]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_crylink.qc
Revert "Merge branch 'Mario/despawn_effects'"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_crylink.qc
diff --git a/qcsrc/server/w_crylink.qc b/qcsrc/server/w_crylink.qc
new file mode 100644 (file)
index 0000000..f7ad758
--- /dev/null
@@ -0,0 +1,727 @@
+#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