/crylink_impact.wav");
667 else if (req == WR_SUICIDEMESSAGE)
669 w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink");
671 else if (req == WR_KILLMESSAGE)
673 if(w_deathtype & HITTYPE_BOUNCE)
674 w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be)
675 else if(w_deathtype & HITTYPE_SPLASH)
676 w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY
678 w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY