+++ /dev/null
-#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",
-/* shortname */ "crylink",
-/* fullname */ _("Crylink")
-);
-#else
-#ifdef SVQC
-.float gravity;
-.float crylink_waitrelease;
-.entity crylink_lastgroup;
-
-.entity queuenext;
-.entity queueprev;
-
-void W_Crylink_CheckLinks(entity e)
-{
- float i;
- entity p;
-
- if(e == world)
- error("W_Crylink_CheckLinks: entity is world");
- if(e.classname != "spike" || wasfreed(e))
- error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
-
- p = e;
- for(i = 0; i < 1000; ++i)
- {
- if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
- error("W_Crylink_CheckLinks: queue is inconsistent");
- p = p.queuenext;
- if(p == e)
- break;
- }
- if(i >= 1000)
- error("W_Crylink_CheckLinks: infinite chain");
-}
-
-void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
-{
- W_Crylink_CheckLinks(next);
- if(me == own.crylink_lastgroup)
- own.crylink_lastgroup = ((me == next) ? world : next);
- prev.queuenext = next;
- next.queueprev = prev;
- me.classname = "spike_oktoremove";
- if(me != next)
- W_Crylink_CheckLinks(next);
-}
-
-void W_Crylink_Dequeue(entity e)
-{
- W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
-}
-
-void W_Crylink_Reset(void)
-{
- W_Crylink_Dequeue(self);
- remove(self);
-}
-
-// force projectile to explode
-void W_Crylink_LinkExplode (entity e, entity e2)
-{
- float a;
-
- if(e == e2)
- return;
-
- a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
-
- if(e == e.realowner.crylink_lastgroup)
- e.realowner.crylink_lastgroup = world;
-
- if(e.projectiledeathtype & HITTYPE_SECONDARY)
- 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);
- else
- 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);
-
- W_Crylink_LinkExplode(e.queuenext, e2);
-
- e.classname = "spike_oktoremove";
- remove (e);
-}
-
-// adjust towards center
-// returns the origin where they will meet... and the time till the meeting is
-// stored in w_crylink_linkjoin_time.
-// could possibly network this origin and time, and display a special particle
-// effect when projectiles meet there :P
-// jspeed: joining speed (calculate this as join spread * initial speed)
-float w_crylink_linkjoin_time;
-vector W_Crylink_LinkJoin(entity e, float jspeed)
-{
- vector avg_origin, avg_velocity;
- vector targ_origin;
- float avg_dist, n;
- entity p;
-
- // FIXME remove this debug code
- W_Crylink_CheckLinks(e);
-
- w_crylink_linkjoin_time = 0;
-
- avg_origin = e.origin;
- avg_velocity = e.velocity;
- n = 1;
- for(p = e; (p = p.queuenext) != e; )
- {
- avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
- avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
- ++n;
- }
- avg_origin *= (1.0 / n);
- avg_velocity *= (1.0 / n);
-
- if(n < 2)
- return avg_origin; // nothing to do
-
- // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
- avg_dist = pow(vlen(e.origin - avg_origin), 2);
- for(p = e; (p = p.queuenext) != e; )
- avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
- avg_dist *= (1.0 / n);
- avg_dist = sqrt(avg_dist);
-
- if(avg_dist == 0)
- return avg_origin; // no change needed
-
- if(jspeed == 0)
- {
- e.velocity = avg_velocity;
- UpdateCSQCProjectile(e);
- for(p = e; (p = p.queuenext) != e; )
- {
- p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
- UpdateCSQCProjectile(p);
- }
- targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
- }
- else
- {
- w_crylink_linkjoin_time = avg_dist / jspeed;
- targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
-
- e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
- UpdateCSQCProjectile(e);
- for(p = e; (p = p.queuenext) != e; )
- {
- p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
- UpdateCSQCProjectile(p);
- }
-
- // analysis:
- // jspeed -> +infinity:
- // w_crylink_linkjoin_time -> +0
- // targ_origin -> avg_origin
- // p->velocity -> HUEG towards center
- // jspeed -> 0:
- // w_crylink_linkjoin_time -> +/- infinity
- // targ_origin -> avg_velocity * +/- infinity
- // p->velocity -> avg_velocity
- // jspeed -> -infinity:
- // w_crylink_linkjoin_time -> -0
- // targ_origin -> avg_origin
- // p->velocity -> HUEG away from center
- }
-
- W_Crylink_CheckLinks(e);
-
- return targ_origin;
-}
-
-void W_Crylink_LinkJoinEffect_Think()
-{
- // is there at least 2 projectiles very close?
- entity e, p;
- float n;
- e = self.owner.crylink_lastgroup;
- n = 0;
- if(e)
- {
- if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
- ++n;
- for(p = e; (p = p.queuenext) != e; )
- {
- if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
- ++n;
- }
- if(n >= 2)
- {
- if(e.projectiledeathtype & HITTYPE_SECONDARY)
- {
- if(autocvar_g_balance_crylink_secondary_joinexplode)
- {
- n = n / autocvar_g_balance_crylink_secondary_shots;
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
- autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
- autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
- autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
-
- pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
- }
- }
- else
- {
- if(autocvar_g_balance_crylink_primary_joinexplode)
- {
- n = n / autocvar_g_balance_crylink_primary_shots;
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
- autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
- autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
- autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
-
- pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
- }
- }
- }
- }
- remove(self);
-}
-
-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);
- float hit_friendly = 0;
- float hit_enemy = 0;
-
- while(head)
- {
- if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
- {
- if(SAME_TEAM(head, projectile.realowner))
- ++hit_friendly;
- else
- ++hit_enemy;
- }
-
- head = head.chain;
- }
-
- return (hit_enemy ? FALSE : hit_friendly);
-}
-
-// NO bounce protection, as bounces are limited!
-void W_Crylink_Touch (void)
-{
- float finalhit;
- float f;
- PROJECTILE_TOUCH;
-
- float a;
- a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
-
- finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
- if(finalhit)
- f = 1;
- else
- f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
- if(a)
- f *= a;
-
- float totaldamage = 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);
-
- if(totaldamage && ((autocvar_g_balance_crylink_primary_linkexplode == 2) || ((autocvar_g_balance_crylink_primary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_primary_radius))))
- {
- if(self == self.realowner.crylink_lastgroup)
- self.realowner.crylink_lastgroup = world;
- W_Crylink_LinkExplode(self.queuenext, self);
- self.classname = "spike_oktoremove";
- remove (self);
- return;
- }
- else if(finalhit)
- {
- // just unlink
- W_Crylink_Dequeue(self);
- remove(self);
- return;
- }
- self.cnt = self.cnt - 1;
- self.angles = vectoangles(self.velocity);
- self.owner = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- // commented out as it causes a little hitch...
- //if(proj.cnt == 0)
- // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
-}
-
-void W_Crylink_Touch2 (void)
-{
- float finalhit;
- float f;
- PROJECTILE_TOUCH;
-
- float a;
- a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
-
- finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
- if(finalhit)
- f = 1;
- else
- f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
- if(a)
- f *= a;
-
- float totaldamage = 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);
-
- if(totaldamage && ((autocvar_g_balance_crylink_secondary_linkexplode == 2) || ((autocvar_g_balance_crylink_secondary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_secondary_radius))))
- {
- if(self == self.realowner.crylink_lastgroup)
- self.realowner.crylink_lastgroup = world;
- W_Crylink_LinkExplode(self.queuenext, self);
- self.classname = "spike_oktoremove";
- remove (self);
- return;
- }
- else if(finalhit)
- {
- // just unlink
- W_Crylink_Dequeue(self);
- remove(self);
- return;
- }
- self.cnt = self.cnt - 1;
- self.angles = vectoangles(self.velocity);
- self.owner = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- // commented out as it causes a little hitch...
- //if(proj.cnt == 0)
- // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
-}
-
-void W_Crylink_Fadethink (void)
-{
- W_Crylink_Dequeue(self);
- remove(self);
-}
-
-void W_Crylink_Attack (void)
-{
- float counter, shots;
- entity proj, prevproj, firstproj;
- vector s;
- vector forward, right, up;
- float maxdmg;
-
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
-
- maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
- maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
- if(autocvar_g_balance_crylink_primary_joinexplode)
- maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
-
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
- forward = v_forward;
- right = v_right;
- up = v_up;
-
- shots = autocvar_g_balance_crylink_primary_shots;
- pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
- proj = prevproj = firstproj = world;
- for(counter = 0; counter < shots; ++counter)
- {
- proj = spawn ();
- proj.reset = W_Crylink_Reset;
- proj.realowner = proj.owner = self;
- proj.classname = "spike";
- proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
- if(shots == 1) {
- proj.queuenext = proj;
- proj.queueprev = proj;
- }
- else if(counter == 0) { // first projectile, store in firstproj for now
- firstproj = proj;
- }
- else if(counter == shots - 1) { // last projectile, link up with first projectile
- prevproj.queuenext = proj;
- firstproj.queueprev = proj;
- proj.queuenext = firstproj;
- proj.queueprev = prevproj;
- }
- else { // else link up with previous projectile
- prevproj.queuenext = proj;
- proj.queueprev = prevproj;
- }
-
- prevproj = proj;
-
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
- PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_CRYLINK;
- //proj.gravity = 0.001;
-
- setorigin (proj, w_shotorg);
- setsize(proj, '0 0 0', '0 0 0');
-
-
- s = '0 0 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 = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
- W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
- proj.touch = W_Crylink_Touch;
-
- proj.think = W_Crylink_Fadethink;
- if(counter == 0)
- {
- proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
- }
- else
- {
- proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
- }
- proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
- proj.cnt = autocvar_g_balance_crylink_primary_bounces;
- //proj.scale = 1 + 1 * proj.cnt;
-
- 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);
-
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
- }
- if(autocvar_g_balance_crylink_primary_joinspread != 0)
- {
- self.crylink_lastgroup = proj;
- W_Crylink_CheckLinks(proj);
- self.crylink_waitrelease = 1;
- }
-}
-
-void W_Crylink_Attack2 (void)
-{
- float counter, shots;
- entity proj, prevproj, firstproj;
- vector s;
- vector forward, right, up;
- float maxdmg;
-
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
-
- maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
- maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
- if(autocvar_g_balance_crylink_secondary_joinexplode)
- maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
-
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
- forward = v_forward;
- right = v_right;
- up = v_up;
-
- shots = autocvar_g_balance_crylink_secondary_shots;
- pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
- proj = prevproj = firstproj = world;
- for(counter = 0; counter < shots; ++counter)
- {
- proj = spawn ();
- proj.reset = W_Crylink_Reset;
- proj.realowner = proj.owner = self;
- proj.classname = "spike";
- proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
- if(shots == 1) {
- proj.queuenext = proj;
- proj.queueprev = proj;
- }
- else if(counter == 0) { // first projectile, store in firstproj for now
- firstproj = proj;
- }
- else if(counter == shots - 1) { // last projectile, link up with first projectile
- prevproj.queuenext = proj;
- firstproj.queueprev = proj;
- proj.queuenext = firstproj;
- proj.queueprev = prevproj;
- }
- else { // else link up with previous projectile
- prevproj.queuenext = proj;
- proj.queueprev = prevproj;
- }
-
- prevproj = proj;
-
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
- PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
- //proj.gravity = 0.001;
-
- setorigin (proj, w_shotorg);
- setsize(proj, '0 0 0', '0 0 0');
-
- if(autocvar_g_balance_crylink_secondary_spreadtype == 1)
- {
- s = '0 0 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 = s * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor;
- s = w_shotdir + right * s_y + up * s_z;
- }
- else
- {
- s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor);
- }
-
- W_SetupProjectileVelocityEx(proj, s, v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
- proj.touch = W_Crylink_Touch2;
- proj.think = W_Crylink_Fadethink;
- if(counter == (shots - 1) / 2)
- {
- proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
- }
- else
- {
- proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
- }
- proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
- proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
- //proj.scale = 1 + 1 * proj.cnt;
-
- 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);
-
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
- }
- if(autocvar_g_balance_crylink_secondary_joinspread != 0)
- {
- self.crylink_lastgroup = proj;
- W_Crylink_CheckLinks(proj);
- self.crylink_waitrelease = 2;
- }
-}
-
-void spawnfunc_weapon_crylink (void)
-{
- weapon_defaultspawnfunc(WEP_CRYLINK);
-}
-
-float w_crylink(float req)
-{
- float ammo_amount;
- if (req == WR_AIM)
- {
- if (random() < 0.10)
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
- else
- self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
- }
- else if (req == 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
- weapon_action(self.weapon, WR_RELOAD);
-
- if (self.BUTTON_ATCK)
- {
- if (self.crylink_waitrelease != 1)
- if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
- {
- W_Crylink_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
- }
- }
-
- if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
- {
- if (self.crylink_waitrelease != 2)
- if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
- {
- W_Crylink_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
- }
- }
-
- 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)
- {
- // fired and released now!
- if(self.crylink_lastgroup)
- {
- vector pos;
- entity linkjoineffect;
-
- if(self.crylink_waitrelease == 1)
- {
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed);
-
- }
- else
- {
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed);
- }
-
- linkjoineffect = spawn();
- linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
- linkjoineffect.classname = "linkjoineffect";
- linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
- linkjoineffect.owner = self;
- setorigin(linkjoineffect, pos);
- }
- self.crylink_waitrelease = 0;
- if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- // ran out of ammo!
- self.cnt = WEP_CRYLINK;
- self.switchweapon = w_getbestweapon(self);
- }
- }
- }
- }
- else if (req == WR_PRECACHE)
- {
- 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");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_CRYLINK);
- self.current_ammo = ammo_cells;
- }
- else if (req == WR_CHECKAMMO1)
- {
- // don't "run out of ammo" and switch weapons while waiting for release
- if(self.crylink_lastgroup && self.crylink_waitrelease)
- 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;
- return ammo_amount;
- }
- else if (req == WR_CHECKAMMO2)
- {
- // don't "run out of ammo" and switch weapons while waiting for release
- if(self.crylink_lastgroup && self.crylink_waitrelease)
- 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;
- return ammo_amount;
- }
- else if (req == WR_RELOAD)
- {
- 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");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_CRYLINK_SUICIDE;
- }
- else if (req == WR_KILLMESSAGE)
- {
- return WEAPON_CRYLINK_MURDER;
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_crylink(float req)
-{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTEN_NORM);
- }
- else
- {
- pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTEN_NORM);
- }
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/crylink_impact2.wav");
- precache_sound("weapons/crylink_impact.wav");
- }
- return TRUE;
-}
-#endif
-#endif