2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink"));
6 .float crylink_waitrelease;
7 .entity crylink_lastgroup;
12 // weapon load persistence, for weapons that support reloading
15 void W_Crylink_SetAmmoCounter()
17 // set clip_load to the weapon we have switched to, if the gun uses reloading
18 if(!autocvar_g_balance_crylink_reload_ammo)
19 self.clip_load = 0; // also keeps crosshair ammo from displaying
22 self.clip_load = self.crylink_load;
23 self.clip_size = autocvar_g_balance_crylink_reload_ammo; // for the crosshair ammo display
27 void W_Crylink_Reload()
29 self.reload_ammo_player = ammo_cells;
30 self.reload_ammo_min = min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo);
31 self.reload_ammo_amount = autocvar_g_balance_crylink_reload_ammo;
32 self.reload_time = autocvar_g_balance_crylink_reload_time;
33 self.reload_sound = "weapons/reload.wav";
38 void W_Crylink_CheckLinks(entity e)
44 error("W_Crylink_CheckLinks: entity is world");
45 if(e.classname != "spike")
46 error("W_Crylink_CheckLinks: entity is not a spike");
49 for(i = 0; i < 1000; ++i)
51 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
52 error("W_Crylink_CheckLinks: queue is inconsistent");
58 error("W_Crylink_CheckLinks: infinite chain");
61 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
63 W_Crylink_CheckLinks(next);
64 if(me == own.crylink_lastgroup)
65 own.crylink_lastgroup = ((me == next) ? world : next);
66 prev.queuenext = next;
67 next.queueprev = prev;
69 W_Crylink_CheckLinks(next);
72 void W_Crylink_Dequeue(entity e)
74 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
77 // force projectile to explode
78 void W_Crylink_LinkExplode (entity e, entity e2)
81 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
83 if(e == e.realowner.crylink_lastgroup)
84 e.realowner.crylink_lastgroup = world;
86 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);
89 W_Crylink_LinkExplode(e.queuenext, e2);
94 // adjust towards center
95 // returns the origin where they will meet... and the time till the meeting is
96 // stored in w_crylink_linkjoin_time.
97 // could possibly network this origin and time, and display a special particle
98 // effect when projectiles meet there :P
99 // jspeed: MINIMUM jing speed
100 // jtime: MAXIMUM jing time (0: none)
101 float w_crylink_linkjoin_time;
102 vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
104 vector avg_origin, avg_velocity;
109 // FIXME remove this debug code
110 W_Crylink_CheckLinks(e);
112 w_crylink_linkjoin_time = 0;
114 avg_origin = e.origin;
115 avg_velocity = e.velocity;
117 for(p = e; (p = p.queuenext) != e; )
119 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
120 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
123 avg_origin *= (1.0 / n);
124 avg_velocity *= (1.0 / n);
127 return avg_origin; // nothing to do
129 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
130 avg_dist = pow(vlen(e.origin - avg_origin), 2);
131 for(p = e; (p = p.queuenext) != e; )
132 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
133 avg_dist *= (1.0 / n);
134 avg_dist = sqrt(avg_dist);
137 return avg_origin; // no change needed
139 if(jspeed == 0 && jtime == 0)
141 e.velocity = avg_velocity;
142 UpdateCSQCProjectile(e);
143 for(p = e; (p = p.queuenext) != e; )
145 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
146 UpdateCSQCProjectile(p);
154 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
156 w_crylink_linkjoin_time = jtime;
159 w_crylink_linkjoin_time = avg_dist / jspeed;
160 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
162 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
163 UpdateCSQCProjectile(e);
164 for(p = e; (p = p.queuenext) != e; )
166 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
167 UpdateCSQCProjectile(p);
171 // jspeed -> +infinity:
172 // w_crylink_linkjoin_time -> +0
173 // targ_origin -> avg_origin
174 // p->velocity -> HUEG towards center
176 // w_crylink_linkjoin_time -> +/- infinity
177 // targ_origin -> avg_velocity * +/- infinity
178 // p->velocity -> avg_velocity
179 // jspeed -> -infinity:
180 // w_crylink_linkjoin_time -> -0
181 // targ_origin -> avg_origin
182 // p->velocity -> HUEG away from center
185 W_Crylink_CheckLinks(e);
190 void W_Crylink_LinkJoinEffect_Think()
192 // is there at least 2 projectiles very close?
195 e = self.owner.crylink_lastgroup;
199 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
201 for(p = e; (p = p.queuenext) != e; )
203 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
208 if(e.projectiledeathtype & HITTYPE_SECONDARY)
210 if(autocvar_g_balance_crylink_secondary_joinexplode)
212 n = n / autocvar_g_balance_crylink_secondary_shots;
213 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
214 autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
215 autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
216 autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
218 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
223 if(autocvar_g_balance_crylink_primary_joinexplode)
225 n = n / autocvar_g_balance_crylink_primary_shots;
226 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
227 autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
228 autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
229 autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
231 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
240 // NO bounce protection, as bounces are limited!
241 void W_Crylink_Touch (void)
246 local entity savenext, saveprev, saveown;
247 saveown = self.realowner;
248 savenext = self.queuenext;
249 saveprev = self.queueprev;
250 if(WarpZone_Projectile_Touch())
253 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
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;
267 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)
269 if(self == self.realowner.crylink_lastgroup)
270 self.realowner.crylink_lastgroup = world;
271 W_Crylink_LinkExplode(self.queuenext, self);
278 W_Crylink_Dequeue(self);
282 self.cnt = self.cnt - 1;
283 self.angles = vectoangles(self.velocity);
285 self.projectiledeathtype |= HITTYPE_BOUNCE;
286 // commented out as it causes a little hitch...
288 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
291 void W_Crylink_Touch2 (void)
296 local entity savenext, saveprev, saveown;
297 savenext = self.queuenext;
298 saveprev = self.queueprev;
299 saveown = self.realowner;
300 if(WarpZone_Projectile_Touch())
303 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
308 a = 1 - (time - self.fade_time) * self.fade_rate;
310 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
314 f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
317 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)
319 if(self == self.realowner.crylink_lastgroup)
320 self.realowner.crylink_lastgroup = world;
321 W_Crylink_LinkExplode(self.queuenext, self);
328 W_Crylink_Dequeue(self);
332 self.cnt = self.cnt - 1;
333 self.angles = vectoangles(self.velocity);
335 self.projectiledeathtype |= HITTYPE_BOUNCE;
336 // commented out as it causes a little hitch...
338 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
341 void W_Crylink_Fadethink (void)
343 W_Crylink_Dequeue(self);
347 void W_Crylink_Attack (void)
349 local float counter, shots;
350 local entity proj, prevproj, firstproj;
352 vector forward, right, up;
355 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
356 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
358 if(autocvar_g_balance_crylink_reload_ammo)
360 self.clip_load -= autocvar_g_balance_crylink_primary_ammo;
361 self.crylink_load = self.clip_load;
364 self.ammo_cells -= autocvar_g_balance_crylink_primary_ammo;
367 maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
368 maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
369 if(autocvar_g_balance_crylink_primary_joinexplode)
370 maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
372 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CHAN_WEAPON, maxdmg);
377 shots = autocvar_g_balance_crylink_primary_shots;
378 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
380 while (counter < shots)
383 proj.realowner = proj.owner = self;
384 proj.classname = "spike";
385 proj.bot_dodge = TRUE;
386 proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
388 proj.queuenext = proj;
389 proj.queueprev = proj;
391 else if(counter == 0) { // first projectile, store in firstproj for now
394 else if(counter == shots - 1) { // last projectile, link up with first projectile
395 prevproj.queuenext = proj;
396 firstproj.queueprev = proj;
397 proj.queuenext = firstproj;
398 proj.queueprev = prevproj;
400 else { // else link up with previous projectile
401 prevproj.queuenext = proj;
402 proj.queueprev = prevproj;
407 proj.movetype = MOVETYPE_BOUNCEMISSILE;
408 PROJECTILE_MAKETRIGGER(proj);
409 proj.projectiledeathtype = WEP_CRYLINK;
410 //proj.gravity = 0.001;
412 setorigin (proj, w_shotorg);
413 setsize(proj, '0 0 0', '0 0 0');
421 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
425 s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
426 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
427 proj.touch = W_Crylink_Touch;
429 proj.think = W_Crylink_Fadethink;
432 proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
433 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
434 proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
438 proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
439 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
440 proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
442 proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
443 proj.cnt = autocvar_g_balance_crylink_primary_bounces;
444 //proj.scale = 1 + 1 * proj.cnt;
446 proj.angles = vectoangles (proj.velocity);
448 //proj.glow_size = 20;
450 proj.flags = FL_PROJECTILE;
452 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
454 other = proj; MUTATOR_CALLHOOK(EditProjectile);
456 counter = counter + 1;
458 self.crylink_lastgroup = proj;
459 W_Crylink_CheckLinks(proj);
462 void W_Crylink_Attack2 (void)
464 local float counter, shots;
465 local entity proj, prevproj, firstproj;
468 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
469 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
471 if(autocvar_g_balance_crylink_reload_ammo)
473 self.clip_load -= autocvar_g_balance_crylink_secondary_ammo;
474 self.crylink_load = self.clip_load;
477 self.ammo_cells -= autocvar_g_balance_crylink_secondary_ammo;
480 maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
481 maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
482 if(autocvar_g_balance_crylink_secondary_joinexplode)
483 maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
485 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg);
487 shots = autocvar_g_balance_crylink_secondary_shots;
488 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
490 while (counter < shots)
493 proj.realowner = proj.owner = self;
494 proj.classname = "spike";
495 proj.bot_dodge = TRUE;
496 proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
498 proj.queuenext = proj;
499 proj.queueprev = proj;
501 else if(counter == 0) { // first projectile, store in firstproj for now
504 else if(counter == shots - 1) { // last projectile, link up with first projectile
505 prevproj.queuenext = proj;
506 firstproj.queueprev = proj;
507 proj.queuenext = firstproj;
508 proj.queueprev = prevproj;
510 else { // else link up with previous projectile
511 prevproj.queuenext = proj;
512 proj.queueprev = prevproj;
517 proj.movetype = MOVETYPE_BOUNCEMISSILE;
518 PROJECTILE_MAKETRIGGER(proj);
519 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
520 //proj.gravity = 0.001;
522 setorigin (proj, w_shotorg);
523 setsize(proj, '0 0 0', '0 0 0');
525 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);
526 proj.touch = W_Crylink_Touch2;
527 proj.think = W_Crylink_Fadethink;
528 if(counter == (shots - 1) / 2)
530 proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
531 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
532 proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
536 proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
537 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
538 proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
540 proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
541 proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
542 //proj.scale = 1 + 1 * proj.cnt;
544 proj.angles = vectoangles (proj.velocity);
546 //proj.glow_size = 20;
548 proj.flags = FL_PROJECTILE;
550 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
552 other = proj; MUTATOR_CALLHOOK(EditProjectile);
554 counter = counter + 1;
556 self.crylink_lastgroup = proj;
559 void spawnfunc_weapon_crylink (void)
561 weapon_defaultspawnfunc(WEP_CRYLINK);
564 float w_crylink(float req)
570 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
572 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
574 else if (req == WR_THINK)
576 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
578 else if (self.BUTTON_ATCK)
580 if (!self.crylink_waitrelease)
581 if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
584 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
585 if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
586 self.crylink_waitrelease = 1;
589 else if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
591 if (!self.crylink_waitrelease)
592 if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
595 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
596 if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
597 self.crylink_waitrelease = 2;
602 if (self.crylink_waitrelease && (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time))
604 // fired and released now!
605 if(self.crylink_lastgroup)
608 entity linkjoineffect;
610 if(self.crylink_waitrelease == 1)
612 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);
617 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);
620 linkjoineffect = spawn();
621 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
622 linkjoineffect.classname = "linkjoineffect";
623 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
624 linkjoineffect.owner = self;
625 setorigin(linkjoineffect, pos);
627 self.crylink_waitrelease = 0;
628 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
631 self.cnt = WEP_CRYLINK;
632 self.switchweapon = w_getbestweapon(self);
637 else if (req == WR_PRECACHE)
639 precache_model ("models/weapons/g_crylink.md3");
640 precache_model ("models/weapons/v_crylink.md3");
641 precache_model ("models/weapons/h_crylink.iqm");
642 precache_sound ("weapons/crylink_fire.wav");
643 precache_sound ("weapons/crylink_fire2.wav");
644 precache_sound ("weapons/crylink_linkjoin.wav");
645 precache_sound ("weapons/reload.wav");
647 else if (req == WR_SETUP)
649 weapon_setup(WEP_CRYLINK);
650 W_Crylink_SetAmmoCounter();
652 else if (req == WR_CHECKAMMO1)
654 // don't "run out of ammo" and switch weapons while waiting for release
655 if(self.crylink_lastgroup && self.crylink_waitrelease)
658 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
659 ammo_amount += self.crylink_load >= autocvar_g_balance_crylink_primary_ammo;
662 else if (req == WR_CHECKAMMO2)
664 // don't "run out of ammo" and switch weapons while waiting for release
665 if(self.crylink_lastgroup && self.crylink_waitrelease)
668 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
669 ammo_amount += self.crylink_load >= autocvar_g_balance_crylink_secondary_ammo;
672 else if (req == WR_RESETPLAYER)
674 // all weapons must be fully loaded when we spawn
675 self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
677 else if (req == WR_RELOAD)
685 float w_crylink(float req)
687 if(req == WR_IMPACTEFFECT)
690 org2 = w_org + w_backoff * 2;
691 if(w_deathtype & HITTYPE_SECONDARY)
693 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
695 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
699 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
701 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
704 else if(req == WR_PRECACHE)
706 precache_sound("weapons/crylink_impact2.wav");
707 precache_sound("weapons/crylink_impact.wav");
709 else if (req == WR_SUICIDEMESSAGE)
711 w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink");
713 else if (req == WR_KILLMESSAGE)
715 if(w_deathtype & HITTYPE_BOUNCE)
716 w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be)
717 else if(w_deathtype & HITTYPE_SPLASH)
718 w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY
720 w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY