--- /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