2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink"));
6 .float crylink_waitrelease;
7 .entity crylink_lastgroup;
12 void W_Crylink_CheckLinks(entity e)
18 error("W_Crylink_CheckLinks: entity is world");
19 if(e.classname != "spike" || wasfreed(e))
20 error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
23 for(i = 0; i < 1000; ++i)
25 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
26 error("W_Crylink_CheckLinks: queue is inconsistent");
32 error("W_Crylink_CheckLinks: infinite chain");
35 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
37 W_Crylink_CheckLinks(next);
38 if(me == own.crylink_lastgroup)
39 own.crylink_lastgroup = ((me == next) ? world : next);
40 prev.queuenext = next;
41 next.queueprev = prev;
42 me.classname = "spike_oktoremove";
44 W_Crylink_CheckLinks(next);
47 void W_Crylink_Dequeue(entity e)
49 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
52 void W_Crylink_Reset(void)
54 W_Crylink_Dequeue(self);
58 // force projectile to explode
59 void W_Crylink_LinkExplode (entity e, entity e2)
66 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
68 if(e == e.realowner.crylink_lastgroup)
69 e.realowner.crylink_lastgroup = world;
71 if(e.projectiledeathtype & HITTYPE_SECONDARY)
72 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other);
74 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other);
76 W_Crylink_LinkExplode(e.queuenext, e2);
78 e.classname = "spike_oktoremove";
82 // adjust towards center
83 // returns the origin where they will meet... and the time till the meeting is
84 // stored in w_crylink_linkjoin_time.
85 // could possibly network this origin and time, and display a special particle
86 // effect when projectiles meet there :P
87 // jspeed: MINIMUM jing speed
88 // jtime: MAXIMUM jing time (0: none)
89 float w_crylink_linkjoin_time;
90 vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
92 vector avg_origin, avg_velocity;
97 // FIXME remove this debug code
98 W_Crylink_CheckLinks(e);
100 w_crylink_linkjoin_time = 0;
102 avg_origin = e.origin;
103 avg_velocity = e.velocity;
105 for(p = e; (p = p.queuenext) != e; )
107 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
108 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
111 avg_origin *= (1.0 / n);
112 avg_velocity *= (1.0 / n);
115 return avg_origin; // nothing to do
117 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
118 avg_dist = pow(vlen(e.origin - avg_origin), 2);
119 for(p = e; (p = p.queuenext) != e; )
120 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
121 avg_dist *= (1.0 / n);
122 avg_dist = sqrt(avg_dist);
125 return avg_origin; // no change needed
127 if(jspeed == 0 && jtime == 0)
129 e.velocity = avg_velocity;
130 UpdateCSQCProjectile(e);
131 for(p = e; (p = p.queuenext) != e; )
133 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
134 UpdateCSQCProjectile(p);
136 targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
143 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
145 w_crylink_linkjoin_time = jtime;
148 w_crylink_linkjoin_time = avg_dist / jspeed;
149 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
151 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
152 UpdateCSQCProjectile(e);
153 for(p = e; (p = p.queuenext) != e; )
155 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
156 UpdateCSQCProjectile(p);
160 // jspeed -> +infinity:
161 // w_crylink_linkjoin_time -> +0
162 // targ_origin -> avg_origin
163 // p->velocity -> HUEG towards center
165 // w_crylink_linkjoin_time -> +/- infinity
166 // targ_origin -> avg_velocity * +/- infinity
167 // p->velocity -> avg_velocity
168 // jspeed -> -infinity:
169 // w_crylink_linkjoin_time -> -0
170 // targ_origin -> avg_origin
171 // p->velocity -> HUEG away from center
174 W_Crylink_CheckLinks(e);
179 void W_Crylink_LinkJoinEffect_Think()
181 // is there at least 2 projectiles very close?
184 e = self.owner.crylink_lastgroup;
188 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
190 for(p = e; (p = p.queuenext) != e; )
192 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
197 if(e.projectiledeathtype & HITTYPE_SECONDARY)
199 if(autocvar_g_balance_crylink_secondary_joinexplode)
201 n = n / autocvar_g_balance_crylink_secondary_shots;
202 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
203 autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
204 autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
205 autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
207 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
212 if(autocvar_g_balance_crylink_primary_joinexplode)
214 n = n / autocvar_g_balance_crylink_primary_shots;
215 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
216 autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
217 autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
218 autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
220 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
228 float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
230 entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, FALSE);
231 float hit_friendly = 0;
236 if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
238 if(IsDifferentTeam(head, projectile.realowner))
247 return (hit_enemy ? FALSE : hit_friendly);
250 // NO bounce protection, as bounces are limited!
251 void W_Crylink_Touch (void)
258 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
260 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
264 f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
268 float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other);
270 if(totaldamage && ((autocvar_g_balance_crylink_primary_linkexplode == 2) || ((autocvar_g_balance_crylink_primary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_primary_radius))))
272 if(self == self.realowner.crylink_lastgroup)
273 self.realowner.crylink_lastgroup = world;
274 W_Crylink_LinkExplode(self.queuenext, self);
275 self.classname = "spike_oktoremove";
282 W_Crylink_Dequeue(self);
286 self.cnt = self.cnt - 1;
287 self.angles = vectoangles(self.velocity);
289 self.projectiledeathtype |= HITTYPE_BOUNCE;
290 // commented out as it causes a little hitch...
292 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
295 void W_Crylink_Touch2 (void)
302 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
304 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
308 f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
312 float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other);
314 if(totaldamage && ((autocvar_g_balance_crylink_secondary_linkexplode == 2) || ((autocvar_g_balance_crylink_secondary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_secondary_radius))))
316 if(self == self.realowner.crylink_lastgroup)
317 self.realowner.crylink_lastgroup = world;
318 W_Crylink_LinkExplode(self.queuenext, self);
319 self.classname = "spike_oktoremove";
326 W_Crylink_Dequeue(self);
330 self.cnt = self.cnt - 1;
331 self.angles = vectoangles(self.velocity);
333 self.projectiledeathtype |= HITTYPE_BOUNCE;
334 // commented out as it causes a little hitch...
336 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
339 void W_Crylink_Fadethink (void)
341 W_Crylink_Dequeue(self);
345 void W_Crylink_Attack (void)
347 float counter, shots;
348 entity proj, prevproj, firstproj;
350 vector forward, right, up;
353 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
355 maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
356 maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
357 if(autocvar_g_balance_crylink_primary_joinexplode)
358 maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
360 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
365 shots = autocvar_g_balance_crylink_primary_shots;
366 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
367 proj = prevproj = firstproj = world;
368 for(counter = 0; counter < shots; ++counter)
371 proj.reset = W_Crylink_Reset;
372 proj.realowner = proj.owner = self;
373 proj.classname = "spike";
374 proj.bot_dodge = TRUE;
375 proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
377 proj.queuenext = proj;
378 proj.queueprev = proj;
380 else if(counter == 0) { // first projectile, store in firstproj for now
383 else if(counter == shots - 1) { // last projectile, link up with first projectile
384 prevproj.queuenext = proj;
385 firstproj.queueprev = proj;
386 proj.queuenext = firstproj;
387 proj.queueprev = prevproj;
389 else { // else link up with previous projectile
390 prevproj.queuenext = proj;
391 proj.queueprev = prevproj;
396 proj.movetype = MOVETYPE_BOUNCEMISSILE;
397 PROJECTILE_MAKETRIGGER(proj);
398 proj.projectiledeathtype = WEP_CRYLINK;
399 //proj.gravity = 0.001;
401 setorigin (proj, w_shotorg);
402 setsize(proj, '0 0 0', '0 0 0');
410 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
414 s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
415 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
416 proj.touch = W_Crylink_Touch;
418 proj.think = W_Crylink_Fadethink;
421 proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
422 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
423 proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
427 proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
428 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
429 proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
431 proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
432 proj.cnt = autocvar_g_balance_crylink_primary_bounces;
433 //proj.scale = 1 + 1 * proj.cnt;
435 proj.angles = vectoangles (proj.velocity);
437 //proj.glow_size = 20;
439 proj.flags = FL_PROJECTILE;
440 proj.missile_flags = MIF_SPLASH;
442 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
444 other = proj; MUTATOR_CALLHOOK(EditProjectile);
446 if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
448 self.crylink_lastgroup = proj;
449 W_Crylink_CheckLinks(proj);
450 self.crylink_waitrelease = 1;
454 void W_Crylink_Attack2 (void)
456 float counter, shots;
457 entity proj, prevproj, firstproj;
459 vector forward, right, up;
462 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
464 maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
465 maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
466 if(autocvar_g_balance_crylink_secondary_joinexplode)
467 maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
469 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
474 shots = autocvar_g_balance_crylink_secondary_shots;
475 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
476 proj = prevproj = firstproj = world;
477 for(counter = 0; counter < shots; ++counter)
480 proj.reset = W_Crylink_Reset;
481 proj.realowner = proj.owner = self;
482 proj.classname = "spike";
483 proj.bot_dodge = TRUE;
484 proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_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 | HITTYPE_SECONDARY;
508 //proj.gravity = 0.001;
510 setorigin (proj, w_shotorg);
511 setsize(proj, '0 0 0', '0 0 0');
513 if(autocvar_g_balance_crylink_secondary_spreadtype == 1)
520 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
524 s = s * autocvar_g_balance_crylink_secondary_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 * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor);
532 W_SetupProjectileVelocityEx(proj, s, v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
533 proj.touch = W_Crylink_Touch2;
534 proj.think = W_Crylink_Fadethink;
535 if(counter == (shots - 1) / 2)
537 proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
538 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
539 proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
543 proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
544 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
545 proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
547 proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
548 proj.cnt = autocvar_g_balance_crylink_secondary_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 other = proj; MUTATOR_CALLHOOK(EditProjectile);
562 if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
564 self.crylink_lastgroup = proj;
565 W_Crylink_CheckLinks(proj);
566 self.crylink_waitrelease = 2;
570 void spawnfunc_weapon_crylink (void)
572 weapon_defaultspawnfunc(WEP_CRYLINK);
575 float w_crylink(float req)
581 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
583 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
585 else if (req == WR_THINK)
587 if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
588 weapon_action(self.weapon, WR_RELOAD);
590 if (self.BUTTON_ATCK)
592 if (self.crylink_waitrelease != 1)
593 if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
596 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
600 if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
602 if (self.crylink_waitrelease != 2)
603 if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
606 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
610 if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
612 if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
614 // fired and released now!
615 if(self.crylink_lastgroup)
618 entity linkjoineffect;
620 if(self.crylink_waitrelease == 1)
622 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed, autocvar_g_balance_crylink_primary_jointime);
627 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed, autocvar_g_balance_crylink_secondary_jointime);
630 linkjoineffect = spawn();
631 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
632 linkjoineffect.classname = "linkjoineffect";
633 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
634 linkjoineffect.owner = self;
635 setorigin(linkjoineffect, pos);
637 self.crylink_waitrelease = 0;
638 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
639 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
642 self.cnt = WEP_CRYLINK;
643 self.switchweapon = w_getbestweapon(self);
648 else if (req == WR_PRECACHE)
650 precache_model ("models/weapons/g_crylink.md3");
651 precache_model ("models/weapons/v_crylink.md3");
652 precache_model ("models/weapons/h_crylink.iqm");
653 precache_sound ("weapons/crylink_fire.wav");
654 precache_sound ("weapons/crylink_fire2.wav");
655 precache_sound ("weapons/crylink_linkjoin.wav");
656 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
658 else if (req == WR_SETUP)
660 weapon_setup(WEP_CRYLINK);
661 self.current_ammo = ammo_cells;
663 else if (req == WR_CHECKAMMO1)
665 // don't "run out of ammo" and switch weapons while waiting for release
666 if(self.crylink_lastgroup && self.crylink_waitrelease)
669 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
670 ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_primary_ammo;
673 else if (req == WR_CHECKAMMO2)
675 // don't "run out of ammo" and switch weapons while waiting for release
676 if(self.crylink_lastgroup && self.crylink_waitrelease)
679 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
680 ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_secondary_ammo;
683 else if (req == WR_RELOAD)
685 W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav");
687 else if (req == WR_SUICIDEMESSAGE)
689 return WEAPON_CRYLINK_SUICIDE;
691 else if (req == WR_KILLMESSAGE)
693 return WEAPON_CRYLINK_MURDER;
699 float w_crylink(float req)
701 if(req == WR_IMPACTEFFECT)
704 org2 = w_org + w_backoff * 2;
705 if(w_deathtype & HITTYPE_SECONDARY)
707 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
709 sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
713 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
715 sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
718 else if(req == WR_PRECACHE)
720 precache_sound("weapons/crylink_impact2.wav");
721 precache_sound("weapons/crylink_impact.wav");