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);
142 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
144 w_crylink_linkjoin_time = jtime;
147 w_crylink_linkjoin_time = avg_dist / jspeed;
148 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
150 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
151 UpdateCSQCProjectile(e);
152 for(p = e; (p = p.queuenext) != e; )
154 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
155 UpdateCSQCProjectile(p);
159 // jspeed -> +infinity:
160 // w_crylink_linkjoin_time -> +0
161 // targ_origin -> avg_origin
162 // p->velocity -> HUEG towards center
164 // w_crylink_linkjoin_time -> +/- infinity
165 // targ_origin -> avg_velocity * +/- infinity
166 // p->velocity -> avg_velocity
167 // jspeed -> -infinity:
168 // w_crylink_linkjoin_time -> -0
169 // targ_origin -> avg_origin
170 // p->velocity -> HUEG away from center
173 W_Crylink_CheckLinks(e);
178 void W_Crylink_LinkJoinEffect_Think()
180 // is there at least 2 projectiles very close?
183 e = self.owner.crylink_lastgroup;
187 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
189 for(p = e; (p = p.queuenext) != e; )
191 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
196 if(e.projectiledeathtype & HITTYPE_SECONDARY)
198 if(autocvar_g_balance_crylink_secondary_joinexplode)
200 n = n / autocvar_g_balance_crylink_secondary_shots;
201 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
202 autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
203 autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
204 autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
206 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
211 if(autocvar_g_balance_crylink_primary_joinexplode)
213 n = n / autocvar_g_balance_crylink_primary_shots;
214 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
215 autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
216 autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
217 autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
219 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
227 // NO bounce protection, as bounces are limited!
228 void W_Crylink_Touch (void)
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);
249 self.classname = "spike_oktoremove";
256 W_Crylink_Dequeue(self);
260 self.cnt = self.cnt - 1;
261 self.angles = vectoangles(self.velocity);
263 self.projectiledeathtype |= HITTYPE_BOUNCE;
264 // commented out as it causes a little hitch...
266 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
269 void W_Crylink_Touch2 (void)
276 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
278 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
282 f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
285 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)
287 if(self == self.realowner.crylink_lastgroup)
288 self.realowner.crylink_lastgroup = world;
289 W_Crylink_LinkExplode(self.queuenext, self);
290 self.classname = "spike_oktoremove";
297 W_Crylink_Dequeue(self);
301 self.cnt = self.cnt - 1;
302 self.angles = vectoangles(self.velocity);
304 self.projectiledeathtype |= HITTYPE_BOUNCE;
305 // commented out as it causes a little hitch...
307 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
310 void W_Crylink_Fadethink (void)
312 W_Crylink_Dequeue(self);
316 void W_Crylink_Attack (void)
318 local float counter, shots;
319 local entity proj, prevproj, firstproj;
321 vector forward, right, up;
324 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
326 maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
327 maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
328 if(autocvar_g_balance_crylink_primary_joinexplode)
329 maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
331 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
336 shots = autocvar_g_balance_crylink_primary_shots;
337 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
339 while (counter < shots)
342 proj.reset = W_Crylink_Reset;
343 proj.realowner = proj.owner = self;
344 proj.classname = "spike";
345 proj.bot_dodge = TRUE;
346 proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
348 proj.queuenext = proj;
349 proj.queueprev = proj;
351 else if(counter == 0) { // first projectile, store in firstproj for now
354 else if(counter == shots - 1) { // last projectile, link up with first projectile
355 prevproj.queuenext = proj;
356 firstproj.queueprev = proj;
357 proj.queuenext = firstproj;
358 proj.queueprev = prevproj;
360 else { // else link up with previous projectile
361 prevproj.queuenext = proj;
362 proj.queueprev = prevproj;
367 proj.movetype = MOVETYPE_BOUNCEMISSILE;
368 PROJECTILE_MAKETRIGGER(proj);
369 proj.projectiledeathtype = WEP_CRYLINK;
370 //proj.gravity = 0.001;
372 setorigin (proj, w_shotorg);
373 setsize(proj, '0 0 0', '0 0 0');
381 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
385 s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
386 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
387 proj.touch = W_Crylink_Touch;
389 proj.think = W_Crylink_Fadethink;
392 proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
393 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
394 proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
398 proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
399 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
400 proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
402 proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
403 proj.cnt = autocvar_g_balance_crylink_primary_bounces;
404 //proj.scale = 1 + 1 * proj.cnt;
406 proj.angles = vectoangles (proj.velocity);
408 //proj.glow_size = 20;
410 proj.flags = FL_PROJECTILE;
412 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
414 other = proj; MUTATOR_CALLHOOK(EditProjectile);
416 counter = counter + 1;
418 if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
420 self.crylink_lastgroup = proj;
421 W_Crylink_CheckLinks(proj);
422 self.crylink_waitrelease = 1;
426 void W_Crylink_Attack2 (void)
428 local float counter, shots;
429 local entity proj, prevproj, firstproj;
432 W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
434 maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
435 maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
436 if(autocvar_g_balance_crylink_secondary_joinexplode)
437 maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
439 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
441 shots = autocvar_g_balance_crylink_secondary_shots;
442 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
444 while (counter < shots)
447 proj.reset = W_Crylink_Reset;
448 proj.realowner = proj.owner = self;
449 proj.classname = "spike";
450 proj.bot_dodge = TRUE;
451 proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
453 proj.queuenext = proj;
454 proj.queueprev = proj;
456 else if(counter == 0) { // first projectile, store in firstproj for now
459 else if(counter == shots - 1) { // last projectile, link up with first projectile
460 prevproj.queuenext = proj;
461 firstproj.queueprev = proj;
462 proj.queuenext = firstproj;
463 proj.queueprev = prevproj;
465 else { // else link up with previous projectile
466 prevproj.queuenext = proj;
467 proj.queueprev = prevproj;
472 proj.movetype = MOVETYPE_BOUNCEMISSILE;
473 PROJECTILE_MAKETRIGGER(proj);
474 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
475 //proj.gravity = 0.001;
477 setorigin (proj, w_shotorg);
478 setsize(proj, '0 0 0', '0 0 0');
480 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);
481 proj.touch = W_Crylink_Touch2;
482 proj.think = W_Crylink_Fadethink;
483 if(counter == (shots - 1) / 2)
485 proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
486 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
487 proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
491 proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
492 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
493 proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
495 proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
496 proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
497 //proj.scale = 1 + 1 * proj.cnt;
499 proj.angles = vectoangles (proj.velocity);
501 //proj.glow_size = 20;
503 proj.flags = FL_PROJECTILE;
505 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
507 other = proj; MUTATOR_CALLHOOK(EditProjectile);
509 counter = counter + 1;
511 if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
513 self.crylink_lastgroup = proj;
514 W_Crylink_CheckLinks(proj);
515 self.crylink_waitrelease = 2;
519 void spawnfunc_weapon_crylink (void)
521 weapon_defaultspawnfunc(WEP_CRYLINK);
524 float w_crylink(float req)
530 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
532 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
534 else if (req == WR_THINK)
536 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
537 weapon_action(self.weapon, WR_RELOAD);
539 if (self.BUTTON_ATCK)
541 if (self.crylink_waitrelease != 1)
542 if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
545 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
549 if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
551 if (self.crylink_waitrelease != 2)
552 if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
555 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
559 if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
561 if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
563 // fired and released now!
564 if(self.crylink_lastgroup)
567 entity linkjoineffect;
569 if(self.crylink_waitrelease == 1)
571 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);
576 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);
579 linkjoineffect = spawn();
580 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
581 linkjoineffect.classname = "linkjoineffect";
582 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
583 linkjoineffect.owner = self;
584 setorigin(linkjoineffect, pos);
586 self.crylink_waitrelease = 0;
587 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
588 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
591 self.cnt = WEP_CRYLINK;
592 self.switchweapon = w_getbestweapon(self);
597 else if (req == WR_PRECACHE)
599 precache_model ("models/weapons/g_crylink.md3");
600 precache_model ("models/weapons/v_crylink.md3");
601 precache_model ("models/weapons/h_crylink.iqm");
602 precache_sound ("weapons/crylink_fire.wav");
603 precache_sound ("weapons/crylink_fire2.wav");
604 precache_sound ("weapons/crylink_linkjoin.wav");
605 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
607 else if (req == WR_SETUP)
609 weapon_setup(WEP_CRYLINK);
610 self.current_ammo = ammo_cells;
612 else if (req == WR_CHECKAMMO1)
614 // don't "run out of ammo" and switch weapons while waiting for release
615 if(self.crylink_lastgroup && self.crylink_waitrelease)
618 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
619 ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_primary_ammo;
622 else if (req == WR_CHECKAMMO2)
624 // don't "run out of ammo" and switch weapons while waiting for release
625 if(self.crylink_lastgroup && self.crylink_waitrelease)
628 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
629 ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_secondary_ammo;
632 else if (req == WR_RELOAD)
634 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");
640 float w_crylink(float req)
642 if(req == WR_IMPACTEFFECT)
645 org2 = w_org + w_backoff * 2;
646 if(w_deathtype & HITTYPE_SECONDARY)
648 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
650 sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
654 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
656 sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
659 else if(req == WR_PRECACHE)
661 precache_sound("weapons/crylink_impact2.wav");
662 precache_sound("weapons/crylink_impact.wav");
664 else if (req == WR_SUICIDEMESSAGE)
666 w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink");
668 else if (req == WR_KILLMESSAGE)
670 if(w_deathtype & HITTYPE_BOUNCE)
671 w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be)
672 else if(w_deathtype & HITTYPE_SPLASH)
673 w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY
675 w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY