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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink"));
3 #else
4 #ifdef SVQC
5 .float gravity;
6 .float crylink_waitrelease;
7 .entity crylink_lastgroup;
8
9 .entity queuenext;
10 .entity queueprev;
11
12 void W_Crylink_CheckLinks(entity e)
13 {
14         float i;
15         entity p;
16
17         if(e == world)
18                 error("W_Crylink_CheckLinks: entity is world");
19         if(e.classname != "spike")
20                 error("W_Crylink_CheckLinks: entity is not a spike");
21
22         p = e;
23         for(i = 0; i < 1000; ++i)
24         {
25                 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
26                         error("W_Crylink_CheckLinks: queue is inconsistent");
27                 p = p.queuenext;
28                 if(p == e)
29                         break;
30         }
31         if(i >= 1000)
32                 error("W_Crylink_CheckLinks: infinite chain");
33 }
34
35 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
36 {
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         if(me != next)
43                 W_Crylink_CheckLinks(next);
44 }
45
46 void W_Crylink_Dequeue(entity e)
47 {
48         W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
49 }
50
51 // force projectile to explode
52 void W_Crylink_LinkExplode (entity e, entity e2)
53 {
54         float a;
55         a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
56
57         if(e == e.realowner.crylink_lastgroup)
58                 e.realowner.crylink_lastgroup = world;
59
60         if(e.projectiledeathtype & HITTYPE_SECONDARY)
61                 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);
62         else
63                 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);
64
65         if(e.queuenext != e2)
66                 W_Crylink_LinkExplode(e.queuenext, e2);
67
68         remove (e);
69 }
70
71 // adjust towards center
72 // returns the origin where they will meet... and the time till the meeting is
73 // stored in w_crylink_linkjoin_time.
74 // could possibly network this origin and time, and display a special particle
75 // effect when projectiles meet there :P
76 // jspeed: MINIMUM jing speed
77 // jtime: MAXIMUM jing time (0: none)
78 float w_crylink_linkjoin_time;
79 vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
80 {
81         vector avg_origin, avg_velocity;
82         vector targ_origin;
83         float avg_dist, n;
84         entity p;
85
86         // FIXME remove this debug code
87         W_Crylink_CheckLinks(e);
88
89         w_crylink_linkjoin_time = 0;
90
91         avg_origin = e.origin;
92         avg_velocity = e.velocity;
93         n = 1;
94         for(p = e; (p = p.queuenext) != e; )
95         {
96                 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
97                 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
98                 ++n;
99         }
100         avg_origin *= (1.0 / n);
101         avg_velocity *= (1.0 / n);
102
103         if(n < 2)
104                 return avg_origin; // nothing to do
105
106         // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
107         avg_dist = pow(vlen(e.origin - avg_origin), 2);
108         for(p = e; (p = p.queuenext) != e; )
109                 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
110         avg_dist *= (1.0 / n);
111         avg_dist = sqrt(avg_dist);
112
113         if(avg_dist == 0)
114                 return avg_origin; // no change needed
115
116         if(jspeed == 0 && jtime == 0)
117         {
118                 e.velocity = avg_velocity;
119                 UpdateCSQCProjectile(e);
120                 for(p = e; (p = p.queuenext) != e; )
121                 {
122                         p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
123                         UpdateCSQCProjectile(p);
124                 }
125         }
126         else
127         {
128                 if(jtime)
129                 {
130                         if(jspeed)
131                                 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
132                         else
133                                 w_crylink_linkjoin_time = jtime;
134                 }
135                 else
136                         w_crylink_linkjoin_time = avg_dist / jspeed;
137                 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
138
139                 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
140                 UpdateCSQCProjectile(e);
141                 for(p = e; (p = p.queuenext) != e; )
142                 {
143                         p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
144                         UpdateCSQCProjectile(p);
145                 }
146
147                 // analysis:
148                 //   jspeed -> +infinity:
149                 //      w_crylink_linkjoin_time -> +0
150                 //      targ_origin -> avg_origin
151                 //      p->velocity -> HUEG towards center
152                 //   jspeed -> 0:
153                 //      w_crylink_linkjoin_time -> +/- infinity
154                 //      targ_origin -> avg_velocity * +/- infinity
155                 //      p->velocity -> avg_velocity
156                 //   jspeed -> -infinity:
157                 //      w_crylink_linkjoin_time -> -0
158                 //      targ_origin -> avg_origin
159                 //      p->velocity -> HUEG away from center
160         }
161
162         W_Crylink_CheckLinks(e);
163
164         return targ_origin;
165 }
166
167 void W_Crylink_LinkJoinEffect_Think()
168 {
169         // is there at least 2 projectiles very close?
170         entity e, p;
171         float n;
172         e = self.owner.crylink_lastgroup;
173         n = 0;
174         if(e)
175         {
176                 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
177                         ++n;
178                 for(p = e; (p = p.queuenext) != e; )
179                 {
180                         if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
181                                 ++n;
182                 }
183                 if(n >= 2)
184                 {
185                         if(e.projectiledeathtype & HITTYPE_SECONDARY)
186                         {
187                                 if(autocvar_g_balance_crylink_secondary_joinexplode)
188                                 {
189                                         n = n / autocvar_g_balance_crylink_secondary_shots;
190                                         RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
191                                                                         autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
192                                                                         autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
193                                                                         autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
194
195                                         pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
196                                 }
197                         }
198                         else
199                         {
200                                 if(autocvar_g_balance_crylink_primary_joinexplode)
201                                 {
202                                         n = n / autocvar_g_balance_crylink_primary_shots;
203                                         RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
204                                                                         autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
205                                                                         autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
206                                                                         autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
207
208                                         pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
209                                 }
210                         }
211                 }
212         }
213         remove(self);
214 }
215
216
217 // NO bounce protection, as bounces are limited!
218 void W_Crylink_Touch (void)
219 {
220         float finalhit;
221         float f;
222         //PROJECTILE_TOUCH;
223         local entity savenext, saveprev, saveown;
224         saveown = self.realowner;
225         savenext = self.queuenext;
226         saveprev = self.queueprev;
227         if(WarpZone_Projectile_Touch())
228         {
229                 if(wasfreed(self))
230                         W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
231                 return;
232         }
233
234         float a;
235         a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
236
237         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
238         if(finalhit)
239                 f = 1;
240         else
241                 f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
242         if(a)
243                 f *= a;
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)
245         {
246                 if(self == self.realowner.crylink_lastgroup)
247                         self.realowner.crylink_lastgroup = world;
248                 W_Crylink_LinkExplode(self.queuenext, self);
249                 remove (self);
250                 return;
251         }
252         else if(finalhit)
253         {
254                 // just unlink
255                 W_Crylink_Dequeue(self);
256                 remove(self);
257                 return;
258         }
259         self.cnt = self.cnt - 1;
260         self.angles = vectoangles(self.velocity);
261         self.owner = world;
262         self.projectiledeathtype |= HITTYPE_BOUNCE;
263         // commented out as it causes a little hitch...
264         //if(proj.cnt == 0)
265         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
266 }
267
268 void W_Crylink_Touch2 (void)
269 {
270         float finalhit;
271         float f;
272         //PROJECTILE_TOUCH;
273         local entity savenext, saveprev, saveown;
274         savenext = self.queuenext;
275         saveprev = self.queueprev;
276         saveown = self.realowner;
277         if(WarpZone_Projectile_Touch())
278         {
279                 if(wasfreed(self))
280                         W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
281                 return;
282         }
283
284         float a;
285         a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
286
287         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
288         if(finalhit)
289                 f = 1;
290         else
291                 f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
292         if(a)
293                 f *= a;
294         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)
295         {
296                 if(self == self.realowner.crylink_lastgroup)
297                         self.realowner.crylink_lastgroup = world;
298                 W_Crylink_LinkExplode(self.queuenext, self);
299                 remove (self);
300                 return;
301         }
302         else if(finalhit)
303         {
304                 // just unlink
305                 W_Crylink_Dequeue(self);
306                 remove(self);
307                 return;
308         }
309         self.cnt = self.cnt - 1;
310         self.angles = vectoangles(self.velocity);
311         self.owner = world;
312         self.projectiledeathtype |= HITTYPE_BOUNCE;
313         // commented out as it causes a little hitch...
314         //if(proj.cnt == 0)
315         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
316 }
317
318 void W_Crylink_Fadethink (void)
319 {
320         W_Crylink_Dequeue(self);
321         remove(self);
322 }
323
324 void W_Crylink_Attack (void)
325 {
326         local float counter, shots;
327         local entity proj, prevproj, firstproj;
328         local vector s;
329         vector forward, right, up;
330         float maxdmg;
331
332         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
333                 self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_primary_ammo;
334
335         maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
336         maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
337         if(autocvar_g_balance_crylink_primary_joinexplode)
338                 maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
339
340         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CHAN_WEAPON, maxdmg);
341         forward = v_forward;
342         right = v_right;
343         up = v_up;
344
345         shots = autocvar_g_balance_crylink_primary_shots;
346         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
347         proj = world;
348         while (counter < shots)
349         {
350                 proj = spawn ();
351                 proj.realowner = proj.owner = self;
352                 proj.classname = "spike";
353                 proj.bot_dodge = TRUE;
354                 proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
355                 if(shots == 1) {
356                         proj.queuenext = proj;
357                         proj.queueprev = proj;
358                 }
359                 else if(counter == 0) { // first projectile, store in firstproj for now
360                         firstproj = proj;
361                 }
362                 else if(counter == shots - 1) { // last projectile, link up with first projectile
363                         prevproj.queuenext = proj;
364                         firstproj.queueprev = proj;
365                         proj.queuenext = firstproj;
366                         proj.queueprev = prevproj;
367                 }
368                 else { // else link up with previous projectile
369                         prevproj.queuenext = proj;
370                         proj.queueprev = prevproj;
371                 }
372
373                 prevproj = proj;
374
375                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
376                 PROJECTILE_MAKETRIGGER(proj);
377                 proj.projectiledeathtype = WEP_CRYLINK;
378                 //proj.gravity = 0.001;
379
380                 setorigin (proj, w_shotorg);
381                 setsize(proj, '0 0 0', '0 0 0');
382
383
384                 s = '0 0 0';
385                 if (counter == 0)
386                         s = '0 0 0';
387                 else
388                 {
389                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
390                         s_y = v_forward_x;
391                         s_z = v_forward_y;
392                 }
393                 s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
394                 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
395                 proj.touch = W_Crylink_Touch;
396
397                 proj.think = W_Crylink_Fadethink;
398                 if(counter == 0)
399                 {
400                         proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
401                         proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
402                         proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
403                 }
404                 else
405                 {
406                         proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
407                         proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
408                         proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
409                 }
410                 proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
411                 proj.cnt = autocvar_g_balance_crylink_primary_bounces;
412                 //proj.scale = 1 + 1 * proj.cnt;
413
414                 proj.angles = vectoangles (proj.velocity);
415
416                 //proj.glow_size = 20;
417
418                 proj.flags = FL_PROJECTILE;
419
420                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
421
422                 other = proj; MUTATOR_CALLHOOK(EditProjectile);
423
424                 counter = counter + 1;
425         }
426         self.crylink_lastgroup = proj;
427         W_Crylink_CheckLinks(proj);
428 }
429
430 void W_Crylink_Attack2 (void)
431 {
432         local float counter, shots;
433         local entity proj, prevproj, firstproj;
434         float maxdmg;
435
436         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
437                 self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_secondary_ammo;
438
439         maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
440         maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
441         if(autocvar_g_balance_crylink_secondary_joinexplode)
442                 maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
443
444         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg);
445
446         shots = autocvar_g_balance_crylink_secondary_shots;
447         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
448         proj = world;
449         while (counter < shots)
450         {
451                 proj = spawn ();
452                 proj.realowner = proj.owner = self;
453                 proj.classname = "spike";
454                 proj.bot_dodge = TRUE;
455                 proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
456                 if(shots == 1) {
457                         proj.queuenext = proj;
458                         proj.queueprev = proj;
459                 }
460                 else if(counter == 0) { // first projectile, store in firstproj for now
461                         firstproj = proj;
462                 }
463                 else if(counter == shots - 1) { // last projectile, link up with first projectile
464                         prevproj.queuenext = proj;
465                         firstproj.queueprev = proj;
466                         proj.queuenext = firstproj;
467                         proj.queueprev = prevproj;
468                 }
469                 else { // else link up with previous projectile
470                         prevproj.queuenext = proj;
471                         proj.queueprev = prevproj;
472                 }
473
474                 prevproj = proj;
475
476                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
477                 PROJECTILE_MAKETRIGGER(proj);
478                 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
479                 //proj.gravity = 0.001;
480
481                 setorigin (proj, w_shotorg);
482                 setsize(proj, '0 0 0', '0 0 0');
483
484                 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);
485                 proj.touch = W_Crylink_Touch2;
486                 proj.think = W_Crylink_Fadethink;
487                 if(counter == (shots - 1) / 2)
488                 {
489                         proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
490                         proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
491                         proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
492                 }
493                 else
494                 {
495                         proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
496                         proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
497                         proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
498                 }
499                 proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
500                 proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
501                 //proj.scale = 1 + 1 * proj.cnt;
502
503                 proj.angles = vectoangles (proj.velocity);
504
505                 //proj.glow_size = 20;
506
507                 proj.flags = FL_PROJECTILE;
508
509                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
510
511                 other = proj; MUTATOR_CALLHOOK(EditProjectile);
512
513                 counter = counter + 1;
514         }
515         self.crylink_lastgroup = proj;
516 }
517
518 void spawnfunc_weapon_crylink (void)
519 {
520         weapon_defaultspawnfunc(WEP_CRYLINK);
521 }
522
523 float w_crylink(float req)
524 {
525         if (req == WR_AIM)
526         {
527                 if (random() < 0.10)
528                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
529                 else
530                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
531         }
532         else if (req == WR_THINK)
533         {
534                 if (self.BUTTON_ATCK)
535                 {
536                         if (!self.crylink_waitrelease)
537                         if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
538                         {
539                                 W_Crylink_Attack();
540                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
541                                 if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
542                                         self.crylink_waitrelease = 1;
543                         }
544                 }
545                 else if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
546                 {
547                         if (!self.crylink_waitrelease)
548                         if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
549                         {
550                                 W_Crylink_Attack2();
551                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
552                                 if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
553                                         self.crylink_waitrelease = 2;
554                         }
555                 }
556                 else
557                 {
558                         if (self.crylink_waitrelease && (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time))
559                         {
560                                 // fired and released now!
561                                 if(self.crylink_lastgroup)
562                                 {
563                                         vector pos;
564                                         entity linkjoineffect;
565
566                                         if(self.crylink_waitrelease == 1)
567                                         {
568                                                 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);
569
570                                         }
571                                         else
572                                         {
573                                                 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);
574                                         }
575
576                                         linkjoineffect = spawn();
577                                         linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
578                                         linkjoineffect.classname = "linkjoineffect";
579                                         linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
580                                         linkjoineffect.owner = self;
581                                         setorigin(linkjoineffect, pos);
582                                 }
583                                 self.crylink_waitrelease = 0;
584                                 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
585                                 {
586                                         // ran out of ammo!
587                                         self.cnt = WEP_CRYLINK;
588                                         self.switchweapon = w_getbestweapon(self);
589                                 }
590                         }
591                 }
592         }
593         else if (req == WR_PRECACHE)
594         {
595                 precache_model ("models/weapons/g_crylink.md3");
596                 precache_model ("models/weapons/v_crylink.md3");
597                 precache_model ("models/weapons/h_crylink.iqm");
598                 precache_sound ("weapons/crylink_fire.wav");
599                 precache_sound ("weapons/crylink_fire2.wav");
600                 precache_sound ("weapons/crylink_linkjoin.wav");
601         }
602         else if (req == WR_SETUP)
603                 weapon_setup(WEP_CRYLINK);
604         else if (req == WR_CHECKAMMO1)
605         {
606                 // don't "run out of ammo" and switch weapons while waiting for release
607                 if(self.crylink_lastgroup && self.crylink_waitrelease)
608                         return TRUE;
609                 return self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
610         }
611         else if (req == WR_CHECKAMMO2)
612         {
613                 // don't "run out of ammo" and switch weapons while waiting for release
614                 if(self.crylink_lastgroup && self.crylink_waitrelease)
615                         return TRUE;
616                 return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
617         }
618         return TRUE;
619 };
620 #endif
621 #ifdef CSQC
622 float w_crylink(float req)
623 {
624         if(req == WR_IMPACTEFFECT)
625         {
626                 vector org2;
627                 org2 = w_org + w_backoff * 2;
628                 if(w_deathtype & HITTYPE_SECONDARY)
629                 {
630                         pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
631                         if(!w_issilent)
632                                 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
633                 }
634                 else
635                 {
636                         pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
637                         if(!w_issilent)
638                                 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
639                 }
640         }
641         else if(req == WR_PRECACHE)
642         {
643                 precache_sound("weapons/crylink_impact2.wav");
644                 precache_sound("weapons/crylink_impact.wav");
645         }
646         else if (req == WR_SUICIDEMESSAGE)
647         {
648                 w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink");
649         }
650         else if (req == WR_KILLMESSAGE)
651         {
652                 if(w_deathtype & HITTYPE_BOUNCE)
653                         w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be)
654                 else if(w_deathtype & HITTYPE_SPLASH)
655                         w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY
656                 else
657                         w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY
658         }
659         return TRUE;
660 }
661 #endif
662 #endif