3 /* ammotype */ ATTRIB(Crylink, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Crylink, impulse, int, 6)
5 /* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1');
8 /* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
10 /* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
12 /* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
13 /* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
14 /* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink");
15 /* refname */ ATTRIB(Crylink, netname, string, "crylink");
16 /* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, BOTH) \
21 P(class, prefix, animtime, float, BOTH) \
22 P(class, prefix, bouncedamagefactor, float, BOTH) \
23 P(class, prefix, bounces, float, BOTH) \
24 P(class, prefix, damage, float, BOTH) \
25 P(class, prefix, edgedamage, float, BOTH) \
26 P(class, prefix, force, float, BOTH) \
27 P(class, prefix, joindelay, float, BOTH) \
28 P(class, prefix, joinexplode, float, BOTH) \
29 P(class, prefix, joinexplode_damage, float, BOTH) \
30 P(class, prefix, joinexplode_edgedamage, float, BOTH) \
31 P(class, prefix, joinexplode_force, float, BOTH) \
32 P(class, prefix, joinexplode_radius, float, BOTH) \
33 P(class, prefix, joinspread, float, BOTH) \
34 P(class, prefix, linkexplode, float, BOTH) \
35 P(class, prefix, middle_fadetime, float, BOTH) \
36 P(class, prefix, middle_lifetime, float, BOTH) \
37 P(class, prefix, other_fadetime, float, BOTH) \
38 P(class, prefix, other_lifetime, float, BOTH) \
39 P(class, prefix, radius, float, BOTH) \
40 P(class, prefix, refire, float, BOTH) \
41 P(class, prefix, reload_ammo, float, NONE) \
42 P(class, prefix, reload_time, float, NONE) \
43 P(class, prefix, secondary, float, NONE) \
44 P(class, prefix, shots, float, BOTH) \
45 P(class, prefix, speed, float, BOTH) \
46 P(class, prefix, spreadtype, float, SEC) \
47 P(class, prefix, spread, float, BOTH) \
48 P(class, prefix, switchdelay_drop, float, NONE) \
49 P(class, prefix, switchdelay_raise, float, NONE) \
50 P(class, prefix, weaponreplace, string, NONE) \
51 P(class, prefix, weaponstartoverride, float, NONE) \
52 P(class, prefix, weaponstart, float, NONE) \
53 P(class, prefix, weaponthrowable, float, NONE) \
55 W_PROPS(X, Crylink, crylink)
59 REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink));
63 .float crylink_waitrelease;
64 .entity crylink_lastgroup;
72 spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(this, WEP_CRYLINK); }
74 void W_Crylink_CheckLinks(entity e)
80 error("W_Crylink_CheckLinks: entity is world");
81 if(e.classname != "spike" || wasfreed(e))
82 error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
85 for(i = 0; i < 1000; ++i)
87 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
88 error("W_Crylink_CheckLinks: queue is inconsistent");
94 error("W_Crylink_CheckLinks: infinite chain");
97 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
99 W_Crylink_CheckLinks(next);
100 if(me == own.crylink_lastgroup)
101 own.crylink_lastgroup = ((me == next) ? world : next);
102 prev.queuenext = next;
103 next.queueprev = prev;
104 me.classname = "spike_oktoremove";
106 W_Crylink_CheckLinks(next);
109 void W_Crylink_Dequeue(entity e)
111 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
114 void W_Crylink_Reset(entity this)
116 W_Crylink_Dequeue(this);
120 // force projectile to explode
121 void W_Crylink_LinkExplode(entity e, entity e2)
128 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
130 if(e == e.realowner.crylink_lastgroup)
131 e.realowner.crylink_lastgroup = world;
133 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
135 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);
137 W_Crylink_LinkExplode(e.queuenext, e2);
139 e.classname = "spike_oktoremove";
143 // adjust towards center
144 // returns the origin where they will meet... and the time till the meeting is
145 // stored in w_crylink_linkjoin_time.
146 // could possibly network this origin and time, and display a special particle
147 // effect when projectiles meet there :P
148 // jspeed: joining speed (calculate this as join spread * initial speed)
149 float w_crylink_linkjoin_time;
150 vector W_Crylink_LinkJoin(entity e, float jspeed)
152 vector avg_origin, avg_velocity;
157 // FIXME remove this debug code
158 W_Crylink_CheckLinks(e);
160 w_crylink_linkjoin_time = 0;
162 avg_origin = e.origin;
163 avg_velocity = e.velocity;
165 for(p = e; (p = p.queuenext) != e; )
167 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
168 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
171 avg_origin *= (1.0 / n);
172 avg_velocity *= (1.0 / n);
175 return avg_origin; // nothing to do
177 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
178 avg_dist = pow(vlen(e.origin - avg_origin), 2);
179 for(p = e; (p = p.queuenext) != e; )
180 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
181 avg_dist *= (1.0 / n);
182 avg_dist = sqrt(avg_dist);
185 return avg_origin; // no change needed
189 e.velocity = avg_velocity;
190 UpdateCSQCProjectile(e);
191 for(p = e; (p = p.queuenext) != e; )
193 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
194 UpdateCSQCProjectile(p);
196 targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
200 w_crylink_linkjoin_time = avg_dist / jspeed;
201 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
203 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
204 UpdateCSQCProjectile(e);
205 for(p = e; (p = p.queuenext) != e; )
207 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
208 UpdateCSQCProjectile(p);
212 // jspeed -> +infinity:
213 // w_crylink_linkjoin_time -> +0
214 // targ_origin -> avg_origin
215 // p->velocity -> HUEG towards center
217 // w_crylink_linkjoin_time -> +/- infinity
218 // targ_origin -> avg_velocity * +/- infinity
219 // p->velocity -> avg_velocity
220 // jspeed -> -infinity:
221 // w_crylink_linkjoin_time -> -0
222 // targ_origin -> avg_origin
223 // p->velocity -> HUEG away from center
226 W_Crylink_CheckLinks(e);
231 void W_Crylink_LinkJoinEffect_Think(entity this)
233 // is there at least 2 projectiles very close?
236 e = this.owner.crylink_lastgroup;
240 if(vlen(e.origin - this.origin) < vlen(e.velocity) * frametime)
242 for(p = e; (p = p.queuenext) != e; )
244 if(vlen(p.origin - this.origin) < vlen(p.velocity) * frametime)
249 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
251 if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
253 n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
257 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
258 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
259 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
262 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
263 e.projectiledeathtype,
266 Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, this.origin, '0 0 0', n);
273 float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
275 entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, false);
276 float hit_friendly = 0;
281 if((head.takedamage != DAMAGE_NO) && (!IS_DEAD(head)))
283 if(SAME_TEAM(head, projectile.realowner))
292 return (hit_enemy ? false : hit_friendly);
295 // NO bounce protection, as bounces are limited!
296 void W_Crylink_Touch(entity this)
300 float isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
301 PROJECTILE_TOUCH(this);
304 a = bound(0, 1 - (time - this.fade_time) * this.fade_rate, 1);
306 finalhit = ((this.cnt <= 0) || (other.takedamage != DAMAGE_NO));
310 f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor);
314 float totaldamage = RadiusDamage(this, this.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, this.projectiledeathtype, other);
316 if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(this, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
318 if(this == this.realowner.crylink_lastgroup)
319 this.realowner.crylink_lastgroup = world;
320 W_Crylink_LinkExplode(this.queuenext, this);
321 this.classname = "spike_oktoremove";
328 W_Crylink_Dequeue(this);
332 this.cnt = this.cnt - 1;
333 this.angles = vectoangles(this.velocity);
335 this.projectiledeathtype |= HITTYPE_BOUNCE;
336 // commented out as it causes a little hitch...
338 // CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
341 void W_Crylink_Fadethink(entity this)
343 W_Crylink_Dequeue(this);
347 void W_Crylink_Attack(Weapon thiswep, entity actor)
349 float counter, shots;
350 entity proj, prevproj, firstproj;
352 vector forward, right, up;
355 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(crylink, ammo));
357 maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
358 maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
359 if(WEP_CVAR_PRI(crylink, joinexplode))
360 maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
362 W_SetupShot(actor, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg);
367 shots = WEP_CVAR_PRI(crylink, shots);
368 Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
369 proj = prevproj = firstproj = world;
370 for(counter = 0; counter < shots; ++counter)
373 proj.reset = W_Crylink_Reset;
374 proj.realowner = proj.owner = actor;
375 proj.bot_dodge = true;
376 proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
378 proj.queuenext = proj;
379 proj.queueprev = proj;
381 else if(counter == 0) { // first projectile, store in firstproj for now
384 else if(counter == shots - 1) { // last projectile, link up with first projectile
385 prevproj.queuenext = proj;
386 firstproj.queueprev = proj;
387 proj.queuenext = firstproj;
388 proj.queueprev = prevproj;
390 else { // else link up with previous projectile
391 prevproj.queuenext = proj;
392 proj.queueprev = prevproj;
397 proj.movetype = MOVETYPE_BOUNCEMISSILE;
398 PROJECTILE_MAKETRIGGER(proj);
399 proj.projectiledeathtype = WEP_CRYLINK.m_id;
400 //proj.gravity = 0.001;
402 setorigin(proj, w_shotorg);
403 setsize(proj, '0 0 0', '0 0 0');
411 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
415 s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
416 W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
417 settouch(proj, W_Crylink_Touch);
419 setthink(proj, W_Crylink_Fadethink);
422 proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
423 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime);
424 proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime);
428 proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime);
429 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime);
430 proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime);
432 proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay);
433 proj.cnt = WEP_CVAR_PRI(crylink, bounces);
434 //proj.scale = 1 + 1 * proj.cnt;
436 proj.angles = vectoangles(proj.velocity);
438 //proj.glow_size = 20;
440 proj.flags = FL_PROJECTILE;
441 proj.missile_flags = MIF_SPLASH;
443 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
445 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
447 if(WEP_CVAR_PRI(crylink, joinspread) != 0)
449 actor.crylink_lastgroup = proj;
450 W_Crylink_CheckLinks(proj);
451 actor.crylink_waitrelease = 1;
455 void W_Crylink_Attack2(Weapon thiswep, entity actor)
457 float counter, shots;
458 entity proj, prevproj, firstproj;
460 vector forward, right, up;
463 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(crylink, ammo));
465 maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
466 maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
467 if(WEP_CVAR_SEC(crylink, joinexplode))
468 maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
470 W_SetupShot(actor, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg);
475 shots = WEP_CVAR_SEC(crylink, shots);
476 Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
477 proj = prevproj = firstproj = world;
478 for(counter = 0; counter < shots; ++counter)
481 proj.reset = W_Crylink_Reset;
482 proj.realowner = proj.owner = actor;
483 proj.bot_dodge = true;
484 proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
486 proj.queuenext = proj;
487 proj.queueprev = proj;
489 else if(counter == 0) { // first projectile, store in firstproj for now
492 else if(counter == shots - 1) { // last projectile, link up with first projectile
493 prevproj.queuenext = proj;
494 firstproj.queueprev = proj;
495 proj.queuenext = firstproj;
496 proj.queueprev = prevproj;
498 else { // else link up with previous projectile
499 prevproj.queuenext = proj;
500 proj.queueprev = prevproj;
505 proj.movetype = MOVETYPE_BOUNCEMISSILE;
506 PROJECTILE_MAKETRIGGER(proj);
507 proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY;
508 //proj.gravity = 0.001;
510 setorigin(proj, w_shotorg);
511 setsize(proj, '0 0 0', '0 0 0');
513 if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
520 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
524 s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
525 s = w_shotdir + right * s.y + up * s.z;
529 s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
532 W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);
533 settouch(proj, W_Crylink_Touch);
534 setthink(proj, W_Crylink_Fadethink);
535 if(counter == (shots - 1) / 2)
537 proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
538 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime);
539 proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime);
543 proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime);
544 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime);
545 proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime);
547 proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay);
548 proj.cnt = WEP_CVAR_SEC(crylink, bounces);
549 //proj.scale = 1 + 1 * proj.cnt;
551 proj.angles = vectoangles(proj.velocity);
553 //proj.glow_size = 20;
555 proj.flags = FL_PROJECTILE;
556 proj.missile_flags = MIF_SPLASH;
558 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
560 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
562 if(WEP_CVAR_SEC(crylink, joinspread) != 0)
564 actor.crylink_lastgroup = proj;
565 W_Crylink_CheckLinks(proj);
566 actor.crylink_waitrelease = 2;
570 METHOD(Crylink, wr_aim, void(entity thiswep, entity actor))
573 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
575 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
577 METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
579 if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
580 thiswep.wr_reload(thiswep, actor, weaponentity);
585 if(actor.crylink_waitrelease != 1)
586 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
588 W_Crylink_Attack(thiswep, actor);
589 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
593 if((fire & 2) && autocvar_g_balance_crylink_secondary)
595 if(actor.crylink_waitrelease != 2)
596 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
598 W_Crylink_Attack2(thiswep, actor);
599 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
603 if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2)))
605 if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
607 // fired and released now!
608 if(actor.crylink_lastgroup)
611 entity linkjoineffect;
612 float isprimary = (actor.crylink_waitrelease == 1);
614 pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
616 linkjoineffect = new(linkjoineffect);
617 setthink(linkjoineffect, W_Crylink_LinkJoinEffect_Think);
618 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
619 linkjoineffect.owner = actor;
620 setorigin(linkjoineffect, pos);
622 actor.crylink_waitrelease = 0;
623 if(!thiswep.wr_checkammo1(thiswep, actor) && !thiswep.wr_checkammo2(thiswep, actor))
624 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
627 actor.cnt = WEP_CRYLINK.m_id;
628 PS(actor).m_switchweapon = w_getbestweapon(actor);
633 METHOD(Crylink, wr_checkammo1, bool(entity thiswep, entity actor))
635 // don't "run out of ammo" and switch weapons while waiting for release
636 if(actor.crylink_lastgroup && actor.crylink_waitrelease)
639 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo);
640 ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
643 METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor))
645 // don't "run out of ammo" and switch weapons while waiting for release
646 if(actor.crylink_lastgroup && actor.crylink_waitrelease)
649 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo);
650 ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
653 METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
655 W_Reload(actor, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND_RELOAD);
657 METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep))
659 return WEAPON_CRYLINK_SUICIDE;
661 METHOD(Crylink, wr_killmessage, Notification(entity thiswep))
663 return WEAPON_CRYLINK_MURDER;
667 METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor))
670 org2 = w_org + w_backoff * 2;
671 if(w_deathtype & HITTYPE_SECONDARY)
673 pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);
675 sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
679 pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1);
681 sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);