2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink");
10 // force projectile to explode
11 void W_Crylink_LinkExplode (entity e, entity e2)
14 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
16 RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_damage") * a, cvar("g_balance_crylink_primary_edgedamage") * a, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * a, e.projectiledeathtype, other);
19 W_Crylink_LinkExplode(e.queuenext, e2);
23 // NO bounce protection, as bounces are limited!
24 void W_Crylink_Touch (void)
29 local entity savenext, saveprev;
30 savenext = self.queuenext;
31 saveprev = self.queueprev;
32 if(WarpZone_Projectile_Touch())
36 savenext.queueprev = saveprev;
37 saveprev.queuenext = savenext;
43 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
45 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
49 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
52 if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other) || finalhit)
54 W_Crylink_LinkExplode(self.queuenext, self);
58 self.cnt = self.cnt - 1;
59 self.angles = vectoangles(self.velocity);
61 self.projectiledeathtype |= HITTYPE_BOUNCE;
62 // commented out as it causes a little hitch...
64 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
67 void W_Crylink_Touch2 (void)
72 local entity savenext, saveprev;
73 savenext = self.queuenext;
74 saveprev = self.queueprev;
75 if(WarpZone_Projectile_Touch())
79 savenext.queueprev = saveprev;
80 saveprev.queuenext = savenext;
86 a = 1 - (time - self.fade_time) * self.fade_rate;
88 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
92 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
95 if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage") * f, cvar("g_balance_crylink_secondary_edgedamage") * f, cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force") * f, self.projectiledeathtype, other) || finalhit)
97 W_Crylink_LinkExplode(self.queuenext, self);
101 self.cnt = self.cnt - 1;
102 self.angles = vectoangles(self.velocity);
104 self.projectiledeathtype |= HITTYPE_BOUNCE;
105 // commented out as it causes a little hitch...
107 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
110 void W_Crylink_Fadethink (void)
112 self.queuenext.queueprev = self.queueprev;
113 self.queueprev.queuenext = self.queuenext;
117 void W_Crylink_Attack (void)
119 local float counter, shots;
120 local entity proj, prevproj, firstproj;
122 vector forward, right, up;
124 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
125 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
127 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots")));
132 shots = cvar("g_balance_crylink_primary_shots");
133 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
134 while (counter < shots)
137 proj.realowner = proj.owner = self;
138 proj.classname = "spike";
139 proj.bot_dodge = TRUE;
140 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
141 if(counter == 0) { // first projectile, store in firstproj for now
144 else if(counter == shots - 1) { // last projectile, link up with first projectile
145 prevproj.queuenext = proj;
146 firstproj.queueprev = proj;
147 proj.queuenext = firstproj;
148 proj.queueprev = prevproj;
150 else { // else link up with previous projectile
151 prevproj.queuenext = proj;
152 proj.queueprev = prevproj;
157 proj.movetype = MOVETYPE_BOUNCEMISSILE;
158 PROJECTILE_MAKETRIGGER(proj);
159 proj.projectiledeathtype = WEP_CRYLINK;
160 //proj.gravity = 0.001;
162 setorigin (proj, w_shotorg);
163 setsize(proj, '0 0 0', '0 0 0');
171 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
175 s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
176 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
177 proj.touch = W_Crylink_Touch;
179 proj.think = W_Crylink_Fadethink;
182 proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
183 self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
184 proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
186 else if(counter <= 3)
188 proj.fade_time = time + cvar("g_balance_crylink_primary_star_lifetime");
189 self.fade_rate = 1 / cvar("g_balance_crylink_primary_star_fadetime");
190 proj.nextthink = time + cvar("g_balance_crylink_primary_star_lifetime") + cvar("g_balance_crylink_primary_star_fadetime");
194 proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
195 self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
196 proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
198 proj.cnt = cvar("g_balance_crylink_primary_bounces");
199 //proj.scale = 1 + 1 * proj.cnt;
201 proj.angles = vectoangles (proj.velocity);
203 //proj.glow_size = 20;
205 proj.flags = FL_PROJECTILE;
207 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
209 counter = counter + 1;
213 void W_Crylink_Attack2 (void)
215 local float counter, shots;
216 local entity proj, prevproj, firstproj;
218 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
219 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
221 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots")));
223 shots = cvar("g_balance_crylink_secondary_shots");
224 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
225 while (counter < shots)
228 proj.realowner = proj.owner = self;
229 proj.classname = "spike";
230 proj.bot_dodge = TRUE;
231 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
232 if(counter == 0) { // first projectile, store in firstproj for now
235 else if(counter == shots - 1) { // last projectile, link up with first projectile
236 prevproj.queuenext = proj;
237 firstproj.queueprev = proj;
238 proj.queuenext = firstproj;
239 proj.queueprev = prevproj;
241 else { // else link up with previous projectile
242 prevproj.queuenext = proj;
243 proj.queueprev = prevproj;
248 proj.movetype = MOVETYPE_BOUNCEMISSILE;
249 PROJECTILE_MAKETRIGGER(proj);
250 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
251 //proj.gravity = 0.001;
253 setorigin (proj, w_shotorg);
254 setsize(proj, '0 0 0', '0 0 0');
256 W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0);
257 proj.touch = W_Crylink_Touch2;
258 proj.think = W_Crylink_Fadethink;
259 if(counter == (shots - 1) / 2)
261 proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
262 self.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
263 proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
267 proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
268 self.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
269 proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
271 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
272 //proj.scale = 1 + 1 * proj.cnt;
274 proj.angles = vectoangles (proj.velocity);
276 //proj.glow_size = 20;
278 proj.flags = FL_PROJECTILE;
280 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
282 counter = counter + 1;
286 void spawnfunc_weapon_crylink (void)
288 weapon_defaultspawnfunc(WEP_CRYLINK);
291 float w_crylink(float req)
296 self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
298 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
300 else if (req == WR_THINK)
302 if (self.BUTTON_ATCK)
303 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
306 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
308 if (self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
309 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
312 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
315 else if (req == WR_PRECACHE)
317 precache_model ("models/weapons/g_crylink.md3");
318 precache_model ("models/weapons/v_crylink.md3");
319 precache_model ("models/weapons/h_crylink.iqm");
320 precache_sound ("weapons/crylink_fire.wav");
321 precache_sound ("weapons/crylink_fire2.wav");
323 else if (req == WR_SETUP)
324 weapon_setup(WEP_CRYLINK);
325 else if (req == WR_CHECKAMMO1)
326 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
327 else if (req == WR_CHECKAMMO2)
328 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
333 float w_crylink(float req)
335 if(req == WR_IMPACTEFFECT)
338 org2 = w_org + w_backoff * 2;
339 if(w_deathtype & HITTYPE_SECONDARY)
341 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
343 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
347 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
349 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
352 else if(req == WR_PRECACHE)
354 precache_sound("weapons/crylink_impact2.wav");
355 precache_sound("weapons/crylink_impact.wav");
357 else if (req == WR_SUICIDEMESSAGE)
359 w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
361 else if (req == WR_KILLMESSAGE)
363 if(w_deathtype & HITTYPE_BOUNCE)
364 w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
365 else if(w_deathtype & HITTYPE_SPLASH)
366 w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
368 w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY