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 /* netname */ "crylink",
11 /* fullname */ _("Crylink")
14 #define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
15 #define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
16 w_cvar(id, sn, BOTH, ammo) \
17 w_cvar(id, sn, BOTH, animtime) \
18 w_cvar(id, sn, BOTH, damage) \
19 w_cvar(id, sn, BOTH, edgedamage) \
20 w_cvar(id, sn, BOTH, radius) \
21 w_cvar(id, sn, BOTH, force) \
22 w_cvar(id, sn, BOTH, spread) \
23 w_cvar(id, sn, BOTH, refire) \
24 w_cvar(id, sn, BOTH, speed) \
25 w_cvar(id, sn, BOTH, shots) \
26 w_cvar(id, sn, BOTH, bounces) \
27 w_cvar(id, sn, BOTH, bouncedamagefactor) \
28 w_cvar(id, sn, BOTH, middle_lifetime) \
29 w_cvar(id, sn, BOTH, middle_fadetime) \
30 w_cvar(id, sn, BOTH, other_lifetime) \
31 w_cvar(id, sn, BOTH, other_fadetime) \
32 w_cvar(id, sn, BOTH, linkexplode) \
33 w_cvar(id, sn, BOTH, joindelay) \
34 w_cvar(id, sn, BOTH, joinspread) \
35 w_cvar(id, sn, BOTH, joinexplode) \
36 w_cvar(id, sn, BOTH, joinexplode_damage) \
37 w_cvar(id, sn, BOTH, joinexplode_edgedamage) \
38 w_cvar(id, sn, BOTH, joinexplode_radius) \
39 w_cvar(id, sn, BOTH, joinexplode_force) \
40 w_cvar(id, sn, SEC, spreadtype) \
41 w_cvar(id, sn, NONE, secondary) \
42 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
43 w_prop(id, sn, float, reloading_time, reload_time) \
44 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
45 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
46 w_prop(id, sn, string, weaponreplace, weaponreplace) \
47 w_prop(id, sn, float, weaponstart, weaponstart) \
48 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
51 CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
53 .float crylink_waitrelease;
54 .entity crylink_lastgroup;
61 void spawnfunc_weapon_crylink() { weapon_defaultspawnfunc(WEP_CRYLINK); }
63 void W_Crylink_CheckLinks(entity e)
69 error("W_Crylink_CheckLinks: entity is world");
70 if(e.classname != "spike" || wasfreed(e))
71 error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
74 for(i = 0; i < 1000; ++i)
76 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
77 error("W_Crylink_CheckLinks: queue is inconsistent");
83 error("W_Crylink_CheckLinks: infinite chain");
86 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
88 W_Crylink_CheckLinks(next);
89 if(me == own.crylink_lastgroup)
90 own.crylink_lastgroup = ((me == next) ? world : next);
91 prev.queuenext = next;
92 next.queueprev = prev;
93 me.classname = "spike_oktoremove";
95 W_Crylink_CheckLinks(next);
98 void W_Crylink_Dequeue(entity e)
100 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
103 void W_Crylink_Reset(void)
105 W_Crylink_Dequeue(self);
109 // force projectile to explode
110 void W_Crylink_LinkExplode (entity e, entity e2)
117 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
119 if(e == e.realowner.crylink_lastgroup)
120 e.realowner.crylink_lastgroup = world;
122 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
124 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);
126 W_Crylink_LinkExplode(e.queuenext, e2);
128 e.classname = "spike_oktoremove";
132 // adjust towards center
133 // returns the origin where they will meet... and the time till the meeting is
134 // stored in w_crylink_linkjoin_time.
135 // could possibly network this origin and time, and display a special particle
136 // effect when projectiles meet there :P
137 // jspeed: joining speed (calculate this as join spread * initial speed)
138 float w_crylink_linkjoin_time;
139 vector W_Crylink_LinkJoin(entity e, float jspeed)
141 vector avg_origin, avg_velocity;
146 // FIXME remove this debug code
147 W_Crylink_CheckLinks(e);
149 w_crylink_linkjoin_time = 0;
151 avg_origin = e.origin;
152 avg_velocity = e.velocity;
154 for(p = e; (p = p.queuenext) != e; )
156 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
157 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
160 avg_origin *= (1.0 / n);
161 avg_velocity *= (1.0 / n);
164 return avg_origin; // nothing to do
166 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
167 avg_dist = pow(vlen(e.origin - avg_origin), 2);
168 for(p = e; (p = p.queuenext) != e; )
169 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
170 avg_dist *= (1.0 / n);
171 avg_dist = sqrt(avg_dist);
174 return avg_origin; // no change needed
178 e.velocity = avg_velocity;
179 UpdateCSQCProjectile(e);
180 for(p = e; (p = p.queuenext) != e; )
182 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
183 UpdateCSQCProjectile(p);
185 targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
189 w_crylink_linkjoin_time = avg_dist / jspeed;
190 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
192 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
193 UpdateCSQCProjectile(e);
194 for(p = e; (p = p.queuenext) != e; )
196 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
197 UpdateCSQCProjectile(p);
201 // jspeed -> +infinity:
202 // w_crylink_linkjoin_time -> +0
203 // targ_origin -> avg_origin
204 // p->velocity -> HUEG towards center
206 // w_crylink_linkjoin_time -> +/- infinity
207 // targ_origin -> avg_velocity * +/- infinity
208 // p->velocity -> avg_velocity
209 // jspeed -> -infinity:
210 // w_crylink_linkjoin_time -> -0
211 // targ_origin -> avg_origin
212 // p->velocity -> HUEG away from center
215 W_Crylink_CheckLinks(e);
220 void W_Crylink_LinkJoinEffect_Think()
222 // is there at least 2 projectiles very close?
225 e = self.owner.crylink_lastgroup;
229 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
231 for(p = e; (p = p.queuenext) != e; )
233 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
238 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
240 if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
242 n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
246 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
247 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
248 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
251 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
252 e.projectiledeathtype,
255 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
262 float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
264 entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, FALSE);
265 float hit_friendly = 0;
270 if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
272 if(SAME_TEAM(head, projectile.realowner))
281 return (hit_enemy ? FALSE : hit_friendly);
284 // NO bounce protection, as bounces are limited!
285 void W_Crylink_Touch (void)
289 float isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
293 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
295 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
299 f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor);
303 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);
305 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)))))
307 if(self == self.realowner.crylink_lastgroup)
308 self.realowner.crylink_lastgroup = world;
309 W_Crylink_LinkExplode(self.queuenext, self);
310 self.classname = "spike_oktoremove";
317 W_Crylink_Dequeue(self);
321 self.cnt = self.cnt - 1;
322 self.angles = vectoangles(self.velocity);
324 self.projectiledeathtype |= HITTYPE_BOUNCE;
325 // commented out as it causes a little hitch...
327 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
330 void W_Crylink_Fadethink (void)
332 W_Crylink_Dequeue(self);
336 void W_Crylink_Attack (void)
338 float counter, shots;
339 entity proj, prevproj, firstproj;
341 vector forward, right, up;
344 W_DecreaseAmmo(WEP_CVAR_PRI(crylink, ammo));
346 maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
347 maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
348 if(WEP_CVAR_PRI(crylink, joinexplode))
349 maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
351 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
356 shots = WEP_CVAR_PRI(crylink, shots);
357 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
358 proj = prevproj = firstproj = world;
359 for(counter = 0; counter < shots; ++counter)
362 proj.reset = W_Crylink_Reset;
363 proj.realowner = proj.owner = self;
364 proj.classname = "spike";
365 proj.bot_dodge = TRUE;
366 proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
368 proj.queuenext = proj;
369 proj.queueprev = proj;
371 else if(counter == 0) { // first projectile, store in firstproj for now
374 else if(counter == shots - 1) { // last projectile, link up with first projectile
375 prevproj.queuenext = proj;
376 firstproj.queueprev = proj;
377 proj.queuenext = firstproj;
378 proj.queueprev = prevproj;
380 else { // else link up with previous projectile
381 prevproj.queuenext = proj;
382 proj.queueprev = prevproj;
387 proj.movetype = MOVETYPE_BOUNCEMISSILE;
388 PROJECTILE_MAKETRIGGER(proj);
389 proj.projectiledeathtype = WEP_CRYLINK;
390 //proj.gravity = 0.001;
392 setorigin (proj, w_shotorg);
393 setsize(proj, '0 0 0', '0 0 0');
401 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
405 s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
406 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, FALSE);
407 proj.touch = W_Crylink_Touch;
409 proj.think = W_Crylink_Fadethink;
412 proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
413 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime);
414 proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime);
418 proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime);
419 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime);
420 proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime);
422 proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay);
423 proj.cnt = WEP_CVAR_PRI(crylink, bounces);
424 //proj.scale = 1 + 1 * proj.cnt;
426 proj.angles = vectoangles (proj.velocity);
428 //proj.glow_size = 20;
430 proj.flags = FL_PROJECTILE;
431 proj.missile_flags = MIF_SPLASH;
433 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
435 other = proj; MUTATOR_CALLHOOK(EditProjectile);
437 if(WEP_CVAR_PRI(crylink, joinspread) != 0)
439 self.crylink_lastgroup = proj;
440 W_Crylink_CheckLinks(proj);
441 self.crylink_waitrelease = 1;
445 void W_Crylink_Attack2 (void)
447 float counter, shots;
448 entity proj, prevproj, firstproj;
450 vector forward, right, up;
453 W_DecreaseAmmo(WEP_CVAR_SEC(crylink, ammo));
455 maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
456 maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
457 if(WEP_CVAR_SEC(crylink, joinexplode))
458 maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
460 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
465 shots = WEP_CVAR_SEC(crylink, shots);
466 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
467 proj = prevproj = firstproj = world;
468 for(counter = 0; counter < shots; ++counter)
471 proj.reset = W_Crylink_Reset;
472 proj.realowner = proj.owner = self;
473 proj.classname = "spike";
474 proj.bot_dodge = TRUE;
475 proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
477 proj.queuenext = proj;
478 proj.queueprev = proj;
480 else if(counter == 0) { // first projectile, store in firstproj for now
483 else if(counter == shots - 1) { // last projectile, link up with first projectile
484 prevproj.queuenext = proj;
485 firstproj.queueprev = proj;
486 proj.queuenext = firstproj;
487 proj.queueprev = prevproj;
489 else { // else link up with previous projectile
490 prevproj.queuenext = proj;
491 proj.queueprev = prevproj;
496 proj.movetype = MOVETYPE_BOUNCEMISSILE;
497 PROJECTILE_MAKETRIGGER(proj);
498 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
499 //proj.gravity = 0.001;
501 setorigin (proj, w_shotorg);
502 setsize(proj, '0 0 0', '0 0 0');
504 if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
511 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
515 s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
516 s = w_shotdir + right * s_y + up * s_z;
520 s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
523 W_SetupProjectileVelocityEx(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, FALSE);
524 proj.touch = W_Crylink_Touch;
525 proj.think = W_Crylink_Fadethink;
526 if(counter == (shots - 1) / 2)
528 proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
529 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime);
530 proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime);
534 proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime);
535 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime);
536 proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime);
538 proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay);
539 proj.cnt = WEP_CVAR_SEC(crylink, bounces);
540 //proj.scale = 1 + 1 * proj.cnt;
542 proj.angles = vectoangles (proj.velocity);
544 //proj.glow_size = 20;
546 proj.flags = FL_PROJECTILE;
547 proj.missile_flags = MIF_SPLASH;
549 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
551 other = proj; MUTATOR_CALLHOOK(EditProjectile);
553 if(WEP_CVAR_SEC(crylink, joinspread) != 0)
555 self.crylink_lastgroup = proj;
556 W_Crylink_CheckLinks(proj);
557 self.crylink_waitrelease = 2;
561 float w_crylink(float req)
569 self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), FALSE);
571 self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), FALSE);
577 if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
578 WEP_ACTION(self.weapon, WR_RELOAD);
580 if (self.BUTTON_ATCK)
582 if (self.crylink_waitrelease != 1)
583 if (weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
586 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
590 if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
592 if (self.crylink_waitrelease != 2)
593 if (weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
596 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
600 if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
602 if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
604 // fired and released now!
605 if(self.crylink_lastgroup)
608 entity linkjoineffect;
609 float isprimary = (self.crylink_waitrelease == 1);
611 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
613 linkjoineffect = spawn();
614 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
615 linkjoineffect.classname = "linkjoineffect";
616 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
617 linkjoineffect.owner = self;
618 setorigin(linkjoineffect, pos);
620 self.crylink_waitrelease = 0;
621 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
622 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
625 self.cnt = WEP_CRYLINK;
626 self.switchweapon = w_getbestweapon(self);
635 precache_model ("models/weapons/g_crylink.md3");
636 precache_model ("models/weapons/v_crylink.md3");
637 precache_model ("models/weapons/h_crylink.iqm");
638 precache_sound ("weapons/crylink_fire.wav");
639 precache_sound ("weapons/crylink_fire2.wav");
640 precache_sound ("weapons/crylink_linkjoin.wav");
641 CRYLINK_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
646 // don't "run out of ammo" and switch weapons while waiting for release
647 if(self.crylink_lastgroup && self.crylink_waitrelease)
650 ammo_amount = self.AMMO_VAL(WEP_CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
651 ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_PRI(crylink, ammo);
656 // don't "run out of ammo" and switch weapons while waiting for release
657 if(self.crylink_lastgroup && self.crylink_waitrelease)
660 ammo_amount = self.AMMO_VAL(WEP_CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
661 ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= WEP_CVAR_SEC(crylink, ammo);
666 CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
671 W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), "weapons/reload.wav");
674 case WR_SUICIDEMESSAGE:
676 return WEAPON_CRYLINK_SUICIDE;
680 return WEAPON_CRYLINK_MURDER;
687 float w_crylink(float req)
691 case WR_IMPACTEFFECT:
694 org2 = w_org + w_backoff * 2;
695 if(w_deathtype & HITTYPE_SECONDARY)
697 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
699 sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
703 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
705 sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
712 precache_sound("weapons/crylink_impact2.wav");
713 precache_sound("weapons/crylink_impact.wav");