]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_crylink.qc
simplify crylink code, handle removal by skybox proactively
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_crylink.qc
1 #ifdef REGISTER_WEAPON
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"));
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" || wasfreed(e))
20                 error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
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         me.classname = "spike_oktoremove";
43         if(me != next)
44                 W_Crylink_CheckLinks(next);
45 }
46
47 void W_Crylink_Dequeue(entity e)
48 {
49         W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
50 }
51
52 // force projectile to explode
53 void W_Crylink_LinkExplode (entity e, entity e2)
54 {
55         float a;
56         a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
57
58         if(e == e.realowner.crylink_lastgroup)
59                 e.realowner.crylink_lastgroup = world;
60
61         if(e.projectiledeathtype & HITTYPE_SECONDARY)
62                 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);
63         else
64                 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);
65
66         if(e.queuenext != e2)
67                 W_Crylink_LinkExplode(e.queuenext, e2);
68
69         e.classname = "spike_oktoremove";
70         remove (e);
71 }
72
73 // adjust towards center
74 // returns the origin where they will meet... and the time till the meeting is
75 // stored in w_crylink_linkjoin_time.
76 // could possibly network this origin and time, and display a special particle
77 // effect when projectiles meet there :P
78 // jspeed: MINIMUM jing speed
79 // jtime: MAXIMUM jing time (0: none)
80 float w_crylink_linkjoin_time;
81 vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
82 {
83         vector avg_origin, avg_velocity;
84         vector targ_origin;
85         float avg_dist, n;
86         entity p;
87
88         // FIXME remove this debug code
89         W_Crylink_CheckLinks(e);
90
91         w_crylink_linkjoin_time = 0;
92
93         avg_origin = e.origin;
94         avg_velocity = e.velocity;
95         n = 1;
96         for(p = e; (p = p.queuenext) != e; )
97         {
98                 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
99                 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
100                 ++n;
101         }
102         avg_origin *= (1.0 / n);
103         avg_velocity *= (1.0 / n);
104
105         if(n < 2)
106                 return avg_origin; // nothing to do
107
108         // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
109         avg_dist = pow(vlen(e.origin - avg_origin), 2);
110         for(p = e; (p = p.queuenext) != e; )
111                 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
112         avg_dist *= (1.0 / n);
113         avg_dist = sqrt(avg_dist);
114
115         if(avg_dist == 0)
116                 return avg_origin; // no change needed
117
118         if(jspeed == 0 && jtime == 0)
119         {
120                 e.velocity = avg_velocity;
121                 UpdateCSQCProjectile(e);
122                 for(p = e; (p = p.queuenext) != e; )
123                 {
124                         p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
125                         UpdateCSQCProjectile(p);
126                 }
127         }
128         else
129         {
130                 if(jtime)
131                 {
132                         if(jspeed)
133                                 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
134                         else
135                                 w_crylink_linkjoin_time = jtime;
136                 }
137                 else
138                         w_crylink_linkjoin_time = avg_dist / jspeed;
139                 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
140
141                 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
142                 UpdateCSQCProjectile(e);
143                 for(p = e; (p = p.queuenext) != e; )
144                 {
145                         p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
146                         UpdateCSQCProjectile(p);
147                 }
148
149                 // analysis:
150                 //   jspeed -> +infinity:
151                 //      w_crylink_linkjoin_time -> +0
152                 //      targ_origin -> avg_origin
153                 //      p->velocity -> HUEG towards center
154                 //   jspeed -> 0:
155                 //      w_crylink_linkjoin_time -> +/- infinity
156                 //      targ_origin -> avg_velocity * +/- infinity
157                 //      p->velocity -> avg_velocity
158                 //   jspeed -> -infinity:
159                 //      w_crylink_linkjoin_time -> -0
160                 //      targ_origin -> avg_origin
161                 //      p->velocity -> HUEG away from center
162         }
163
164         W_Crylink_CheckLinks(e);
165
166         return targ_origin;
167 }
168
169 void W_Crylink_LinkJoinEffect_Think()
170 {
171         // is there at least 2 projectiles very close?
172         entity e, p;
173         float n;
174         e = self.owner.crylink_lastgroup;
175         n = 0;
176         if(e)
177         {
178                 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
179                         ++n;
180                 for(p = e; (p = p.queuenext) != e; )
181                 {
182                         if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
183                                 ++n;
184                 }
185                 if(n >= 2)
186                 {
187                         if(e.projectiledeathtype & HITTYPE_SECONDARY)
188                         {
189                                 if(autocvar_g_balance_crylink_secondary_joinexplode)
190                                 {
191                                         n = n / autocvar_g_balance_crylink_secondary_shots;
192                                         RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
193                                                                         autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
194                                                                         autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
195                                                                         autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
196
197                                         pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
198                                 }
199                         }
200                         else
201                         {
202                                 if(autocvar_g_balance_crylink_primary_joinexplode)
203                                 {
204                                         n = n / autocvar_g_balance_crylink_primary_shots;
205                                         RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
206                                                                         autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
207                                                                         autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
208                                                                         autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
209
210                                         pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
211                                 }
212                         }
213                 }
214         }
215         remove(self);
216 }
217
218 // NO bounce protection, as bounces are limited!
219 void W_Crylink_Touch (void)
220 {
221         float finalhit;
222         float f;
223         PROJECTILE_TOUCH;
224
225         float a;
226         a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
227
228         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
229         if(finalhit)
230                 f = 1;
231         else
232                 f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
233         if(a)
234                 f *= a;
235         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)
236         {
237                 if(self == self.realowner.crylink_lastgroup)
238                         self.realowner.crylink_lastgroup = world;
239                 W_Crylink_LinkExplode(self.queuenext, self);
240                 remove (self);
241                 return;
242         }
243         else if(finalhit)
244         {
245                 // just unlink
246                 W_Crylink_Dequeue(self);
247                 remove(self);
248                 return;
249         }
250         self.cnt = self.cnt - 1;
251         self.angles = vectoangles(self.velocity);
252         self.owner = world;
253         self.projectiledeathtype |= HITTYPE_BOUNCE;
254         // commented out as it causes a little hitch...
255         //if(proj.cnt == 0)
256         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
257 }
258
259 void W_Crylink_Touch2 (void)
260 {
261         float finalhit;
262         float f;
263         PROJECTILE_TOUCH;
264
265         float a;
266         a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
267
268         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
269         if(finalhit)
270                 f = 1;
271         else
272                 f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
273         if(a)
274                 f *= a;
275         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)
276         {
277                 if(self == self.realowner.crylink_lastgroup)
278                         self.realowner.crylink_lastgroup = world;
279                 W_Crylink_LinkExplode(self.queuenext, self);
280                 remove (self);
281                 return;
282         }
283         else if(finalhit)
284         {
285                 // just unlink
286                 W_Crylink_Dequeue(self);
287                 remove(self);
288                 return;
289         }
290         self.cnt = self.cnt - 1;
291         self.angles = vectoangles(self.velocity);
292         self.owner = world;
293         self.projectiledeathtype |= HITTYPE_BOUNCE;
294         // commented out as it causes a little hitch...
295         //if(proj.cnt == 0)
296         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
297 }
298
299 void W_Crylink_Fadethink (void)
300 {
301         W_Crylink_Dequeue(self);
302         remove(self);
303 }
304
305 void W_Crylink_Attack (void)
306 {
307         local float counter, shots;
308         local entity proj, prevproj, firstproj;
309         local vector s;
310         vector forward, right, up;
311         float maxdmg;
312
313         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
314
315         maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
316         maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
317         if(autocvar_g_balance_crylink_primary_joinexplode)
318                 maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
319
320         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
321         forward = v_forward;
322         right = v_right;
323         up = v_up;
324
325         shots = autocvar_g_balance_crylink_primary_shots;
326         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
327         proj = world;
328         while (counter < shots)
329         {
330                 proj = spawn ();
331                 proj.realowner = proj.owner = self;
332                 proj.classname = "spike";
333                 proj.bot_dodge = TRUE;
334                 proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
335                 if(shots == 1) {
336                         proj.queuenext = proj;
337                         proj.queueprev = proj;
338                 }
339                 else if(counter == 0) { // first projectile, store in firstproj for now
340                         firstproj = proj;
341                 }
342                 else if(counter == shots - 1) { // last projectile, link up with first projectile
343                         prevproj.queuenext = proj;
344                         firstproj.queueprev = proj;
345                         proj.queuenext = firstproj;
346                         proj.queueprev = prevproj;
347                 }
348                 else { // else link up with previous projectile
349                         prevproj.queuenext = proj;
350                         proj.queueprev = prevproj;
351                 }
352
353                 prevproj = proj;
354
355                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
356                 PROJECTILE_MAKETRIGGER(proj);
357                 proj.projectiledeathtype = WEP_CRYLINK;
358                 //proj.gravity = 0.001;
359
360                 setorigin (proj, w_shotorg);
361                 setsize(proj, '0 0 0', '0 0 0');
362
363
364                 s = '0 0 0';
365                 if (counter == 0)
366                         s = '0 0 0';
367                 else
368                 {
369                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
370                         s_y = v_forward_x;
371                         s_z = v_forward_y;
372                 }
373                 s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
374                 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
375                 proj.touch = W_Crylink_Touch;
376
377                 proj.think = W_Crylink_Fadethink;
378                 if(counter == 0)
379                 {
380                         proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
381                         proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
382                         proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
383                 }
384                 else
385                 {
386                         proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
387                         proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
388                         proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
389                 }
390                 proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
391                 proj.cnt = autocvar_g_balance_crylink_primary_bounces;
392                 //proj.scale = 1 + 1 * proj.cnt;
393
394                 proj.angles = vectoangles (proj.velocity);
395
396                 //proj.glow_size = 20;
397
398                 proj.flags = FL_PROJECTILE;
399
400                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
401
402                 other = proj; MUTATOR_CALLHOOK(EditProjectile);
403
404                 counter = counter + 1;
405         }
406         if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
407         {
408                 self.crylink_lastgroup = proj;
409                 W_Crylink_CheckLinks(proj);
410                 self.crylink_waitrelease = 1;
411         }
412 }
413
414 void W_Crylink_Attack2 (void)
415 {
416         local float counter, shots;
417         local entity proj, prevproj, firstproj;
418         float maxdmg;
419
420         W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
421
422         maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
423         maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
424         if(autocvar_g_balance_crylink_secondary_joinexplode)
425                 maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
426
427         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
428
429         shots = autocvar_g_balance_crylink_secondary_shots;
430         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
431         proj = world;
432         while (counter < shots)
433         {
434                 proj = spawn ();
435                 proj.realowner = proj.owner = self;
436                 proj.classname = "spike";
437                 proj.bot_dodge = TRUE;
438                 proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
439                 if(shots == 1) {
440                         proj.queuenext = proj;
441                         proj.queueprev = proj;
442                 }
443                 else if(counter == 0) { // first projectile, store in firstproj for now
444                         firstproj = proj;
445                 }
446                 else if(counter == shots - 1) { // last projectile, link up with first projectile
447                         prevproj.queuenext = proj;
448                         firstproj.queueprev = proj;
449                         proj.queuenext = firstproj;
450                         proj.queueprev = prevproj;
451                 }
452                 else { // else link up with previous projectile
453                         prevproj.queuenext = proj;
454                         proj.queueprev = prevproj;
455                 }
456
457                 prevproj = proj;
458
459                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
460                 PROJECTILE_MAKETRIGGER(proj);
461                 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
462                 //proj.gravity = 0.001;
463
464                 setorigin (proj, w_shotorg);
465                 setsize(proj, '0 0 0', '0 0 0');
466
467                 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);
468                 proj.touch = W_Crylink_Touch2;
469                 proj.think = W_Crylink_Fadethink;
470                 if(counter == (shots - 1) / 2)
471                 {
472                         proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
473                         proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
474                         proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
475                 }
476                 else
477                 {
478                         proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
479                         proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
480                         proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
481                 }
482                 proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
483                 proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
484                 //proj.scale = 1 + 1 * proj.cnt;
485
486                 proj.angles = vectoangles (proj.velocity);
487
488                 //proj.glow_size = 20;
489
490                 proj.flags = FL_PROJECTILE;
491
492                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
493
494                 other = proj; MUTATOR_CALLHOOK(EditProjectile);
495
496                 counter = counter + 1;
497         }
498         if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
499         {
500                 self.crylink_lastgroup = proj;
501                 W_Crylink_CheckLinks(proj);
502                 self.crylink_waitrelease = 2;
503         }
504 }
505
506 void spawnfunc_weapon_crylink (void)
507 {
508         weapon_defaultspawnfunc(WEP_CRYLINK);
509 }
510
511 float w_crylink(float req)
512 {
513         float ammo_amount;
514         if (req == WR_AIM)
515         {
516                 if (random() < 0.10)
517                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
518                 else
519                         self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
520         }
521         else if (req == WR_THINK)
522         {
523                 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
524                         weapon_action(self.weapon, WR_RELOAD);
525
526                 if (self.BUTTON_ATCK)
527                 {
528                         if (self.crylink_waitrelease != 1)
529                         if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
530                         {
531                                 W_Crylink_Attack();
532                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
533                         }
534                 }
535
536                 if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
537                 {
538                         if (self.crylink_waitrelease != 2)
539                         if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
540                         {
541                                 W_Crylink_Attack2();
542                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
543                         }
544                 }
545
546                 if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2))
547                 {
548                         if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time)
549                         {
550                                 // fired and released now!
551                                 if(self.crylink_lastgroup)
552                                 {
553                                         vector pos;
554                                         entity linkjoineffect;
555
556                                         if(self.crylink_waitrelease == 1)
557                                         {
558                                                 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);
559
560                                         }
561                                         else
562                                         {
563                                                 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);
564                                         }
565
566                                         linkjoineffect = spawn();
567                                         linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
568                                         linkjoineffect.classname = "linkjoineffect";
569                                         linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
570                                         linkjoineffect.owner = self;
571                                         setorigin(linkjoineffect, pos);
572                                 }
573                                 self.crylink_waitrelease = 0;
574                                 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
575                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
576                                 {
577                                         // ran out of ammo!
578                                         self.cnt = WEP_CRYLINK;
579                                         self.switchweapon = w_getbestweapon(self);
580                                 }
581                         }
582                 }
583         }
584         else if (req == WR_PRECACHE)
585         {
586                 precache_model ("models/weapons/g_crylink.md3");
587                 precache_model ("models/weapons/v_crylink.md3");
588                 precache_model ("models/weapons/h_crylink.iqm");
589                 precache_sound ("weapons/crylink_fire.wav");
590                 precache_sound ("weapons/crylink_fire2.wav");
591                 precache_sound ("weapons/crylink_linkjoin.wav");
592                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
593         }
594         else if (req == WR_SETUP)
595         {
596                 weapon_setup(WEP_CRYLINK);
597                 self.current_ammo = ammo_cells;
598         }
599         else if (req == WR_CHECKAMMO1)
600         {
601                 // don't "run out of ammo" and switch weapons while waiting for release
602                 if(self.crylink_lastgroup && self.crylink_waitrelease)
603                         return TRUE;
604
605                 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
606                 ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_primary_ammo;
607                 return ammo_amount;
608         }
609         else if (req == WR_CHECKAMMO2)
610         {
611                 // don't "run out of ammo" and switch weapons while waiting for release
612                 if(self.crylink_lastgroup && self.crylink_waitrelease)
613                         return TRUE;
614
615                 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
616                 ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo;
617                 return ammo_amount;
618         }
619         else if (req == WR_RELOAD)
620         {
621                 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");
622         }
623         return TRUE;
624 };
625 #endif
626 #ifdef CSQC
627 float w_crylink(float req)
628 {
629         if(req == WR_IMPACTEFFECT)
630         {
631                 vector org2;
632                 org2 = w_org + w_backoff * 2;
633                 if(w_deathtype & HITTYPE_SECONDARY)
634                 {
635                         pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
636                         if(!w_issilent)
637                                 sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
638                 }
639                 else
640                 {
641                         pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
642                         if(!w_issilent)
643                                 sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
644                 }
645         }
646         else if(req == WR_PRECACHE)
647         {
648                 precache_sound("weapons/crylink_impact2.wav");
649                 precache_sound("weapons/crylink_impact.wav");
650         }
651         else if (req == WR_SUICIDEMESSAGE)
652         {
653                 w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink");
654         }
655         else if (req == WR_KILLMESSAGE)
656         {
657                 if(w_deathtype & HITTYPE_BOUNCE)
658                         w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be)
659                 else if(w_deathtype & HITTYPE_SPLASH)
660                         w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY
661                 else
662                         w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY
663         }
664         return TRUE;
665 }
666 #endif
667 #endif