float avg_dist, n;
entity p;
+ w_crylink_linkjoin_time = 0;
+
avg_origin = e.origin;
avg_velocity = e.velocity;
n = 1;
avg_origin *= (1.0 / n);
avg_velocity *= (1.0 / n);
+ if(n < 2)
+ return avg_origin; // nothing to do
+
// yes, mathematically we can do this in ONE step, but beware of 32bit floats...
avg_dist = pow(vlen(e.origin - avg_origin), 2);
for(p = e; (p = p.queuenext) != e; )
avg_dist += pow(vlen(e.origin - avg_origin), 2);
avg_dist *= (1.0 / n);
+ avg_dist = sqrt(avg_dist);
- w_crylink_linkjoin_time = 0;
if(avg_dist == 0)
return avg_origin; // no change needed
return targ_origin;
}
+void W_Crylink_LinkJoinEffect_Think()
+{
+ // is there at least 2 projectiles very close?
+ entity e, p;
+ float n;
+ e = self.owner.crylink_lastgroup;
+ n = 0;
+ if(e)
+ {
+ if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
+ ++n;
+ for(p = e; (p = p.queuenext) != e; )
+ {
+ if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
+ ++n;
+ }
+ if(n >= 2)
+ {
+ // they seem to touch...
+ // TODO make a specific particle effect for this
+ pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
+ }
+ }
+ remove(self);
+}
+
// NO bounce protection, as bounces are limited!
void W_Crylink_Touch (void)
{
f = cvar("g_balance_crylink_primary_bouncedamagefactor");
if(a)
f *= a;
- if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other) || finalhit)
+ if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other))
{
W_Crylink_LinkExplode(self.queuenext, self);
remove (self);
return;
}
+ else if(finalhit)
+ {
+ // just unlink
+ W_Crylink_Dequeue(self);
+ remove(self);
+ return;
+ }
self.cnt = self.cnt - 1;
- // self.angles = vectoangles(self.velocity); // csqc
+ self.angles = vectoangles(self.velocity);
self.owner = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
// commented out as it causes a little hitch...
return;
}
self.cnt = self.cnt - 1;
- // self.angles = vectoangles(self.velocity); // csqc
+ self.angles = vectoangles(self.velocity);
self.owner = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
// commented out as it causes a little hitch...
void W_Crylink_Attack (void)
{
- float counter, shots;
- entity proj, prevproj, firstproj;
- vector forward, right, up, s;
+ local float counter, shots;
+ local entity proj, prevproj, firstproj;
+ local vector s;
+ vector forward, right, up;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
while (counter < shots)
{
proj = spawn ();
- proj.crylink_waitrelease = time; // keep track of when each projectile was spawned
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
}
- else if(counter <= 3)
- {
- proj.fade_time = time + cvar("g_balance_crylink_primary_star_lifetime");
- self.fade_rate = 1 / cvar("g_balance_crylink_primary_star_fadetime");
- proj.nextthink = time + cvar("g_balance_crylink_primary_star_lifetime") + cvar("g_balance_crylink_primary_star_fadetime");
- }
else
{
proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
}
proj.cnt = cvar("g_balance_crylink_primary_bounces");
-
//proj.scale = 1 + 1 * proj.cnt;
- //proj.angles = vectoangles (proj.velocity); // csqc
+
+ proj.angles = vectoangles (proj.velocity);
+
//proj.glow_size = 20;
proj.flags = FL_PROJECTILE;
while (counter < shots)
{
proj = spawn ();
- proj.crylink_waitrelease = time; // keep track of when each projectile was spawned
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
proj.cnt = cvar("g_balance_crylink_secondary_bounces");
//proj.scale = 1 + 1 * proj.cnt;
- // proj.angles = vectoangles (proj.velocity); // csqc
+ proj.angles = vectoangles (proj.velocity);
//proj.glow_size = 20;
{
if (self.BUTTON_ATCK)
{
- if(self.crylink_lastgroup == world)
- self.crylink_waitrelease = 0;
-
if (!self.crylink_waitrelease)
if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
{
W_Crylink_Attack();
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
if(cvar("g_balance_crylink_primary_joinspeed") != 0)
- self.crylink_waitrelease = 1; // time + 0.01;
+ self.crylink_waitrelease = 1;
}
-
-
}
else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
{
+ if (!self.crylink_waitrelease)
if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
{
W_Crylink_Attack2();
}
}
else
- {
- if (self.crylink_waitrelease)
+ {
+ if (self.crylink_waitrelease)
{
// fired and released now!
if(self.crylink_lastgroup)
- {
- // Click and hold fire
- if (time - self.crylink_lastgroup.crylink_waitrelease > 0.1)
+ {
+ vector pos;
+ if(self.crylink_waitrelease == 1)
{
- //dprint("HoldFire:", ftos(time - self.crylink_lastgroup.crylink_waitrelease), "\nTimer is ", ftos(self.crylink_lastgroup.crylink_waitrelease),"\n");
- W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"));
- // 'splode @ join, if timing is just right, you get the target with the join-explode splash first, then the individual projectile's damage.
-
- if(w_crylink_linkjoin_time > 0)
- {
- self.crylink_lastgroup.think = W_Crylink_Touch;
- self.crylink_lastgroup.nextthink = w_crylink_linkjoin_time + time;
- }
+ pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"));
}
- else // tap fire
+ else
{
- dprint("TapFire:", ftos(time - self.crylink_lastgroup.crylink_waitrelease), "\nTimer is ", ftos(self.crylink_lastgroup.crylink_waitrelease),"\n");
+ pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"));
}
+
+ entity linkjoineffect;
+ linkjoineffect = spawn();
+ linkjoineffect.classname = "linkjoineffect";
+ linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
+ linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
+ linkjoineffect.owner = self;
+ setorigin(linkjoineffect, pos);
}
-
self.crylink_waitrelease = 0;
- }
+ if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
+ {
+ // ran out of ammo!
+ self.cnt = WEP_CRYLINK;
+ self.switchweapon = w_getbestweapon(self);
+ }
+ }
}
}
else if (req == WR_PRECACHE)
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");
}
else if (req == WR_SETUP)
weapon_setup(WEP_CRYLINK);
else if (req == WR_CHECKAMMO1)
+ {
+ // don't "run out of ammo" and switch weapons while waiting for release
+ if(self.crylink_lastgroup && self.crylink_waitrelease)
+ return TRUE;
return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
+ }
else if (req == WR_CHECKAMMO2)
+ {
+ // don't "run out of ammo" and switch weapons while waiting for release
+ if(self.crylink_lastgroup && self.crylink_waitrelease)
+ return TRUE;
return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
+ }
return TRUE;
};
#endif
return TRUE;
}
#endif
-#endif
+#endif
\ No newline at end of file