2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink");
6 .float crylink_waitrelease;
7 .entity crylink_lastgroup;
12 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
14 if(me == own.crylink_lastgroup)
15 own.crylink_lastgroup = ((me == next) ? world : next);
16 prev.queuenext = next;
17 next.queueprev = prev;
20 void W_Crylink_Dequeue(entity e)
22 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
25 // force projectile to explode
26 void W_Crylink_LinkExplode (entity e, entity e2)
29 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
31 if(e == e.realowner.crylink_lastgroup)
32 e.realowner.crylink_lastgroup = world;
34 RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_damage") * a, cvar("g_balance_crylink_primary_edgedamage") * a, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * a, e.projectiledeathtype, other);
37 W_Crylink_LinkExplode(e.queuenext, e2);
42 // adjust towards center
43 // returns the origin where they will meet... and the time till the meeting is
44 // stored in w_crylink_linkjoin_time.
45 // could possibly network this origin and time, and display a special particle
46 // effect when projectiles meet there :P
47 // jspeed: MINIMUM jing speed
48 // jtime: MAXIMUM jing time (0: none)
49 float w_crylink_linkjoin_time;
50 vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
52 vector avg_origin, avg_velocity;
57 w_crylink_linkjoin_time = 0;
59 avg_origin = e.origin;
60 avg_velocity = e.velocity;
62 for(p = e; (p = p.queuenext) != e; )
64 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
65 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
68 avg_origin *= (1.0 / n);
69 avg_velocity *= (1.0 / n);
72 return avg_origin; // nothing to do
74 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
75 avg_dist = pow(vlen(e.origin - avg_origin), 2);
76 for(p = e; (p = p.queuenext) != e; )
77 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
78 avg_dist *= (1.0 / n);
79 avg_dist = sqrt(avg_dist);
82 return avg_origin; // no change needed
84 if(jspeed == 0 && jtime == 0)
86 e.velocity = avg_velocity;
87 UpdateCSQCProjectile(e);
88 for(p = e; (p = p.queuenext) != e; )
90 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
91 UpdateCSQCProjectile(p);
99 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
101 w_crylink_linkjoin_time = jtime;
104 w_crylink_linkjoin_time = avg_dist / jspeed;
105 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
107 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
108 UpdateCSQCProjectile(e);
109 for(p = e; (p = p.queuenext) != e; )
111 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
112 UpdateCSQCProjectile(p);
116 // jspeed -> +infinity:
117 // w_crylink_linkjoin_time -> +0
118 // targ_origin -> avg_origin
119 // p->velocity -> HUEG towards center
121 // w_crylink_linkjoin_time -> +/- infinity
122 // targ_origin -> avg_velocity * +/- infinity
123 // p->velocity -> avg_velocity
124 // jspeed -> -infinity:
125 // w_crylink_linkjoin_time -> -0
126 // targ_origin -> avg_origin
127 // p->velocity -> HUEG away from center
133 void W_Crylink_LinkJoinEffect_Think()
135 // is there at least 2 projectiles very close?
138 e = self.owner.crylink_lastgroup;
142 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
144 for(p = e; (p = p.queuenext) != e; )
146 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
153 if(e.projectiledeathtype & HITTYPE_SECONDARY)
155 if(cvar("g_balance_crylink_secondary_joinexplode"))
157 n = n / cvar("g_balance_crylink_secondary_shots");
158 RadiusDamage (e, e.realowner, cvar("g_balance_crylink_secondary_joinexplode_damage") * n,
159 cvar("g_balance_crylink_secondary_joinexplode_edgedamage") * n,
160 cvar("g_balance_crylink_secondary_joinexplode_radius") * n, world,
161 cvar("g_balance_crylink_secondary_joinexplode_force") * n, e.projectiledeathtype, other);
166 if(cvar("g_balance_crylink_primary_joinexplode"))
168 n = n / cvar("g_balance_crylink_primary_shots");
169 RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_joinexplode_damage") * n,
170 cvar("g_balance_crylink_primary_joinexplode_edgedamage") * n,
171 cvar("g_balance_crylink_primary_joinexplode_radius") * n, world,
172 cvar("g_balance_crylink_primary_joinexplode_force") * n, e.projectiledeathtype, other);
176 // they seem to touch...
177 // TODO make a specific particle effect for this
178 pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
185 // NO bounce protection, as bounces are limited!
186 void W_Crylink_Touch (void)
191 local entity savenext, saveprev, saveown;
192 saveown = self.realowner;
193 savenext = self.queuenext;
194 saveprev = self.queueprev;
195 if(WarpZone_Projectile_Touch())
198 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
203 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
205 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
209 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
212 if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other) && cvar("g_balance_crylink_primary_linkexplode"))
214 W_Crylink_LinkExplode(self.queuenext, self);
221 W_Crylink_Dequeue(self);
225 self.cnt = self.cnt - 1;
226 self.angles = vectoangles(self.velocity);
228 self.projectiledeathtype |= HITTYPE_BOUNCE;
229 // commented out as it causes a little hitch...
231 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
234 void W_Crylink_Touch2 (void)
239 local entity savenext, saveprev, saveown;
240 savenext = self.queuenext;
241 saveprev = self.queueprev;
242 saveown = self.realowner;
243 if(WarpZone_Projectile_Touch())
246 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
251 a = 1 - (time - self.fade_time) * self.fade_rate;
253 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
257 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
260 if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage") * f, cvar("g_balance_crylink_secondary_edgedamage") * f, cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force") * f, self.projectiledeathtype, other) && cvar("g_balance_crylink_secondary_linkexplode"))
262 W_Crylink_LinkExplode(self.queuenext, self);
269 W_Crylink_Dequeue(self);
273 self.cnt = self.cnt - 1;
274 self.angles = vectoangles(self.velocity);
276 self.projectiledeathtype |= HITTYPE_BOUNCE;
277 // commented out as it causes a little hitch...
279 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
282 void W_Crylink_Fadethink (void)
284 W_Crylink_Dequeue(self);
288 void W_Crylink_Attack (void)
290 local float counter, shots;
291 local entity proj, prevproj, firstproj;
293 vector forward, right, up;
295 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
296 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
298 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots")));
303 shots = cvar("g_balance_crylink_primary_shots");
304 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
306 while (counter < shots)
309 proj.realowner = proj.owner = self;
310 proj.classname = "spike";
311 proj.bot_dodge = TRUE;
312 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
314 proj.queuenext = proj;
315 proj.queueprev = proj;
317 else if(counter == 0) { // first projectile, store in firstproj for now
320 else if(counter == shots - 1) { // last projectile, link up with first projectile
321 prevproj.queuenext = proj;
322 firstproj.queueprev = proj;
323 proj.queuenext = firstproj;
324 proj.queueprev = prevproj;
326 else { // else link up with previous projectile
327 prevproj.queuenext = proj;
328 proj.queueprev = prevproj;
333 proj.movetype = MOVETYPE_BOUNCEMISSILE;
334 PROJECTILE_MAKETRIGGER(proj);
335 proj.projectiledeathtype = WEP_CRYLINK;
336 //proj.gravity = 0.001;
338 setorigin (proj, w_shotorg);
339 setsize(proj, '0 0 0', '0 0 0');
347 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
351 s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
352 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
353 proj.touch = W_Crylink_Touch;
355 proj.think = W_Crylink_Fadethink;
358 proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
359 proj.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
360 proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
364 proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
365 proj.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
366 proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
368 proj.cnt = cvar("g_balance_crylink_primary_bounces");
369 //proj.scale = 1 + 1 * proj.cnt;
371 proj.angles = vectoangles (proj.velocity);
373 //proj.glow_size = 20;
375 proj.flags = FL_PROJECTILE;
377 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
379 other = proj; MUTATOR_CALLHOOK(EditProjectile);
381 counter = counter + 1;
383 self.crylink_lastgroup = proj;
386 void W_Crylink_Attack2 (void)
388 local float counter, shots;
389 local entity proj, prevproj, firstproj;
391 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
392 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
394 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots")));
396 shots = cvar("g_balance_crylink_secondary_shots");
397 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
399 while (counter < shots)
402 proj.realowner = proj.owner = self;
403 proj.classname = "spike";
404 proj.bot_dodge = TRUE;
405 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
407 proj.queuenext = proj;
408 proj.queueprev = proj;
410 else if(counter == 0) { // first projectile, store in firstproj for now
413 else if(counter == shots - 1) { // last projectile, link up with first projectile
414 prevproj.queuenext = proj;
415 firstproj.queueprev = proj;
416 proj.queuenext = firstproj;
417 proj.queueprev = prevproj;
419 else { // else link up with previous projectile
420 prevproj.queuenext = proj;
421 proj.queueprev = prevproj;
426 proj.movetype = MOVETYPE_BOUNCEMISSILE;
427 PROJECTILE_MAKETRIGGER(proj);
428 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
429 //proj.gravity = 0.001;
431 setorigin (proj, w_shotorg);
432 setsize(proj, '0 0 0', '0 0 0');
434 W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0);
435 proj.touch = W_Crylink_Touch2;
436 proj.think = W_Crylink_Fadethink;
437 if(counter == (shots - 1) / 2)
439 proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
440 proj.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
441 proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
445 proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
446 proj.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
447 proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
449 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
450 //proj.scale = 1 + 1 * proj.cnt;
452 proj.angles = vectoangles (proj.velocity);
454 //proj.glow_size = 20;
456 proj.flags = FL_PROJECTILE;
458 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
460 other = proj; MUTATOR_CALLHOOK(EditProjectile);
462 counter = counter + 1;
464 self.crylink_lastgroup = proj;
467 void spawnfunc_weapon_crylink (void)
469 weapon_defaultspawnfunc(WEP_CRYLINK);
472 float w_crylink(float req)
477 self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
479 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
481 else if (req == WR_THINK)
483 if (self.BUTTON_ATCK)
485 if (!self.crylink_waitrelease)
486 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
489 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
490 if(cvar("g_balance_crylink_primary_joinspeed") != 0 || cvar("g_balance_crylink_primary_jointime") != 0)
491 self.crylink_waitrelease = 1;
494 else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
496 if (!self.crylink_waitrelease)
497 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
500 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
501 if(cvar("g_balance_crylink_secondary_joinspeed") != 0 || cvar("g_balance_crylink_secondary_jointime") != 0)
502 self.crylink_waitrelease = 2;
507 if (self.crylink_waitrelease)
509 // fired and released now!
510 if(self.crylink_lastgroup)
513 entity linkjoineffect;
516 if(self.crylink_waitrelease == 1)
518 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"), cvar("g_balance_crylink_primary_jointime"));
523 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"), cvar("g_balance_crylink_secondary_jointime"));
526 linkjoineffect = spawn();
527 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
528 linkjoineffect.classname = "linkjoineffect";
529 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
530 linkjoineffect.owner = self;
531 setorigin(linkjoineffect, pos);
535 self.crylink_waitrelease = 0;
536 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
539 self.cnt = WEP_CRYLINK;
540 self.switchweapon = w_getbestweapon(self);
545 else if (req == WR_PRECACHE)
547 precache_model ("models/weapons/g_crylink.md3");
548 precache_model ("models/weapons/v_crylink.md3");
549 precache_model ("models/weapons/h_crylink.iqm");
550 precache_sound ("weapons/crylink_fire.wav");
551 precache_sound ("weapons/crylink_fire2.wav");
552 precache_sound ("weapons/crylink_linkjoin.wav");
554 else if (req == WR_SETUP)
555 weapon_setup(WEP_CRYLINK);
556 else if (req == WR_CHECKAMMO1)
558 // don't "run out of ammo" and switch weapons while waiting for release
559 if(self.crylink_lastgroup && self.crylink_waitrelease)
561 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
563 else if (req == WR_CHECKAMMO2)
565 // don't "run out of ammo" and switch weapons while waiting for release
566 if(self.crylink_lastgroup && self.crylink_waitrelease)
568 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
574 float w_crylink(float req)
576 if(req == WR_IMPACTEFFECT)
579 org2 = w_org + w_backoff * 2;
580 if(w_deathtype & HITTYPE_SECONDARY)
582 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
584 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
588 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
590 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
593 else if(req == WR_PRECACHE)
595 precache_sound("weapons/crylink_impact2.wav");
596 precache_sound("weapons/crylink_impact.wav");
598 else if (req == WR_SUICIDEMESSAGE)
600 w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
602 else if (req == WR_KILLMESSAGE)
604 if(w_deathtype & HITTYPE_BOUNCE)
605 w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
606 else if(w_deathtype & HITTYPE_SPLASH)
607 w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
609 w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY