]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_crylink.qc
Move weapons into a folder like items, monsters, turrets, and vehicles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_crylink.qc
diff --git a/qcsrc/common/weapons/w_crylink.qc b/qcsrc/common/weapons/w_crylink.qc
deleted file mode 100644 (file)
index 08deaf7..0000000
+++ /dev/null
@@ -1,731 +0,0 @@
-#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