+++ /dev/null
-#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ CRYLINK,
-/* function */ W_Crylink,
-/* ammotype */ ammo_cells,
-/* impulse */ 6,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '1 0.5 1',
-/* modelname */ "crylink",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshaircrylink 0.5",
-/* wepimg */ "weaponcrylink",
-/* refname */ "crylink",
-/* wepname */ _("Crylink")
-);
-
-#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, CRYLINK, crylink)
-#define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, BOTH, ammo) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, edgedamage) \
- w_cvar(id, sn, BOTH, radius) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, BOTH, spread) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, BOTH, speed) \
- w_cvar(id, sn, BOTH, shots) \
- w_cvar(id, sn, BOTH, bounces) \
- w_cvar(id, sn, BOTH, bouncedamagefactor) \
- w_cvar(id, sn, BOTH, middle_lifetime) \
- w_cvar(id, sn, BOTH, middle_fadetime) \
- w_cvar(id, sn, BOTH, other_lifetime) \
- w_cvar(id, sn, BOTH, other_fadetime) \
- w_cvar(id, sn, BOTH, linkexplode) \
- w_cvar(id, sn, BOTH, joindelay) \
- w_cvar(id, sn, BOTH, joinspread) \
- w_cvar(id, sn, BOTH, joinexplode) \
- w_cvar(id, sn, BOTH, joinexplode_damage) \
- w_cvar(id, sn, BOTH, joinexplode_edgedamage) \
- w_cvar(id, sn, BOTH, joinexplode_radius) \
- w_cvar(id, sn, BOTH, joinexplode_force) \
- w_cvar(id, sn, SEC, spreadtype) \
- w_cvar(id, sn, NONE, secondary) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- 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, weaponthrowable, weaponthrowable)
-
-#ifdef SVQC
-CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-.float gravity;
-.float crylink_waitrelease;
-.entity crylink_lastgroup;
-
-.entity queuenext;
-.entity queueprev;
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-void spawnfunc_weapon_crylink(void) { weapon_defaultspawnfunc(WEP_CRYLINK.m_id); }
-
-void W_Crylink_CheckLinks(entity e)
-{
- float i;
- entity p;
-
- if(e == world)
- error("W_Crylink_CheckLinks: entity is world");
- if(e.classname != "spike" || wasfreed(e))
- error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
-
- p = e;
- for(i = 0; i < 1000; ++i)
- {
- if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
- error("W_Crylink_CheckLinks: queue is inconsistent");
- p = p.queuenext;
- if(p == e)
- break;
- }
- if(i >= 1000)
- error("W_Crylink_CheckLinks: infinite chain");
-}
-
-void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
-{
- W_Crylink_CheckLinks(next);
- if(me == own.crylink_lastgroup)
- own.crylink_lastgroup = ((me == next) ? world : next);
- prev.queuenext = next;
- next.queueprev = prev;
- me.classname = "spike_oktoremove";
- if(me != next)
- W_Crylink_CheckLinks(next);
-}
-
-void W_Crylink_Dequeue(entity e)
-{
- W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
-}
-
-void W_Crylink_Reset(void)
-{
- W_Crylink_Dequeue(self);
- remove(self);
-}
-
-// force projectile to explode
-void W_Crylink_LinkExplode(entity e, entity e2)
-{
- float a;
-
- if(e == e2)
- return;
-
- a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
-
- if(e == e.realowner.crylink_lastgroup)
- e.realowner.crylink_lastgroup = world;
-
- float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
-
- RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other);
-
- W_Crylink_LinkExplode(e.queuenext, e2);
-
- e.classname = "spike_oktoremove";
- remove(e);
-}
-
-// adjust towards center
-// returns the origin where they will meet... and the time till the meeting is
-// stored in w_crylink_linkjoin_time.
-// could possibly network this origin and time, and display a special particle
-// effect when projectiles meet there :P
-// jspeed: joining speed (calculate this as join spread * initial speed)
-float w_crylink_linkjoin_time;
-vector W_Crylink_LinkJoin(entity e, float jspeed)
-{
- vector avg_origin, avg_velocity;
- vector targ_origin;
- float avg_dist, n;
- entity p;
-
- // FIXME remove this debug code
- W_Crylink_CheckLinks(e);
-
- w_crylink_linkjoin_time = 0;
-
- avg_origin = e.origin;
- avg_velocity = e.velocity;
- n = 1;
- for(p = e; (p = p.queuenext) != e; )
- {
- avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
- avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
- ++n;
- }
- 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(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
- avg_dist *= (1.0 / n);
- avg_dist = sqrt(avg_dist);
-
- if(avg_dist == 0)
- return avg_origin; // no change needed
-
- if(jspeed == 0)
- {
- e.velocity = avg_velocity;
- UpdateCSQCProjectile(e);
- for(p = e; (p = p.queuenext) != e; )
- {
- p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
- UpdateCSQCProjectile(p);
- }
- targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
- }
- else
- {
- w_crylink_linkjoin_time = avg_dist / jspeed;
- targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
-
- e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
- UpdateCSQCProjectile(e);
- for(p = e; (p = p.queuenext) != e; )
- {
- p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
- UpdateCSQCProjectile(p);
- }
-
- // analysis:
- // jspeed -> +infinity:
- // w_crylink_linkjoin_time -> +0
- // targ_origin -> avg_origin
- // p->velocity -> HUEG towards center
- // jspeed -> 0:
- // w_crylink_linkjoin_time -> +/- infinity
- // targ_origin -> avg_velocity * +/- infinity
- // p->velocity -> avg_velocity
- // jspeed -> -infinity:
- // w_crylink_linkjoin_time -> -0
- // targ_origin -> avg_origin
- // p->velocity -> HUEG away from center
- }
-
- W_Crylink_CheckLinks(e);
-
- return targ_origin;
-}
-
-void W_Crylink_LinkJoinEffect_Think(void)
-{
- // 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)
- {
- float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
-
- if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
- {
- n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
- RadiusDamage(
- e,
- e.realowner,
- WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
- WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
- WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
- e.realowner,
- world,
- WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
- e.projectiledeathtype,
- other
- );
- Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, self.origin, '0 0 0', n);
- }
- }
- }
- remove(self);
-}
-
-float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
-{
- entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, false);
- float hit_friendly = 0;
- float hit_enemy = 0;
-
- while(head)
- {
- if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO))
- {
- if(SAME_TEAM(head, projectile.realowner))
- ++hit_friendly;
- else
- ++hit_enemy;
- }
-
- head = head.chain;
- }
-
- return (hit_enemy ? false : hit_friendly);
-}
-
-// NO bounce protection, as bounces are limited!
-void W_Crylink_Touch(void)
-{
- float finalhit;
- float f;
- float isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
- PROJECTILE_TOUCH;
-
- float a;
- a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
-
- finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
- if(finalhit)
- f = 1;
- else
- f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor);
- if(a)
- f *= a;
-
- float totaldamage = RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * f, self.projectiledeathtype, other);
-
- if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(self, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
- {
- if(self == self.realowner.crylink_lastgroup)
- self.realowner.crylink_lastgroup = world;
- W_Crylink_LinkExplode(self.queuenext, self);
- self.classname = "spike_oktoremove";
- 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);
- self.owner = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- // commented out as it causes a little hitch...
- //if(proj.cnt == 0)
- // CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
-}
-
-void W_Crylink_Fadethink(void)
-{
- W_Crylink_Dequeue(self);
- remove(self);
-}
-
-void W_Crylink_Attack(void)
-{
- float counter, shots;
- entity proj, prevproj, firstproj;
- vector s;
- vector forward, right, up;
- float maxdmg;
-
- W_DecreaseAmmo(WEP_CVAR_PRI(crylink, ammo));
-
- maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
- maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
- if(WEP_CVAR_PRI(crylink, joinexplode))
- maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
-
- W_SetupShot(self, false, 2, W_Sound("crylink_fire"), CH_WEAPON_A, maxdmg);
- forward = v_forward;
- right = v_right;
- up = v_up;
-
- shots = WEP_CVAR_PRI(crylink, shots);
- Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
- proj = prevproj = firstproj = world;
- for(counter = 0; counter < shots; ++counter)
- {
- proj = spawn();
- proj.reset = W_Crylink_Reset;
- proj.realowner = proj.owner = self;
- proj.classname = "spike";
- proj.bot_dodge = true;
- proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
- if(shots == 1) {
- proj.queuenext = proj;
- proj.queueprev = proj;
- }
- else if(counter == 0) { // first projectile, store in firstproj for now
- firstproj = proj;
- }
- else if(counter == shots - 1) { // last projectile, link up with first projectile
- prevproj.queuenext = proj;
- firstproj.queueprev = proj;
- proj.queuenext = firstproj;
- proj.queueprev = prevproj;
- }
- else { // else link up with previous projectile
- prevproj.queuenext = proj;
- proj.queueprev = prevproj;
- }
-
- prevproj = proj;
-
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
- PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_CRYLINK.m_id;
- //proj.gravity = 0.001;
-
- setorigin(proj, w_shotorg);
- setsize(proj, '0 0 0', '0 0 0');
-
-
- s = '0 0 0';
- if(counter == 0)
- s = '0 0 0';
- else
- {
- makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
- s.y = v_forward.x;
- s.z = v_forward.y;
- }
- s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
- W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
- proj.touch = W_Crylink_Touch;
-
- proj.think = W_Crylink_Fadethink;
- if(counter == 0)
- {
- proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
- proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime);
- proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime);
- }
- else
- {
- proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime);
- proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime);
- proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime);
- }
- proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay);
- proj.cnt = WEP_CVAR_PRI(crylink, bounces);
- //proj.scale = 1 + 1 * proj.cnt;
-
- proj.angles = vectoangles(proj.velocity);
-
- //proj.glow_size = 20;
-
- proj.flags = FL_PROJECTILE;
- proj.missile_flags = MIF_SPLASH;
-
- CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
-
- MUTATOR_CALLHOOK(EditProjectile, self, proj);
- }
- if(WEP_CVAR_PRI(crylink, joinspread) != 0)
- {
- self.crylink_lastgroup = proj;
- W_Crylink_CheckLinks(proj);
- self.crylink_waitrelease = 1;
- }
-}
-
-void W_Crylink_Attack2(void)
-{
- float counter, shots;
- entity proj, prevproj, firstproj;
- vector s;
- vector forward, right, up;
- float maxdmg;
-
- W_DecreaseAmmo(WEP_CVAR_SEC(crylink, ammo));
-
- maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
- maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
- if(WEP_CVAR_SEC(crylink, joinexplode))
- maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
-
- W_SetupShot(self, false, 2, W_Sound("crylink_fire2"), CH_WEAPON_A, maxdmg);
- forward = v_forward;
- right = v_right;
- up = v_up;
-
- shots = WEP_CVAR_SEC(crylink, shots);
- Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
- proj = prevproj = firstproj = world;
- for(counter = 0; counter < shots; ++counter)
- {
- proj = spawn();
- proj.reset = W_Crylink_Reset;
- proj.realowner = proj.owner = self;
- proj.classname = "spike";
- proj.bot_dodge = true;
- proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
- if(shots == 1) {
- proj.queuenext = proj;
- proj.queueprev = proj;
- }
- else if(counter == 0) { // first projectile, store in firstproj for now
- firstproj = proj;
- }
- else if(counter == shots - 1) { // last projectile, link up with first projectile
- prevproj.queuenext = proj;
- firstproj.queueprev = proj;
- proj.queuenext = firstproj;
- proj.queueprev = prevproj;
- }
- else { // else link up with previous projectile
- prevproj.queuenext = proj;
- proj.queueprev = prevproj;
- }
-
- prevproj = proj;
-
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
- PROJECTILE_MAKETRIGGER(proj);
- proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY;
- //proj.gravity = 0.001;
-
- 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)
- s = '0 0 0';
- else
- {
- makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
- s.y = v_forward.x;
- s.z = v_forward.y;
- }
- s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
- s = w_shotdir + right * s.y + up * s.z;
- }
- else
- {
- s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
- }
-
- W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);
- proj.touch = W_Crylink_Touch;
- proj.think = W_Crylink_Fadethink;
- if(counter == (shots - 1) / 2)
- {
- proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
- proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime);
- proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime);
- }
- else
- {
- proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime);
- proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime);
- proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime);
- }
- proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay);
- proj.cnt = WEP_CVAR_SEC(crylink, bounces);
- //proj.scale = 1 + 1 * proj.cnt;
-
- proj.angles = vectoangles(proj.velocity);
-
- //proj.glow_size = 20;
-
- proj.flags = FL_PROJECTILE;
- proj.missile_flags = MIF_SPLASH;
-
- CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
-
- MUTATOR_CALLHOOK(EditProjectile, self, proj);
- }
- if(WEP_CVAR_SEC(crylink, joinspread) != 0)
- {
- self.crylink_lastgroup = proj;
- W_Crylink_CheckLinks(proj);
- self.crylink_waitrelease = 2;
- }
-}
-
-bool W_Crylink(int req)
-{
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
- {
- 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);
-
- return true;
- }
- case WR_THINK:
- {
- 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.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)))
- {
- 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_lastgroup || time > self.crylink_lastgroup.teleport_time)
- {
- // fired and released now!
- if(self.crylink_lastgroup)
- {
- vector pos;
- entity linkjoineffect;
- float isprimary = (self.crylink_waitrelease == 1);
-
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
-
- linkjoineffect = spawn();
- linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
- linkjoineffect.classname = "linkjoineffect";
- 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))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- // ran out of ammo!
- self.cnt = WEP_CRYLINK.m_id;
- self.switchweapon = w_getbestweapon(self);
- }
- }
- }
-
- return true;
- }
- case WR_INIT:
- {
- precache_model(W_Model("g_crylink.md3"));
- precache_model(W_Model("v_crylink.md3"));
- precache_model(W_Model("h_crylink.iqm"));
- precache_sound(W_Sound("crylink_fire"));
- precache_sound(W_Sound("crylink_fire2"));
- precache_sound(W_Sound("crylink_linkjoin"));
- CRYLINK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
- }
- case WR_CHECKAMMO1:
- {
- // don't "run out of ammo" and switch weapons while waiting for release
- if(self.crylink_lastgroup && self.crylink_waitrelease)
- return true;
-
- ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_PRI(crylink, ammo);
- ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
- return ammo_amount;
- }
- case WR_CHECKAMMO2:
- {
- // don't "run out of ammo" and switch weapons while waiting for release
- if(self.crylink_lastgroup && self.crylink_waitrelease)
- return true;
-
- ammo_amount = self.WEP_AMMO(CRYLINK) >= WEP_CVAR_SEC(crylink, ammo);
- ammo_amount += self.(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
- return ammo_amount;
- }
- case WR_CONFIG:
- {
- CRYLINK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
- }
- case WR_RELOAD:
- {
- W_Reload(min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), W_Sound("reload"));
- return true;
- }
- case WR_SUICIDEMESSAGE:
- {
- return WEAPON_CRYLINK_SUICIDE;
- }
- case WR_KILLMESSAGE:
- {
- return WEAPON_CRYLINK_MURDER;
- }
- }
- return false;
-}
-#endif
-#ifdef CSQC
-bool W_Crylink(int req)
-{
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT2), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("crylink_impact2"), VOL_BASE, ATTN_NORM);
- }
- else
- {
- pointparticles(particleeffectnum(EFFECT_CRYLINK_IMPACT), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, W_Sound("crylink_impact"), VOL_BASE, ATTN_NORM);
- }
-
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("crylink_impact2"));
- precache_sound(W_Sound("crylink_impact"));
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
-#endif
-#endif