4 /* ammotype */ ATTRIB(Crylink, ammo_field, .int, ammo_cells);
5 /* impulse */ ATTRIB(Crylink, impulse, int, 6);
6 /* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
7 /* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
8 /* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1');
9 /* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
11 /* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
13 /* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
14 /* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
15 /* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink");
16 /* refname */ ATTRIB(Crylink, netname, string, "crylink");
17 /* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, BOTH) \
22 P(class, prefix, animtime, float, BOTH) \
23 P(class, prefix, bouncedamagefactor, float, BOTH) \
24 P(class, prefix, bounces, float, BOTH) \
25 P(class, prefix, damage, float, BOTH) \
26 P(class, prefix, edgedamage, float, BOTH) \
27 P(class, prefix, force, float, BOTH) \
28 P(class, prefix, joindelay, float, BOTH) \
29 P(class, prefix, joinexplode, float, BOTH) \
30 P(class, prefix, joinexplode_damage, float, BOTH) \
31 P(class, prefix, joinexplode_edgedamage, float, BOTH) \
32 P(class, prefix, joinexplode_force, float, BOTH) \
33 P(class, prefix, joinexplode_radius, float, BOTH) \
34 P(class, prefix, joinspread, float, BOTH) \
35 P(class, prefix, linkexplode, float, BOTH) \
36 P(class, prefix, middle_fadetime, float, BOTH) \
37 P(class, prefix, middle_lifetime, float, BOTH) \
38 P(class, prefix, other_fadetime, float, BOTH) \
39 P(class, prefix, other_lifetime, float, BOTH) \
40 P(class, prefix, radius, float, BOTH) \
41 P(class, prefix, refire, float, BOTH) \
42 P(class, prefix, reload_ammo, float, NONE) \
43 P(class, prefix, reload_time, float, NONE) \
44 P(class, prefix, secondary, float, NONE) \
45 P(class, prefix, shots, float, BOTH) \
46 P(class, prefix, speed, float, BOTH) \
47 P(class, prefix, spreadtype, float, SEC) \
48 P(class, prefix, spread, float, BOTH) \
49 P(class, prefix, switchdelay_drop, float, NONE) \
50 P(class, prefix, switchdelay_raise, float, NONE) \
51 P(class, prefix, weaponreplace, string, NONE) \
52 P(class, prefix, weaponstartoverride, float, NONE) \
53 P(class, prefix, weaponstart, float, NONE) \
54 P(class, prefix, weaponthrowable, float, NONE) \
56 W_PROPS(X, Crylink, crylink)
60 REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink));
64 .float crylink_waitrelease;
65 .entity crylink_lastgroup;
73 spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(this, WEP_CRYLINK); }
75 void W_Crylink_CheckLinks(entity e)
81 error("W_Crylink_CheckLinks: entity is NULL");
82 if(e.classname != "spike" || wasfreed(e))
83 error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
86 for(i = 0; i < 1000; ++i)
88 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
89 error("W_Crylink_CheckLinks: queue is inconsistent");
95 error("W_Crylink_CheckLinks: infinite chain");
98 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
100 W_Crylink_CheckLinks(next);
101 if(me == own.crylink_lastgroup)
102 own.crylink_lastgroup = ((me == next) ? NULL : next);
103 prev.queuenext = next;
104 next.queueprev = prev;
105 me.classname = "spike_oktoremove";
107 W_Crylink_CheckLinks(next);
110 void W_Crylink_Dequeue(entity e)
112 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
115 void W_Crylink_Reset(entity this)
117 W_Crylink_Dequeue(this);
121 // force projectile to explode
122 void W_Crylink_LinkExplode(entity e, entity e2, entity directhitentity)
129 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
131 if(e == e.realowner.crylink_lastgroup)
132 e.realowner.crylink_lastgroup = NULL;
134 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
136 RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius),
137 NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, directhitentity);
139 W_Crylink_LinkExplode(e.queuenext, e2, directhitentity);
141 e.classname = "spike_oktoremove";
145 // adjust towards center
146 // returns the origin where they will meet... and the time till the meeting is
147 // stored in w_crylink_linkjoin_time.
148 // could possibly network this origin and time, and display a special particle
149 // effect when projectiles meet there :P
150 // jspeed: joining speed (calculate this as join spread * initial speed)
151 float w_crylink_linkjoin_time;
152 vector W_Crylink_LinkJoin(entity e, float jspeed)
154 vector avg_origin, avg_velocity;
159 // FIXME remove this debug code
160 W_Crylink_CheckLinks(e);
162 w_crylink_linkjoin_time = 0;
164 avg_origin = e.origin;
165 avg_velocity = e.velocity;
167 for(p = e; (p = p.queuenext) != e; )
169 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
170 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
173 avg_origin *= (1.0 / n);
174 avg_velocity *= (1.0 / n);
177 return avg_origin; // nothing to do
179 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
180 avg_dist = pow(vlen(e.origin - avg_origin), 2);
181 for(p = e; (p = p.queuenext) != e; )
182 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
183 avg_dist *= (1.0 / n);
184 avg_dist = sqrt(avg_dist);
187 return avg_origin; // no change needed
191 e.velocity = avg_velocity;
192 UpdateCSQCProjectile(e);
193 for(p = e; (p = p.queuenext) != e; )
195 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
196 UpdateCSQCProjectile(p);
198 targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
202 w_crylink_linkjoin_time = avg_dist / jspeed;
203 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
205 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
206 UpdateCSQCProjectile(e);
207 for(p = e; (p = p.queuenext) != e; )
209 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
210 UpdateCSQCProjectile(p);
214 // jspeed -> +infinity:
215 // w_crylink_linkjoin_time -> +0
216 // targ_origin -> avg_origin
217 // p->velocity -> HUEG towards center
219 // w_crylink_linkjoin_time -> +/- infinity
220 // targ_origin -> avg_velocity * +/- infinity
221 // p->velocity -> avg_velocity
222 // jspeed -> -infinity:
223 // w_crylink_linkjoin_time -> -0
224 // targ_origin -> avg_origin
225 // p->velocity -> HUEG away from center
228 W_Crylink_CheckLinks(e);
233 void W_Crylink_LinkJoinEffect_Think(entity this)
235 // is there at least 2 projectiles very close?
238 e = this.owner.crylink_lastgroup;
242 if(vlen2(e.origin - this.origin) < vlen2(e.velocity) * frametime)
244 for(p = e; (p = p.queuenext) != e; )
246 if(vlen2(p.origin - this.origin) < vlen2(p.velocity) * frametime)
251 float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
253 if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
255 n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
259 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
260 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
261 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
264 WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
265 e.projectiledeathtype,
268 Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, this.origin, '0 0 0', n);
275 float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
277 entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, false);
278 float hit_friendly = 0;
283 if((head.takedamage != DAMAGE_NO) && (!IS_DEAD(head)))
285 if(SAME_TEAM(head, projectile.realowner))
294 return (hit_enemy ? false : hit_friendly);
297 // NO bounce protection, as bounces are limited!
298 void W_Crylink_Touch(entity this, entity toucher)
302 float isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
303 PROJECTILE_TOUCH(this, toucher);
306 a = bound(0, 1 - (time - this.fade_time) * this.fade_rate, 1);
308 finalhit = ((this.cnt <= 0) || (toucher.takedamage != DAMAGE_NO));
312 f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor);
316 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);
318 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)))))
320 if(this == this.realowner.crylink_lastgroup)
321 this.realowner.crylink_lastgroup = NULL;
322 W_Crylink_LinkExplode(this.queuenext, this, toucher);
323 this.classname = "spike_oktoremove";
330 W_Crylink_Dequeue(this);
334 this.cnt = this.cnt - 1;
335 this.angles = vectoangles(this.velocity);
337 this.projectiledeathtype |= HITTYPE_BOUNCE;
338 // commented out as it causes a little hitch...
340 // CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
343 void W_Crylink_Fadethink(entity this)
345 W_Crylink_Dequeue(this);
349 void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity)
351 float counter, shots;
352 entity proj, prevproj, firstproj;
354 vector forward, right, up;
357 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(crylink, ammo));
359 maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
360 maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
361 if(WEP_CVAR_PRI(crylink, joinexplode))
362 maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
364 W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg);
369 shots = WEP_CVAR_PRI(crylink, shots);
370 Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
371 proj = prevproj = firstproj = NULL;
372 for(counter = 0; counter < shots; ++counter)
375 proj.reset = W_Crylink_Reset;
376 proj.realowner = proj.owner = actor;
377 proj.bot_dodge = true;
378 proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
380 proj.queuenext = proj;
381 proj.queueprev = proj;
383 else if(counter == 0) { // first projectile, store in firstproj for now
386 else if(counter == shots - 1) { // last projectile, link up with first projectile
387 prevproj.queuenext = proj;
388 firstproj.queueprev = proj;
389 proj.queuenext = firstproj;
390 proj.queueprev = prevproj;
392 else { // else link up with previous projectile
393 prevproj.queuenext = proj;
394 proj.queueprev = prevproj;
399 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
400 PROJECTILE_MAKETRIGGER(proj);
401 proj.projectiledeathtype = WEP_CRYLINK.m_id;
402 //proj.gravity = 0.001;
404 setorigin(proj, w_shotorg);
405 setsize(proj, '0 0 0', '0 0 0');
413 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
417 s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
418 W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
419 settouch(proj, W_Crylink_Touch);
421 setthink(proj, W_Crylink_Fadethink);
424 proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
425 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime);
426 proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime);
430 proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime);
431 proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime);
432 proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime);
434 proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay);
435 proj.cnt = WEP_CVAR_PRI(crylink, bounces);
436 //proj.scale = 1 + 1 * proj.cnt;
438 proj.angles = vectoangles(proj.velocity);
440 //proj.glow_size = 20;
442 proj.flags = FL_PROJECTILE;
443 IL_PUSH(g_projectiles, proj);
444 proj.missile_flags = MIF_SPLASH;
446 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
448 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
450 if(WEP_CVAR_PRI(crylink, joinspread) != 0)
452 actor.crylink_lastgroup = proj;
453 W_Crylink_CheckLinks(proj);
454 actor.crylink_waitrelease = 1;
458 void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
460 float counter, shots;
461 entity proj, prevproj, firstproj;
463 vector forward, right, up;
466 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(crylink, ammo));
468 maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
469 maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
470 if(WEP_CVAR_SEC(crylink, joinexplode))
471 maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
473 W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg);
478 shots = WEP_CVAR_SEC(crylink, shots);
479 Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
480 proj = prevproj = firstproj = NULL;
481 for(counter = 0; counter < shots; ++counter)
484 proj.reset = W_Crylink_Reset;
485 proj.realowner = proj.owner = actor;
486 proj.bot_dodge = true;
487 proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
489 proj.queuenext = proj;
490 proj.queueprev = proj;
492 else if(counter == 0) { // first projectile, store in firstproj for now
495 else if(counter == shots - 1) { // last projectile, link up with first projectile
496 prevproj.queuenext = proj;
497 firstproj.queueprev = proj;
498 proj.queuenext = firstproj;
499 proj.queueprev = prevproj;
501 else { // else link up with previous projectile
502 prevproj.queuenext = proj;
503 proj.queueprev = prevproj;
508 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
509 PROJECTILE_MAKETRIGGER(proj);
510 proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY;
511 //proj.gravity = 0.001;
513 setorigin(proj, w_shotorg);
514 setsize(proj, '0 0 0', '0 0 0');
516 if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
523 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
527 s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
528 s = w_shotdir + right * s.y + up * s.z;
532 s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
535 W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);
536 settouch(proj, W_Crylink_Touch);
537 setthink(proj, W_Crylink_Fadethink);
538 if(counter == (shots - 1) / 2)
540 proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
541 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime);
542 proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime);
546 proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime);
547 proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime);
548 proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime);
550 proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay);
551 proj.cnt = WEP_CVAR_SEC(crylink, bounces);
552 //proj.scale = 1 + 1 * proj.cnt;
554 proj.angles = vectoangles(proj.velocity);
556 //proj.glow_size = 20;
558 proj.flags = FL_PROJECTILE;
559 IL_PUSH(g_projectiles, proj);
560 proj.missile_flags = MIF_SPLASH;
562 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
564 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
566 if(WEP_CVAR_SEC(crylink, joinspread) != 0)
568 actor.crylink_lastgroup = proj;
569 W_Crylink_CheckLinks(proj);
570 actor.crylink_waitrelease = 2;
574 METHOD(Crylink, wr_aim, void(entity thiswep, entity actor))
577 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
579 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
581 METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
583 if(autocvar_g_balance_crylink_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
584 thiswep.wr_reload(thiswep, actor, weaponentity);
589 if(actor.crylink_waitrelease != 1)
590 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
592 W_Crylink_Attack(thiswep, actor, weaponentity);
593 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
597 if((fire & 2) && autocvar_g_balance_crylink_secondary)
599 if(actor.crylink_waitrelease != 2)
600 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
602 W_Crylink_Attack2(thiswep, actor, weaponentity);
603 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
607 if((actor.crylink_waitrelease == 1 && !(fire & 1)) || (actor.crylink_waitrelease == 2 && !(fire & 2)))
609 if(!actor.crylink_lastgroup || time > actor.crylink_lastgroup.teleport_time)
611 // fired and released now!
612 if(actor.crylink_lastgroup)
615 entity linkjoineffect;
616 float isprimary = (actor.crylink_waitrelease == 1);
618 pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
620 linkjoineffect = new(linkjoineffect);
621 setthink(linkjoineffect, W_Crylink_LinkJoinEffect_Think);
622 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
623 linkjoineffect.owner = actor;
624 setorigin(linkjoineffect, pos);
626 actor.crylink_waitrelease = 0;
627 if(!thiswep.wr_checkammo1(thiswep, actor) && !thiswep.wr_checkammo2(thiswep, actor))
628 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
631 actor.cnt = WEP_CRYLINK.m_id;
632 PS(actor).m_switchweapon = w_getbestweapon(actor);
637 METHOD(Crylink, wr_checkammo1, bool(entity thiswep, entity actor))
639 // don't "run out of ammo" and switch weapons while waiting for release
640 if(actor.crylink_lastgroup && actor.crylink_waitrelease)
643 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(crylink, ammo);
644 ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
647 METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor))
649 // don't "run out of ammo" and switch weapons while waiting for release
650 if(actor.crylink_lastgroup && actor.crylink_waitrelease)
653 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(crylink, ammo);
654 ammo_amount += actor.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
657 METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
659 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND_RELOAD);
661 METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep))
663 return WEAPON_CRYLINK_SUICIDE;
665 METHOD(Crylink, wr_killmessage, Notification(entity thiswep))
667 return WEAPON_CRYLINK_MURDER;
671 METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor))
674 org2 = w_org + w_backoff * 2;
675 if(w_deathtype & HITTYPE_SECONDARY)
677 pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);
679 sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
683 pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1);
685 sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);