}
if(n >= 2)
{
-
-
if(e.projectiledeathtype & HITTYPE_SECONDARY)
{
if(cvar("g_balance_crylink_secondary_joinexplode"))
n = n / cvar("g_balance_crylink_secondary_shots");
RadiusDamage (e, e.realowner, cvar("g_balance_crylink_secondary_joinexplode_damage") * n,
cvar("g_balance_crylink_secondary_joinexplode_edgedamage") * n,
- cvar("g_balance_crylink_secondary_joinexplode_radius") * n, world,
+ cvar("g_balance_crylink_secondary_joinexplode_radius") * n, e.realowner,
cvar("g_balance_crylink_secondary_joinexplode_force") * n, e.projectiledeathtype, other);
+
+ pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
}
}
else
n = n / cvar("g_balance_crylink_primary_shots");
RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_joinexplode_damage") * n,
cvar("g_balance_crylink_primary_joinexplode_edgedamage") * n,
- cvar("g_balance_crylink_primary_joinexplode_radius") * n, world,
+ cvar("g_balance_crylink_primary_joinexplode_radius") * n, e.realowner,
cvar("g_balance_crylink_primary_joinexplode_force") * n, e.projectiledeathtype, other);
+
+ pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
}
}
-
- // they seem to touch...
- // TODO make a specific particle effect for this
- pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
}
}
remove(self);
s_z = v_forward_y;
}
s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
- W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
+ W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0, FALSE);
proj.touch = W_Crylink_Touch;
proj.think = W_Crylink_Fadethink;
setorigin (proj, w_shotorg);
setsize(proj, '0 0 0', '0 0 0');
- W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0);
+ W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0, FALSE);
proj.touch = W_Crylink_Touch2;
proj.think = W_Crylink_Fadethink;
if(counter == (shots - 1) / 2)
{
W_Crylink_Attack();
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
- if(cvar("g_balance_crylink_primary_joinspeed") != 0 || cvar("g_balance_crylink_primary_jointime") != 0)
+ if(cvar("g_balance_crylink_primary_joinspread") != 0 || cvar("g_balance_crylink_primary_jointime") != 0)
self.crylink_waitrelease = 1;
}
}
{
W_Crylink_Attack2();
weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
- if(cvar("g_balance_crylink_secondary_joinspeed") != 0 || cvar("g_balance_crylink_secondary_jointime") != 0)
+ if(cvar("g_balance_crylink_secondary_joinspread") != 0 || cvar("g_balance_crylink_secondary_jointime") != 0)
self.crylink_waitrelease = 2;
}
}
if(self.crylink_waitrelease == 1)
{
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"), cvar("g_balance_crylink_primary_jointime"));
+ pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspread") * cvar("g_balance_crylink_primary_speed"), cvar("g_balance_crylink_primary_jointime"));
}
else
{
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"), cvar("g_balance_crylink_secondary_jointime"));
+ pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspread") * cvar("g_balance_crylink_secondary_speed"), cvar("g_balance_crylink_secondary_jointime"));
}
linkjoineffect = spawn();