3 /* WEP_##id */ CRYLINK,
4 /* function */ w_crylink,
5 /* ammotype */ ammo_cells,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* model */ "crylink",
11 /* netname */ "crylink",
12 /* fullname */ _("Crylink")
15 #define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
16 #define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17 w_cvar(id, sn, BOTH, ammo) \
18 w_cvar(id, sn, BOTH, animtime) \
19 w_cvar(id, sn, BOTH, damage) \
20 w_cvar(id, sn, BOTH, edgedamage) \
21 w_cvar(id, sn, BOTH, radius) \
22 w_cvar(id, sn, BOTH, force) \
23 w_cvar(id, sn, BOTH, spread) \
24 w_cvar(id, sn, BOTH, refire) \
25 w_cvar(id, sn, BOTH, speed) \
26 w_cvar(id, sn, BOTH, shots) \
27 w_cvar(id, sn, BOTH, bounces) \
28 w_cvar(id, sn, BOTH, bouncedamagefactor) \
29 w_cvar(id, sn, BOTH, middle_lifetime) \
30 w_cvar(id, sn, BOTH, middle_fadetime) \
31 w_cvar(id, sn, BOTH, other_lifetime) \
32 w_cvar(id, sn, BOTH, other_fadetime) \
33 w_cvar(id, sn, BOTH, linkexplode) \
34 w_cvar(id, sn, BOTH, joindelay) \
35 w_cvar(id, sn, BOTH, joinspread) \
36 w_cvar(id, sn, BOTH, joinexplode) \
37 w_cvar(id, sn, BOTH, joinexplode_damage) \
38 w_cvar(id, sn, BOTH, joinexplode_edgedamage) \
39 w_cvar(id, sn, BOTH, joinexplode_radius) \
40 w_cvar(id, sn, BOTH, joinexplode_force) \
41 w_cvar(id, sn, SEC, spreadtype) \
42 w_cvar(id, sn, NONE, secondary) \
43 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
44 w_prop(id, sn, float, reloading_time, reload_time) \
45 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
46 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
47 w_prop(id, sn, string, weaponreplace, weaponreplace) \
48 w_prop(id, sn, float, weaponstart, weaponstart) \
49 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
52 CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
54 .float crylink_waitrelease;
55 .entity crylink_lastgroup;
62 void spawnfunc_weapon_crylink() { weapon_defaultspawnfunc(WEP_CRYLINK); }
64 void W_Crylink_CheckLinks(entity e)
70 error("W_Crylink_CheckLinks: entity is world");
71 if(e.classname != "spike" || wasfreed(e))
72 error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
75 for(i = 0; i < 1000; ++i)
77 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
78 error("W_Crylink_CheckLinks: queue is inconsistent");
84 error("W_Crylink_CheckLinks: infinite chain");
87 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
89 W_Crylink_CheckLinks(next);
90 if(me == own.crylink_lastgroup)
91 own.crylink_lastgroup = ((me == next) ? world : next);
92 prev.queuenext = next;
93 next.queueprev = prev;
94 me.classname = "spike_oktoremove";
96 W_Crylink_CheckLinks(next);
99 void W_Crylink_Dequeue(entity e)
101 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
104 void W_Crylink_Reset(void)
106 W_Crylink_Dequeue(self);
110 // force projectile to explode
111 void W_Crylink_LinkExplode (entity e, entity e2)
118 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
120 if(e == e.realowner.crylink_lastgroup)
121 e.realowner.crylink_lastgroup = world;
123 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
125 RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other);
127 W_Crylink_LinkExplode(e.queuenext, e2);
129 e.classname = "spike_oktoremove";
133 // adjust towards center
134 // returns the origin where they will meet... and the time till the meeting is
135 // stored in w_crylink_linkjoin_time.
136 // could possibly network this origin and time, and display a special particle
137 // effect when projectiles meet there :P
138 // jspeed: joining speed (calculate this as join spread * initial speed)
139 float w_crylink_linkjoin_time;
140 vector W_Crylink_LinkJoin(entity e, float jspeed)
142 vector avg_origin, avg_velocity;
147 // FIXME remove this debug code
148 W_Crylink_CheckLinks(e);
150 w_crylink_linkjoin_time = 0;
152 avg_origin = e.origin;
153 avg_velocity = e.velocity;
155 for(p = e; (p = p.queuenext) != e; )
157 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
158 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
161 avg_origin *= (1.0 / n);
162 avg_velocity *= (1.0 / n);
165 return avg_origin; // nothing to do
167 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
168 avg_dist = pow(vlen(e.origin - avg_origin), 2);
169 for(p = e; (p = p.queuenext) != e; )
170 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
171 avg_dist *= (1.0 / n);
172 avg_dist = sqrt(avg_dist);
175 return avg_origin; // no change needed
179 e.velocity = avg_velocity;
180 UpdateCSQCProjectile(e);
181 for(p = e; (p = p.queuenext) != e; )
183 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
184 UpdateCSQCProjectile(p);
186 targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
190 w_crylink_linkjoin_time = avg_dist / jspeed;
191 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
193 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
194 UpdateCSQCProjectile(e);
195 for(p = e; (p = p.queuenext) != e; )
197 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
198 UpdateCSQCProjectile(p);
202 // jspeed -> +infinity:
203 // w_crylink_linkjoin_time -> +0
204 // targ_origin -> avg_origin
205 // p->velocity -> HUEG towards center
207 // w_crylink_linkjoin_time -> +/- infinity
208 // targ_origin -> avg_velocity * +/- infinity
209 // p->velocity -> avg_velocity
210 // jspeed -> -infinity:
211 // w_crylink_linkjoin_time -> -0
212 // targ_origin -> avg_origin
213 // p->velocity -> HUEG away from center
216 W_Crylink_CheckLinks(e);
221 void W_Crylink_LinkJoinEffect_Think()
223 // is there at least 2 projectiles very close?
226 e = self.owner.crylink_lastgroup;
230 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
232 for(p = e; (p = p.queuenext) != e; )
234 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
239 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
241 if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
243 n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
247 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
248 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
249 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
252 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
253 e.projectiledeathtype,
256 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
263 float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
265 entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, FALSE);
266 float hit_friendly = 0;
271 if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
273 if(SAME_TEAM(head, projectile.realowner))
282 return (hit_enemy ? FALSE : hit_friendly);
285 // NO bounce protection, as bounces are limited!
286 void W_Crylink_Touch (void)
290 float isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
294 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
296 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
300 f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor);
304 float totaldamage = RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * f, self.projectiledeathtype, other);
306 if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(self, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
308 if(self == self.realowner.crylink_lastgroup)
309 self.realowner.crylink_lastgroup = world;
310 W_Crylink_LinkExplode(self.queuenext, self);
311 self.classname = "spike_oktoremove";
318 W_Crylink_Dequeue(self);
322 self.cnt = self.cnt - 1;
323 self.angles = vectoangles(self.velocity);
325 self.projectiledeathtype |= HITTYPE_BOUNCE;
326 // commented out as it causes a little hitch...
328 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
331 void W_Crylink_Fadethink (void)
333 W_Crylink_Dequeue(self);
337 void W_Crylink_Attack (void)
339 float counter, shots;
340 entity proj, prevproj, firstproj;
342 vector forward, right, up;
345 W_DecreaseAmmo(WEP_CVAR_PRI(crylink, ammo));
347 maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
348 maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
349 if(WEP_CVAR_PRI(crylink, joinexplode))
350 maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
352 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
357 shots = WEP_CVAR_PRI(crylink, shots);
358 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
359 proj = prevproj = firstproj = world;
360 for(counter = 0; counter < shots; ++counter)
363 proj.reset = W_Crylink_Reset;
364 proj.realowner = proj.owner = self;
365 proj.classname = "spike";
366 proj.bot_dodge = TRUE;
367 proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
369 proj.queuenext = proj;
370 proj.queueprev = proj;
372 else if(counter == 0) { // first projectile, store in firstproj for now
375 else if(counter == shots - 1) { // last projectile, link up with first projectile
376 prevproj.queuenext = proj;
377 firstproj.queueprev = proj;
378 proj.queuenext = firstproj;
379 proj.queueprev = prevproj;
381 else { // else link up with previous projectile
382 prevproj.queuenext = proj;
383 proj.queueprev = prevproj;
388 proj.movetype = MOVETYPE_BOUNCEMISSILE;
389 PROJECTILE_MAKETRIGGER(proj);
390 proj.projectiledeathtype = WEP_CRYLINK;
391 //proj.gravity = 0.001;
393 setorigin (proj, w_shotorg);
394 setsize(proj, '0 0 0', '0 0 0');
402 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
406 s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
407 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, FALSE);
408 proj.touch = W_Crylink_Touch;
410 proj.think = W_Crylink_Fadethink;
413 proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
414 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime);
415 proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime);
419 proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime);
420 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime);
421 proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime);
423 proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay);
424 proj.cnt = WEP_CVAR_PRI(crylink, bounces);
425 //proj.scale = 1 + 1 * proj.cnt;
427 proj.angles = vectoangles (proj.velocity);
429 //proj.glow_size = 20;
431 proj.flags = FL_PROJECTILE;
432 proj.missile_flags = MIF_SPLASH;
434 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
436 other = proj; MUTATOR_CALLHOOK(EditProjectile);
438 if(WEP_CVAR_PRI(crylink, joinspread) != 0)
440 self.crylink_lastgroup = proj;
441 W_Crylink_CheckLinks(proj);
442 self.crylink_waitrelease = 1;
446 void W_Crylink_Attack2 (void)
448 float counter, shots;
449 entity proj, prevproj, firstproj;
451 vector forward, right, up;
454 W_DecreaseAmmo(WEP_CVAR_SEC(crylink, ammo));
456 maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
457 maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
458 if(WEP_CVAR_SEC(crylink, joinexplode))
459 maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
461 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
466 shots = WEP_CVAR_SEC(crylink, shots);
467 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
468 proj = prevproj = firstproj = world;
469 for(counter = 0; counter < shots; ++counter)
472 proj.reset = W_Crylink_Reset;
473 proj.realowner = proj.owner = self;
474 proj.classname = "spike";
475 proj.bot_dodge = TRUE;
476 proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
478 proj.queuenext = proj;
479 proj.queueprev = proj;
481 else if(counter == 0) { // first projectile, store in firstproj for now
484 else if(counter == shots - 1) { // last projectile, link up with first projectile
485 prevproj.queuenext = proj;
486 firstproj.queueprev = proj;
487 proj.queuenext = firstproj;
488 proj.queueprev = prevproj;
490 else { // else link up with previous projectile
491 prevproj.queuenext = proj;
492 proj.queueprev = prevproj;
497 proj.movetype = MOVETYPE_BOUNCEMISSILE;
498 PROJECTILE_MAKETRIGGER(proj);
499 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
500 //proj.gravity = 0.001;
502 setorigin (proj, w_shotorg);
503 setsize(proj, '0 0 0', '0 0 0');
505 if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
512 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
516 s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
517 s = w_shotdir + right * s_y + up * s_z;
521 s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
524 W_SetupProjectileVelocityEx(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, FALSE);
525 proj.touch = W_Crylink_Touch;
526 proj.think = W_Crylink_Fadethink;
527 if(counter == (shots - 1) / 2)
529 proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
530 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime);
531 proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime);
535 proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime);
536 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime);
537 proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime);
539 proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay);
540 proj.cnt = WEP_CVAR_SEC(crylink, bounces);
541 //proj.scale = 1 + 1 * proj.cnt;
543 proj.angles = vectoangles (proj.velocity);
545 //proj.glow_size = 20;
547 proj.flags = FL_PROJECTILE;
548 proj.missile_flags = MIF_SPLASH;
550 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
552 other = proj; MUTATOR_CALLHOOK(EditProjectile);
554 if(WEP_CVAR_SEC(crylink, joinspread) != 0)
556 self.crylink_lastgroup = proj;
557 W_Crylink_CheckLinks(proj);
558 self.crylink_waitrelease = 2;
562 float w_crylink(float req)
570 self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), FALSE);
572 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), FALSE);
578 if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
579 WEP_ACTION(self.weapon, WR_RELOAD);
581 if (self.BUTTON_ATCK)
583 if (self.crylink_waitrelease != 1)
584 if (weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
587 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
591 if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
593 if (self.crylink_waitrelease != 2)
594 if (weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
597 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
601 if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
603 if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
605 // fired and released now!
606 if(self.crylink_lastgroup)
609 entity linkjoineffect;
610 float isprimary = (self.crylink_waitrelease == 1);
612 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
614 linkjoineffect = spawn();
615 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
616 linkjoineffect.classname = "linkjoineffect";
617 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
618 linkjoineffect.owner = self;
619 setorigin(linkjoineffect, pos);
621 self.crylink_waitrelease = 0;
622 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
623 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
626 self.cnt = WEP_CRYLINK;
627 self.switchweapon = w_getbestweapon(self);
636 precache_model ("models/weapons/g_crylink.md3");
637 precache_model ("models/weapons/v_crylink.md3");
638 precache_model ("models/weapons/h_crylink.iqm");
639 precache_sound ("weapons/crylink_fire.wav");
640 precache_sound ("weapons/crylink_fire2.wav");
641 precache_sound ("weapons/crylink_linkjoin.wav");
642 CRYLINK_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
647 // don't "run out of ammo" and switch weapons while waiting for release
648 if(self.crylink_lastgroup && self.crylink_waitrelease)
651 ammo_amount = self.AMMO_VAL(WEP_CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
652 ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_PRI(crylink, ammo);
657 // don't "run out of ammo" and switch weapons while waiting for release
658 if(self.crylink_lastgroup && self.crylink_waitrelease)
661 ammo_amount = self.AMMO_VAL(WEP_CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
662 ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_SEC(crylink, ammo);
667 CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
672 W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), "weapons/reload.wav");
675 case WR_SUICIDEMESSAGE:
677 return WEAPON_CRYLINK_SUICIDE;
681 return WEAPON_CRYLINK_MURDER;
688 float w_crylink(float req)
692 case WR_IMPACTEFFECT:
695 org2 = w_org + w_backoff * 2;
696 if(w_deathtype & HITTYPE_SECONDARY)
698 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
700 sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
704 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
706 sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
713 precache_sound("weapons/crylink_impact2.wav");
714 precache_sound("weapons/crylink_impact.wav");