REGISTER_WEAPON(
/* WEP_##id */ CRYLINK,
/* function */ W_Crylink,
-/* ammotype */ ammo_cells,
+/* ammotype */ ammo_plasma,
/* impulse */ 6,
/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
/* rating */ BOT_PICKUP_RATING_MID,
/* color */ '1 0.5 1',
-/* model */ "crylink",
+/* modelname */ "crylink",
+/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshaircrylink 0.4",
-/* netname */ "crylink",
-/* fullname */ _("Crylink")
+/* wepimg */ "weaponcrylink",
+/* refname */ "crylink",
+/* wepname */ _("Crylink")
);
#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
w_prop(id, sn, string, weaponreplace, weaponreplace) \
w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_crylink() { weapon_defaultspawnfunc(WEP_CRYLINK); }
+void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK); }
void W_Crylink_CheckLinks(entity e)
{
}
// force projectile to explode
-void W_Crylink_LinkExplode (entity e, entity e2)
+void W_Crylink_LinkExplode(entity e, entity e2)
{
float a;
W_Crylink_LinkExplode(e.queuenext, e2);
e.classname = "spike_oktoremove";
- remove (e);
+ remove(e);
}
// adjust towards center
return targ_origin;
}
-void W_Crylink_LinkJoinEffect_Think()
+void W_Crylink_LinkJoinEffect_Think(void)
{
// is there at least 2 projectiles very close?
entity e, p;
}
// NO bounce protection, as bounces are limited!
-void W_Crylink_Touch (void)
+void W_Crylink_Touch(void)
{
float finalhit;
float f;
self.realowner.crylink_lastgroup = world;
W_Crylink_LinkExplode(self.queuenext, self);
self.classname = "spike_oktoremove";
- remove (self);
+ remove(self);
return;
}
else if(finalhit)
// CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
}
-void W_Crylink_Fadethink (void)
+void W_Crylink_Fadethink(void)
{
W_Crylink_Dequeue(self);
remove(self);
}
-void W_Crylink_Attack (void)
+void W_Crylink_Attack(void)
{
float counter, shots;
entity proj, prevproj, firstproj;
if(WEP_CVAR_PRI(crylink, joinexplode))
maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
+ W_SetupShot(self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
{
- proj = spawn ();
+ proj = spawn();
proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.projectiledeathtype = WEP_CRYLINK;
//proj.gravity = 0.001;
- setorigin (proj, w_shotorg);
+ setorigin(proj, w_shotorg);
setsize(proj, '0 0 0', '0 0 0');
s = '0 0 0';
- if (counter == 0)
+ if(counter == 0)
s = '0 0 0';
else
{
proj.cnt = WEP_CVAR_PRI(crylink, bounces);
//proj.scale = 1 + 1 * proj.cnt;
- proj.angles = vectoangles (proj.velocity);
+ proj.angles = vectoangles(proj.velocity);
//proj.glow_size = 20;
}
}
-void W_Crylink_Attack2 (void)
+void W_Crylink_Attack2(void)
{
float counter, shots;
entity proj, prevproj, firstproj;
if(WEP_CVAR_SEC(crylink, joinexplode))
maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
+ W_SetupShot(self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
{
- proj = spawn ();
+ proj = spawn();
proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
//proj.gravity = 0.001;
- setorigin (proj, w_shotorg);
+ setorigin(proj, w_shotorg);
setsize(proj, '0 0 0', '0 0 0');
if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
{
s = '0 0 0';
- if (counter == 0)
+ if(counter == 0)
s = '0 0 0';
else
{
proj.cnt = WEP_CVAR_SEC(crylink, bounces);
//proj.scale = 1 + 1 * proj.cnt;
- proj.angles = vectoangles (proj.velocity);
+ proj.angles = vectoangles(proj.velocity);
//proj.glow_size = 20;
{
case WR_AIM:
{
- if (random() < 0.10)
+ if(random() < 0.10)
self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), FALSE);
else
self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), FALSE);
if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) // forced reload
WEP_ACTION(self.weapon, WR_RELOAD);
- if (self.BUTTON_ATCK)
+ if(self.BUTTON_ATCK)
{
- if (self.crylink_waitrelease != 1)
- if (weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
+ if(self.crylink_waitrelease != 1)
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
{
W_Crylink_Attack();
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
{
- if (self.crylink_waitrelease != 2)
- if (weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
+ if(self.crylink_waitrelease != 2)
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
{
W_Crylink_Attack2();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
}
}
- if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
+ if((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
{
- if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
+ if(!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
{
// fired and released now!
if(self.crylink_lastgroup)
}
case WR_INIT:
{
- precache_model ("models/weapons/g_crylink.md3");
- precache_model ("models/weapons/v_crylink.md3");
- precache_model ("models/weapons/h_crylink.iqm");
- precache_sound ("weapons/crylink_fire.wav");
- precache_sound ("weapons/crylink_fire2.wav");
- precache_sound ("weapons/crylink_linkjoin.wav");
- CRYLINK_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+ precache_model("models/weapons/g_crylink.md3");
+ precache_model("models/weapons/v_crylink.md3");
+ precache_model("models/weapons/h_crylink.iqm");
+ precache_sound("weapons/crylink_fire.wav");
+ precache_sound("weapons/crylink_fire2.wav");
+ precache_sound("weapons/crylink_linkjoin.wav");
+ CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
return TRUE;
}
case WR_CHECKAMMO1:
return WEAPON_CRYLINK_MURDER;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#ifdef CSQC
return FALSE;
}
}
- return TRUE;
+ return FALSE;
}
#endif
#endif