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")
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;
43 W_Crylink_CheckLinks(next);
46 void W_Crylink_Dequeue(entity e)
48 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
51 // force projectile to explode
52 void W_Crylink_LinkExplode (entity e, entity e2)
55 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
57 if(e == e.realowner.crylink_lastgroup)
58 e.realowner.crylink_lastgroup = world;
60 if(e.projectiledeathtype & HITTYPE_SECONDARY)
61 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);
63 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);
66 W_Crylink_LinkExplode(e.queuenext, e2);
71 // adjust towards center
72 // returns the origin where they will meet... and the time till the meeting is
73 // stored in w_crylink_linkjoin_time.
74 // could possibly network this origin and time, and display a special particle
75 // effect when projectiles meet there :P
76 // jspeed: MINIMUM jing speed
77 // jtime: MAXIMUM jing time (0: none)
78 float w_crylink_linkjoin_time;
79 vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
81 vector avg_origin, avg_velocity;
86 // FIXME remove this debug code
87 W_Crylink_CheckLinks(e);
89 w_crylink_linkjoin_time = 0;
91 avg_origin = e.origin;
92 avg_velocity = e.velocity;
94 for(p = e; (p = p.queuenext) != e; )
96 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
97 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
100 avg_origin *= (1.0 / n);
101 avg_velocity *= (1.0 / n);
104 return avg_origin; // nothing to do
106 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
107 avg_dist = pow(vlen(e.origin - avg_origin), 2);
108 for(p = e; (p = p.queuenext) != e; )
109 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
110 avg_dist *= (1.0 / n);
111 avg_dist = sqrt(avg_dist);
114 return avg_origin; // no change needed
116 if(jspeed == 0 && jtime == 0)
118 e.velocity = avg_velocity;
119 UpdateCSQCProjectile(e);
120 for(p = e; (p = p.queuenext) != e; )
122 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
123 UpdateCSQCProjectile(p);
131 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
133 w_crylink_linkjoin_time = jtime;
136 w_crylink_linkjoin_time = avg_dist / jspeed;
137 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
139 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
140 UpdateCSQCProjectile(e);
141 for(p = e; (p = p.queuenext) != e; )
143 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
144 UpdateCSQCProjectile(p);
148 // jspeed -> +infinity:
149 // w_crylink_linkjoin_time -> +0
150 // targ_origin -> avg_origin
151 // p->velocity -> HUEG towards center
153 // w_crylink_linkjoin_time -> +/- infinity
154 // targ_origin -> avg_velocity * +/- infinity
155 // p->velocity -> avg_velocity
156 // jspeed -> -infinity:
157 // w_crylink_linkjoin_time -> -0
158 // targ_origin -> avg_origin
159 // p->velocity -> HUEG away from center
162 W_Crylink_CheckLinks(e);
167 void W_Crylink_LinkJoinEffect_Think()
169 // is there at least 2 projectiles very close?
172 e = self.owner.crylink_lastgroup;
176 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
178 for(p = e; (p = p.queuenext) != e; )
180 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
185 if(e.projectiledeathtype & HITTYPE_SECONDARY)
187 if(autocvar_g_balance_crylink_secondary_joinexplode)
189 n = n / autocvar_g_balance_crylink_secondary_shots;
190 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
191 autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
192 autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
193 autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
195 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
200 if(autocvar_g_balance_crylink_primary_joinexplode)
202 n = n / autocvar_g_balance_crylink_primary_shots;
203 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
204 autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
205 autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
206 autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
208 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
217 // NO bounce protection, as bounces are limited!
218 void W_Crylink_Touch (void)
223 local entity savenext, saveprev, saveown;
224 saveown = self.realowner;
225 savenext = self.queuenext;
226 saveprev = self.queueprev;
227 if(WarpZone_Projectile_Touch())
230 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
235 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
237 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
241 f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
244 if (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) && autocvar_g_balance_crylink_primary_linkexplode)
246 if(self == self.realowner.crylink_lastgroup)
247 self.realowner.crylink_lastgroup = world;
248 W_Crylink_LinkExplode(self.queuenext, self);
255 W_Crylink_Dequeue(self);
259 self.cnt = self.cnt - 1;
260 self.angles = vectoangles(self.velocity);
262 self.projectiledeathtype |= HITTYPE_BOUNCE;
263 // commented out as it causes a little hitch...
265 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
268 void W_Crylink_Touch2 (void)
273 local entity savenext, saveprev, saveown;
274 savenext = self.queuenext;
275 saveprev = self.queueprev;
276 saveown = self.realowner;
277 if(WarpZone_Projectile_Touch())
280 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
285 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
287 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
291 f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
294 if (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) && autocvar_g_balance_crylink_secondary_linkexplode)
296 if(self == self.realowner.crylink_lastgroup)
297 self.realowner.crylink_lastgroup = world;
298 W_Crylink_LinkExplode(self.queuenext, self);
305 W_Crylink_Dequeue(self);
309 self.cnt = self.cnt - 1;
310 self.angles = vectoangles(self.velocity);
312 self.projectiledeathtype |= HITTYPE_BOUNCE;
313 // commented out as it causes a little hitch...
315 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
318 void W_Crylink_Fadethink (void)
320 W_Crylink_Dequeue(self);
324 void W_Crylink_Attack (void)
326 local float counter, shots;
327 local entity proj, prevproj, firstproj;
329 vector forward, right, up;
332 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
334 maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
335 maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
336 if(autocvar_g_balance_crylink_primary_joinexplode)
337 maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
339 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
344 shots = autocvar_g_balance_crylink_primary_shots;
345 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
347 while (counter < shots)
350 proj.realowner = proj.owner = self;
351 proj.classname = "spike";
352 proj.bot_dodge = TRUE;
353 proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
355 proj.queuenext = proj;
356 proj.queueprev = proj;
358 else if(counter == 0) { // first projectile, store in firstproj for now
361 else if(counter == shots - 1) { // last projectile, link up with first projectile
362 prevproj.queuenext = proj;
363 firstproj.queueprev = proj;
364 proj.queuenext = firstproj;
365 proj.queueprev = prevproj;
367 else { // else link up with previous projectile
368 prevproj.queuenext = proj;
369 proj.queueprev = prevproj;
374 proj.movetype = MOVETYPE_BOUNCEMISSILE;
375 PROJECTILE_MAKETRIGGER(proj);
376 proj.projectiledeathtype = WEP_CRYLINK;
377 //proj.gravity = 0.001;
379 setorigin (proj, w_shotorg);
380 setsize(proj, '0 0 0', '0 0 0');
388 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
392 s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
393 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
394 proj.touch = W_Crylink_Touch;
396 proj.think = W_Crylink_Fadethink;
399 proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
400 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
401 proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
405 proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
406 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
407 proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
409 proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
410 proj.cnt = autocvar_g_balance_crylink_primary_bounces;
411 //proj.scale = 1 + 1 * proj.cnt;
413 proj.angles = vectoangles (proj.velocity);
415 //proj.glow_size = 20;
417 proj.flags = FL_PROJECTILE;
419 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
421 other = proj; MUTATOR_CALLHOOK(EditProjectile);
423 counter = counter + 1;
425 self.crylink_lastgroup = proj;
426 W_Crylink_CheckLinks(proj);
429 void W_Crylink_Attack2 (void)
431 local float counter, shots;
432 local entity proj, prevproj, firstproj;
435 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
437 maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
438 maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
439 if(autocvar_g_balance_crylink_secondary_joinexplode)
440 maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
442 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
444 shots = autocvar_g_balance_crylink_secondary_shots;
445 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
447 while (counter < shots)
450 proj.realowner = proj.owner = self;
451 proj.classname = "spike";
452 proj.bot_dodge = TRUE;
453 proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
455 proj.queuenext = proj;
456 proj.queueprev = proj;
458 else if(counter == 0) { // first projectile, store in firstproj for now
461 else if(counter == shots - 1) { // last projectile, link up with first projectile
462 prevproj.queuenext = proj;
463 firstproj.queueprev = proj;
464 proj.queuenext = firstproj;
465 proj.queueprev = prevproj;
467 else { // else link up with previous projectile
468 prevproj.queuenext = proj;
469 proj.queueprev = prevproj;
474 proj.movetype = MOVETYPE_BOUNCEMISSILE;
475 PROJECTILE_MAKETRIGGER(proj);
476 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
477 //proj.gravity = 0.001;
479 setorigin (proj, w_shotorg);
480 setsize(proj, '0 0 0', '0 0 0');
482 W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor), v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
483 proj.touch = W_Crylink_Touch2;
484 proj.think = W_Crylink_Fadethink;
485 if(counter == (shots - 1) / 2)
487 proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
488 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
489 proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
493 proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
494 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
495 proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
497 proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
498 proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
499 //proj.scale = 1 + 1 * proj.cnt;
501 proj.angles = vectoangles (proj.velocity);
503 //proj.glow_size = 20;
505 proj.flags = FL_PROJECTILE;
507 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
509 other = proj; MUTATOR_CALLHOOK(EditProjectile);
511 counter = counter + 1;
513 self.crylink_lastgroup = proj;
516 void spawnfunc_weapon_crylink (void)
518 weapon_defaultspawnfunc(WEP_CRYLINK);
521 float w_crylink(float req)
527 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
529 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
531 else if (req == WR_THINK)
533 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
534 weapon_action(self.weapon, WR_RELOAD);
535 else if (self.BUTTON_ATCK)
537 if (!self.crylink_waitrelease)
538 if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
541 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
542 if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
543 self.crylink_waitrelease = 1;
546 else if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
548 if (!self.crylink_waitrelease)
549 if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
552 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
553 if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
554 self.crylink_waitrelease = 2;
559 if (self.crylink_waitrelease && (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time))
561 // fired and released now!
562 if(self.crylink_lastgroup)
565 entity linkjoineffect;
567 if(self.crylink_waitrelease == 1)
569 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);
574 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);
577 linkjoineffect = spawn();
578 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
579 linkjoineffect.classname = "linkjoineffect";
580 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
581 linkjoineffect.owner = self;
582 setorigin(linkjoineffect, pos);
584 self.crylink_waitrelease = 0;
585 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
586 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
589 self.cnt = WEP_CRYLINK;
590 self.switchweapon = w_getbestweapon(self);
595 else if (req == WR_PRECACHE)
597 precache_model ("models/weapons/g_crylink.md3");
598 precache_model ("models/weapons/v_crylink.md3");
599 precache_model ("models/weapons/h_crylink.iqm");
600 precache_sound ("weapons/crylink_fire.wav");
601 precache_sound ("weapons/crylink_fire2.wav");
602 precache_sound ("weapons/crylink_linkjoin.wav");
603 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
605 else if (req == WR_SETUP)
607 weapon_setup(WEP_CRYLINK);
608 self.current_ammo = ammo_cells;
610 else if (req == WR_CHECKAMMO1)
612 // don't "run out of ammo" and switch weapons while waiting for release
613 if(self.crylink_lastgroup && self.crylink_waitrelease)
616 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
617 ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_primary_ammo;
620 else if (req == WR_CHECKAMMO2)
622 // don't "run out of ammo" and switch weapons while waiting for release
623 if(self.crylink_lastgroup && self.crylink_waitrelease)
626 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
627 ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo;
630 else if (req == WR_RELOAD)
632 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");
638 float w_crylink(float req)
640 if(req == WR_IMPACTEFFECT)
643 org2 = w_org + w_backoff * 2;
644 if(w_deathtype & HITTYPE_SECONDARY)
646 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
648 sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
652 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
654 sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
657 else if(req == WR_PRECACHE)
659 precache_sound("weapons/crylink_impact2.wav");
660 precache_sound("weapons/crylink_impact.wav");
662 else if (req == WR_SUICIDEMESSAGE)
664 w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink");
666 else if (req == WR_KILLMESSAGE)
668 if(w_deathtype & HITTYPE_BOUNCE)
669 w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be)
670 else if(w_deathtype & HITTYPE_SPLASH)
671 w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY
673 w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY