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 NULL");
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) ? NULL : 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, entity directhitentity)
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 = NULL;
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),
136 NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, directhitentity);
138 W_Crylink_LinkExplode(e.queuenext, e2, directhitentity);
140 e.classname = "spike_oktoremove";
144 // adjust towards center
145 // returns the origin where they will meet... and the time till the meeting is
146 // stored in w_crylink_linkjoin_time.
147 // could possibly network this origin and time, and display a special particle
148 // effect when projectiles meet there :P
149 // jspeed: joining speed (calculate this as join spread * initial speed)
150 float w_crylink_linkjoin_time;
151 vector W_Crylink_LinkJoin(entity e, float jspeed)
153 vector avg_origin, avg_velocity;
158 // FIXME remove this debug code
159 W_Crylink_CheckLinks(e);
161 w_crylink_linkjoin_time = 0;
163 avg_origin = e.origin;
164 avg_velocity = e.velocity;
166 for(p = e; (p = p.queuenext) != e; )
168 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
169 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
172 avg_origin *= (1.0 / n);
173 avg_velocity *= (1.0 / n);
176 return avg_origin; // nothing to do
178 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
179 avg_dist = pow(vlen(e.origin - avg_origin), 2);
180 for(p = e; (p = p.queuenext) != e; )
181 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
182 avg_dist *= (1.0 / n);
183 avg_dist = sqrt(avg_dist);
186 return avg_origin; // no change needed
190 e.velocity = avg_velocity;
191 UpdateCSQCProjectile(e);
192 for(p = e; (p = p.queuenext) != e; )
194 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
195 UpdateCSQCProjectile(p);
197 targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
201 w_crylink_linkjoin_time = avg_dist / jspeed;
202 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
204 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
205 UpdateCSQCProjectile(e);
206 for(p = e; (p = p.queuenext) != e; )
208 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
209 UpdateCSQCProjectile(p);
213 // jspeed -> +infinity:
214 // w_crylink_linkjoin_time -> +0
215 // targ_origin -> avg_origin
216 // p->velocity -> HUEG towards center
218 // w_crylink_linkjoin_time -> +/- infinity
219 // targ_origin -> avg_velocity * +/- infinity
220 // p->velocity -> avg_velocity
221 // jspeed -> -infinity:
222 // w_crylink_linkjoin_time -> -0
223 // targ_origin -> avg_origin
224 // p->velocity -> HUEG away from center
227 W_Crylink_CheckLinks(e);
232 void W_Crylink_LinkJoinEffect_Think(entity this)
234 // is there at least 2 projectiles very close?
237 e = this.owner.crylink_lastgroup;
241 if(vlen2(e.origin - this.origin) < vlen2(e.velocity) * frametime)
243 for(p = e; (p = p.queuenext) != e; )
245 if(vlen2(p.origin - this.origin) < vlen2(p.velocity) * frametime)
250 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
252 if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
254 n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
258 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
259 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
260 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
263 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
264 e.projectiledeathtype,
267 Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, this.origin, '0 0 0', n);
274 float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
276 entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, false);
277 float hit_friendly = 0;
282 if((head.takedamage != DAMAGE_NO) && (!IS_DEAD(head)))
284 if(SAME_TEAM(head, projectile.realowner))
293 return (hit_enemy ? false : hit_friendly);
296 // NO bounce protection, as bounces are limited!
297 void W_Crylink_Touch(entity this, entity toucher)
301 float isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
302 PROJECTILE_TOUCH(this, toucher);
305 a = bound(0, 1 - (time - this.fade_time) * this.fade_rate, 1);
307 finalhit = ((this.cnt <= 0) || (toucher.takedamage != DAMAGE_NO));
311 f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor);
315 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), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, toucher);
317 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)))))
319 if(this == this.realowner.crylink_lastgroup)
320 this.realowner.crylink_lastgroup = NULL;
321 W_Crylink_LinkExplode(this.queuenext, this, toucher);
322 this.classname = "spike_oktoremove";
329 W_Crylink_Dequeue(this);
333 this.cnt = this.cnt - 1;
334 this.angles = vectoangles(this.velocity);
336 this.projectiledeathtype |= HITTYPE_BOUNCE;
337 // commented out as it causes a little hitch...
339 // CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
342 void W_Crylink_Fadethink(entity this)
344 W_Crylink_Dequeue(this);
348 void W_Crylink_Attack(Weapon thiswep, entity actor)
350 float counter, shots;
351 entity proj, prevproj, firstproj;
353 vector forward, right, up;
356 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(crylink, ammo));
358 maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
359 maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
360 if(WEP_CVAR_PRI(crylink, joinexplode))
361 maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
363 W_SetupShot(actor, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg);
368 shots = WEP_CVAR_PRI(crylink, shots);
369 Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
370 proj = prevproj = firstproj = NULL;
371 for(counter = 0; counter < shots; ++counter)
374 proj.reset = W_Crylink_Reset;
375 proj.realowner = proj.owner = actor;
376 proj.bot_dodge = true;
377 proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
379 proj.queuenext = proj;
380 proj.queueprev = proj;
382 else if(counter == 0) { // first projectile, store in firstproj for now
385 else if(counter == shots - 1) { // last projectile, link up with first projectile
386 prevproj.queuenext = proj;
387 firstproj.queueprev = proj;
388 proj.queuenext = firstproj;
389 proj.queueprev = prevproj;
391 else { // else link up with previous projectile
392 prevproj.queuenext = proj;
393 proj.queueprev = prevproj;
398 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
399 PROJECTILE_MAKETRIGGER(proj);
400 proj.projectiledeathtype = WEP_CRYLINK.m_id;
401 //proj.gravity = 0.001;
403 setorigin(proj, w_shotorg);
404 setsize(proj, '0 0 0', '0 0 0');
412 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
416 s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
417 W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
418 settouch(proj, W_Crylink_Touch);
420 setthink(proj, W_Crylink_Fadethink);
423 proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
424 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime);
425 proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime);
429 proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime);
430 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime);
431 proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime);
433 proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay);
434 proj.cnt = WEP_CVAR_PRI(crylink, bounces);
435 //proj.scale = 1 + 1 * proj.cnt;
437 proj.angles = vectoangles(proj.velocity);
439 //proj.glow_size = 20;
441 proj.flags = FL_PROJECTILE;
442 proj.missile_flags = MIF_SPLASH;
444 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
446 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
448 if(WEP_CVAR_PRI(crylink, joinspread) != 0)
450 actor.crylink_lastgroup = proj;
451 W_Crylink_CheckLinks(proj);
452 actor.crylink_waitrelease = 1;
456 void W_Crylink_Attack2(Weapon thiswep, entity actor)
458 float counter, shots;
459 entity proj, prevproj, firstproj;
461 vector forward, right, up;
464 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(crylink, ammo));
466 maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
467 maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
468 if(WEP_CVAR_SEC(crylink, joinexplode))
469 maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
471 W_SetupShot(actor, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg);
476 shots = WEP_CVAR_SEC(crylink, shots);
477 Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
478 proj = prevproj = firstproj = NULL;
479 for(counter = 0; counter < shots; ++counter)
482 proj.reset = W_Crylink_Reset;
483 proj.realowner = proj.owner = actor;
484 proj.bot_dodge = true;
485 proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
487 proj.queuenext = proj;
488 proj.queueprev = proj;
490 else if(counter == 0) { // first projectile, store in firstproj for now
493 else if(counter == shots - 1) { // last projectile, link up with first projectile
494 prevproj.queuenext = proj;
495 firstproj.queueprev = proj;
496 proj.queuenext = firstproj;
497 proj.queueprev = prevproj;
499 else { // else link up with previous projectile
500 prevproj.queuenext = proj;
501 proj.queueprev = prevproj;
506 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
507 PROJECTILE_MAKETRIGGER(proj);
508 proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY;
509 //proj.gravity = 0.001;
511 setorigin(proj, w_shotorg);
512 setsize(proj, '0 0 0', '0 0 0');
514 if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
521 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
525 s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
526 s = w_shotdir + right * s.y + up * s.z;
530 s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
533 W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);
534 settouch(proj, W_Crylink_Touch);
535 setthink(proj, W_Crylink_Fadethink);
536 if(counter == (shots - 1) / 2)
538 proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
539 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime);
540 proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime);
544 proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime);
545 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime);
546 proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime);
548 proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay);
549 proj.cnt = WEP_CVAR_SEC(crylink, bounces);
550 //proj.scale = 1 + 1 * proj.cnt;
552 proj.angles = vectoangles(proj.velocity);
554 //proj.glow_size = 20;
556 proj.flags = FL_PROJECTILE;
557 proj.missile_flags = MIF_SPLASH;
559 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
561 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
563 if(WEP_CVAR_SEC(crylink, joinspread) != 0)
565 actor.crylink_lastgroup = proj;
566 W_Crylink_CheckLinks(proj);
567 actor.crylink_waitrelease = 2;
571 METHOD(Crylink, wr_aim, void(entity thiswep, entity actor))
574 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
576 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
578 METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
580 if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
581 thiswep.wr_reload(thiswep, actor, weaponentity);
586 if(actor.crylink_waitrelease != 1)
587 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
589 W_Crylink_Attack(thiswep, actor);
590 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
594 if((fire & 2) && autocvar_g_balance_crylink_secondary)
596 if(actor.crylink_waitrelease != 2)
597 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
599 W_Crylink_Attack2(thiswep, actor);
600 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
604 if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2)))
606 if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
608 // fired and released now!
609 if(actor.crylink_lastgroup)
612 entity linkjoineffect;
613 float isprimary = (actor.crylink_waitrelease == 1);
615 pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
617 linkjoineffect = new(linkjoineffect);
618 setthink(linkjoineffect, W_Crylink_LinkJoinEffect_Think);
619 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
620 linkjoineffect.owner = actor;
621 setorigin(linkjoineffect, pos);
623 actor.crylink_waitrelease = 0;
624 if(!thiswep.wr_checkammo1(thiswep, actor) && !thiswep.wr_checkammo2(thiswep, actor))
625 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
628 actor.cnt = WEP_CRYLINK.m_id;
629 PS(actor).m_switchweapon = w_getbestweapon(actor);
634 METHOD(Crylink, wr_checkammo1, bool(entity thiswep, entity actor))
636 // don't "run out of ammo" and switch weapons while waiting for release
637 if(actor.crylink_lastgroup && actor.crylink_waitrelease)
640 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo);
641 ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
644 METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor))
646 // don't "run out of ammo" and switch weapons while waiting for release
647 if(actor.crylink_lastgroup && actor.crylink_waitrelease)
650 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo);
651 ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
654 METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
656 W_Reload(actor, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND_RELOAD);
658 METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep))
660 return WEAPON_CRYLINK_SUICIDE;
662 METHOD(Crylink, wr_killmessage, Notification(entity thiswep))
664 return WEAPON_CRYLINK_MURDER;
668 METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor))
671 org2 = w_org + w_backoff * 2;
672 if(w_deathtype & HITTYPE_SECONDARY)
674 pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);
676 sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
680 pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1);
682 sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);