]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/crylink.qc
Merge branch 'master' into terencehill/scoreboard_item_stats
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / crylink.qc
1 #include "crylink.qh"
2
3 #ifdef SVQC
4
5 void W_Crylink_CheckLinks(entity e)
6 {
7         float i;
8         entity p;
9
10         if(e == NULL)
11                 error("W_Crylink_CheckLinks: entity is NULL");
12         if(e.classname != "spike" || wasfreed(e))
13                 error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
14
15         p = e;
16         for(i = 0; i < 1000; ++i)
17         {
18                 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
19                         error("W_Crylink_CheckLinks: queue is inconsistent");
20                 p = p.queuenext;
21                 if(p == e)
22                         break;
23         }
24         if(i >= 1000)
25                 error("W_Crylink_CheckLinks: infinite chain");
26 }
27
28 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
29 {
30         W_Crylink_CheckLinks(next);
31         .entity weaponentity = me.weaponentity_fld;
32         if(me == own.(weaponentity).crylink_lastgroup)
33                 own.(weaponentity).crylink_lastgroup = ((me == next) ? NULL : next);
34         prev.queuenext = next;
35         next.queueprev = prev;
36         me.classname = "spike_oktoremove";
37         if(me != next)
38                 W_Crylink_CheckLinks(next);
39 }
40
41 void W_Crylink_Dequeue(entity e)
42 {
43         W_Crylink_Dequeue_Raw(e.crylink_owner, e.queueprev, e, e.queuenext);
44 }
45
46 void W_Crylink_DeleteLink(entity this)
47 {
48         if(this.classname != "spike_oktoremove")
49                 W_Crylink_Dequeue(this);
50         delete_fn(this);
51 }
52
53 void W_Crylink_Reset(entity this)
54 {
55         delete(this);
56 }
57
58 // force projectile to explode
59 void W_Crylink_LinkExplode(entity e, entity e2, entity directhitentity)
60 {
61         float a;
62
63         if(e == e2)
64                 return;
65
66         a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
67
68         .entity weaponentity = e.weaponentity_fld;
69         if(e == e.crylink_owner.(weaponentity).crylink_lastgroup)
70                 e.crylink_owner.(weaponentity).crylink_lastgroup = NULL;
71
72         float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
73
74         RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius),
75                                 NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, e.weaponentity_fld, directhitentity);
76
77         W_Crylink_LinkExplode(e.queuenext, e2, directhitentity);
78
79         e.classname = "spike_oktoremove";
80         delete(e);
81 }
82
83 // adjust towards center
84 // returns the origin where they will meet... and the time till the meeting is
85 // stored in w_crylink_linkjoin_time.
86 // could possibly network this origin and time, and display a special particle
87 // effect when projectiles meet there :P
88 // jspeed: joining speed (calculate this as join spread * initial speed)
89 float w_crylink_linkjoin_time;
90 vector W_Crylink_LinkJoin(entity e, float jspeed)
91 {
92         vector avg_origin, avg_velocity;
93         vector targ_origin;
94         float avg_dist, n;
95         entity p;
96
97         // FIXME remove this debug code
98         W_Crylink_CheckLinks(e);
99
100         w_crylink_linkjoin_time = 0;
101
102         avg_origin = e.origin;
103         avg_velocity = e.velocity;
104         n = 1;
105         for(p = e; (p = p.queuenext) != e; )
106         {
107                 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
108                 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
109                 ++n;
110         }
111         avg_origin *= (1.0 / n);
112         avg_velocity *= (1.0 / n);
113
114         if(n < 2)
115                 return avg_origin; // nothing to do
116
117         // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
118         avg_dist = (vlen(e.origin - avg_origin) ** 2);
119         for(p = e; (p = p.queuenext) != e; )
120                 avg_dist += (vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin) ** 2);
121         avg_dist *= (1.0 / n);
122         avg_dist = sqrt(avg_dist);
123
124         if(avg_dist == 0)
125                 return avg_origin; // no change needed
126
127         if(jspeed == 0)
128         {
129                 e.velocity = avg_velocity;
130                 UpdateCSQCProjectile(e);
131                 for(p = e; (p = p.queuenext) != e; )
132                 {
133                         p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
134                         UpdateCSQCProjectile(p);
135                 }
136                 targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE
137         }
138         else
139         {
140                 w_crylink_linkjoin_time = avg_dist / jspeed;
141                 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
142
143                 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
144                 UpdateCSQCProjectile(e);
145                 for(p = e; (p = p.queuenext) != e; )
146                 {
147                         p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
148                         UpdateCSQCProjectile(p);
149                 }
150
151                 // analysis:
152                 //   jspeed -> +infinity:
153                 //      w_crylink_linkjoin_time -> +0
154                 //      targ_origin -> avg_origin
155                 //      p->velocity -> HUEG towards center
156                 //   jspeed -> 0:
157                 //      w_crylink_linkjoin_time -> +/- infinity
158                 //      targ_origin -> avg_velocity * +/- infinity
159                 //      p->velocity -> avg_velocity
160                 //   jspeed -> -infinity:
161                 //      w_crylink_linkjoin_time -> -0
162                 //      targ_origin -> avg_origin
163                 //      p->velocity -> HUEG away from center
164         }
165
166         W_Crylink_CheckLinks(e);
167
168         return targ_origin;
169 }
170
171 void W_Crylink_LinkJoinEffect_Think(entity this)
172 {
173         // is there at least 2 projectiles very close?
174         entity e, p;
175         float n;
176         .entity weaponentity = this.weaponentity_fld;
177         e = this.owner.(weaponentity).crylink_lastgroup;
178         n = 0;
179         if(e)
180         {
181                 if(vlen2(e.origin - this.origin) < vlen2(e.velocity) * frametime)
182                         ++n;
183                 for(p = e; (p = p.queuenext) != e; )
184                 {
185                         if(vlen2(p.origin - this.origin) < vlen2(p.velocity) * frametime)
186                                 ++n;
187                 }
188                 if(n >= 2)
189                 {
190                         float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
191
192                         if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
193                         {
194                                 n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
195                                 RadiusDamage(
196                                         e,
197                                         e.realowner,
198                                         WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
199                                         WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
200                                         WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n,
201                                         e.realowner,
202                                         NULL,
203                                         WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
204                                         e.projectiledeathtype,
205                                         e.weaponentity_fld,
206                                         NULL
207                                 );
208                                 Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, this.origin, '0 0 0', n);
209                         }
210                 }
211         }
212         delete(this);
213 }
214
215 float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
216 {
217         entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, false);
218         float hit_friendly = 0;
219         float hit_enemy = 0;
220
221         while(head)
222         {
223                 if((head.takedamage != DAMAGE_NO) && (!IS_DEAD(head)))
224                 {
225                         if(SAME_TEAM(head, projectile.realowner))
226                                 ++hit_friendly;
227                         else
228                                 ++hit_enemy;
229                 }
230
231                 head = head.chain;
232         }
233
234         return (hit_enemy ? false : hit_friendly);
235 }
236
237 // NO bounce protection, as bounces are limited!
238 void W_Crylink_Touch(entity this, entity toucher)
239 {
240         float finalhit;
241         float f;
242         float isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
243         PROJECTILE_TOUCH(this, toucher);
244
245         float a;
246         a = bound(0, 1 - (time - this.fade_time) * this.fade_rate, 1);
247
248         finalhit = ((this.cnt <= 0) || (toucher.takedamage != DAMAGE_NO));
249         if(finalhit)
250                 f = 1;
251         else
252                 f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor);
253         if(a)
254                 f *= a;
255
256         float totaldamage = RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius),
257                                                                                 NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, this.weaponentity_fld, toucher);
258
259         if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(this, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
260         {
261                 .entity weaponentity = this.weaponentity_fld;
262                 if(this == this.crylink_owner.(weaponentity).crylink_lastgroup)
263                         this.crylink_owner.(weaponentity).crylink_lastgroup = NULL;
264                 W_Crylink_LinkExplode(this.queuenext, this, toucher);
265                 this.classname = "spike_oktoremove";
266                 delete(this);
267                 return;
268         }
269         else if(finalhit)
270         {
271                 // just unlink
272                 delete(this);
273                 return;
274         }
275         this.cnt = this.cnt - 1;
276         this.angles = vectoangles(this.velocity);
277         this.owner = NULL;
278         this.projectiledeathtype |= HITTYPE_BOUNCE;
279         // commented out as it causes a little hitch...
280         //if(proj.cnt == 0)
281         //      CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
282 }
283
284 void W_Crylink_Fadethink(entity this)
285 {
286         delete(this);
287 }
288
289 void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity)
290 {
291         float counter, shots;
292         entity proj, prevproj, firstproj;
293         vector s;
294         vector forward, right, up;
295         float maxdmg;
296
297         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(crylink, ammo), weaponentity);
298
299         maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
300         maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
301         if(WEP_CVAR_PRI(crylink, joinexplode))
302                 maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
303
304         W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg, thiswep.m_id);
305         forward = v_forward;
306         right = v_right;
307         up = v_up;
308
309         shots = WEP_CVAR_PRI(crylink, shots);
310         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
311         proj = prevproj = firstproj = NULL;
312         for(counter = 0; counter < shots; ++counter)
313         {
314                 proj = new(spike);
315                 proj.dtor = W_Crylink_DeleteLink;
316                 proj.reset = W_Crylink_Reset;
317                 proj.realowner = proj.owner = actor;
318                 proj.crylink_owner = actor;
319                 proj.weaponentity_fld = weaponentity;
320                 proj.bot_dodge = true;
321                 proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
322                 if(shots == 1) {
323                         proj.queuenext = proj;
324                         proj.queueprev = proj;
325                 }
326                 else if(counter == 0) { // first projectile, store in firstproj for now
327                         firstproj = proj;
328                 }
329                 else if(counter == shots - 1) { // last projectile, link up with first projectile
330                         prevproj.queuenext = proj;
331                         firstproj.queueprev = proj;
332                         proj.queuenext = firstproj;
333                         proj.queueprev = prevproj;
334                 }
335                 else { // else link up with previous projectile
336                         prevproj.queuenext = proj;
337                         proj.queueprev = prevproj;
338                 }
339
340                 prevproj = proj;
341
342                 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
343                 PROJECTILE_MAKETRIGGER(proj);
344                 proj.projectiledeathtype = thiswep.m_id;
345                 //proj.gravity = 0.001;
346
347                 setorigin(proj, w_shotorg);
348                 setsize(proj, '0 0 0', '0 0 0');
349
350
351                 s = '0 0 0';
352                 if(counter == 0)
353                         s = '0 0 0';
354                 else
355                 {
356                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
357                         s.y = v_forward.x;
358                         s.z = v_forward.y;
359                 }
360                 s = s * WEP_CVAR_PRI(crylink, spread) * autocvar_g_weaponspreadfactor;
361                 W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
362                 settouch(proj, W_Crylink_Touch);
363
364                 setthink(proj, W_Crylink_Fadethink);
365                 if(counter == 0)
366                 {
367                         proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
368                         proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime);
369                         proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime);
370                 }
371                 else
372                 {
373                         proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime);
374                         proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime);
375                         proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime);
376                 }
377                 proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay);
378                 proj.cnt = WEP_CVAR_PRI(crylink, bounces);
379                 //proj.scale = 1 + 1 * proj.cnt;
380
381                 proj.angles = vectoangles(proj.velocity);
382
383                 //proj.glow_size = 20;
384
385                 proj.flags = FL_PROJECTILE;
386                 IL_PUSH(g_projectiles, proj);
387                 IL_PUSH(g_bot_dodge, proj);
388                 proj.missile_flags = MIF_SPLASH;
389
390                 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
391
392                 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
393         }
394         if(WEP_CVAR_PRI(crylink, joinspread) != 0)
395         {
396                 actor.(weaponentity).crylink_lastgroup = proj;
397                 W_Crylink_CheckLinks(proj);
398                 actor.(weaponentity).crylink_waitrelease = 1;
399         }
400 }
401
402 void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
403 {
404         float counter, shots;
405         entity proj, prevproj, firstproj;
406         vector s;
407         vector forward, right, up;
408         float maxdmg;
409
410         W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(crylink, ammo), weaponentity);
411
412         maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
413         maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
414         if(WEP_CVAR_SEC(crylink, joinexplode))
415                 maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
416
417         W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg, thiswep.m_id | HITTYPE_SECONDARY);
418         forward = v_forward;
419         right = v_right;
420         up = v_up;
421
422         shots = WEP_CVAR_SEC(crylink, shots);
423         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
424         proj = prevproj = firstproj = NULL;
425         for(counter = 0; counter < shots; ++counter)
426         {
427                 proj = new(spike);
428                 proj.dtor = W_Crylink_DeleteLink;
429                 proj.weaponentity_fld = weaponentity;
430                 proj.reset = W_Crylink_Reset;
431                 proj.realowner = proj.owner = actor;
432                 proj.crylink_owner = actor;
433                 proj.bot_dodge = true;
434                 proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
435                 if(shots == 1) {
436                         proj.queuenext = proj;
437                         proj.queueprev = proj;
438                 }
439                 else if(counter == 0) { // first projectile, store in firstproj for now
440                         firstproj = proj;
441                 }
442                 else if(counter == shots - 1) { // last projectile, link up with first projectile
443                         prevproj.queuenext = proj;
444                         firstproj.queueprev = proj;
445                         proj.queuenext = firstproj;
446                         proj.queueprev = prevproj;
447                 }
448                 else { // else link up with previous projectile
449                         prevproj.queuenext = proj;
450                         proj.queueprev = prevproj;
451                 }
452
453                 prevproj = proj;
454
455                 set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
456                 PROJECTILE_MAKETRIGGER(proj);
457                 proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
458                 //proj.gravity = 0.001;
459
460                 setorigin(proj, w_shotorg);
461                 setsize(proj, '0 0 0', '0 0 0');
462
463                 if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
464                 {
465                         s = '0 0 0';
466                         if(counter == 0)
467                                 s = '0 0 0';
468                         else
469                         {
470                                 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
471                                 s.y = v_forward.x;
472                                 s.z = v_forward.y;
473                         }
474                         s = s * WEP_CVAR_SEC(crylink, spread) * autocvar_g_weaponspreadfactor;
475                         s = w_shotdir + right * s.y + up * s.z;
476                 }
477                 else
478                 {
479                         s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * autocvar_g_weaponspreadfactor);
480                 }
481
482                 W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);
483                 settouch(proj, W_Crylink_Touch);
484                 setthink(proj, W_Crylink_Fadethink);
485                 if(counter == (shots - 1) / 2)
486                 {
487                         proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
488                         proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime);
489                         proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime);
490                 }
491                 else
492                 {
493                         proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime);
494                         proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime);
495                         proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime);
496                 }
497                 proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay);
498                 proj.cnt = WEP_CVAR_SEC(crylink, bounces);
499                 //proj.scale = 1 + 1 * proj.cnt;
500
501                 proj.angles = vectoangles(proj.velocity);
502
503                 //proj.glow_size = 20;
504
505                 proj.flags = FL_PROJECTILE;
506                 IL_PUSH(g_projectiles, proj);
507                 IL_PUSH(g_bot_dodge, proj);
508                 proj.missile_flags = MIF_SPLASH;
509
510                 CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);
511
512                 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
513         }
514         if(WEP_CVAR_SEC(crylink, joinspread) != 0)
515         {
516                 actor.(weaponentity).crylink_lastgroup = proj;
517                 W_Crylink_CheckLinks(proj);
518                 actor.(weaponentity).crylink_waitrelease = 2;
519         }
520 }
521
522 METHOD(Crylink, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
523 {
524     if(random() < 0.10)
525         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
526     else
527         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
528 }
529 METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
530 {
531     if(autocvar_g_balance_crylink_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload
532         thiswep.wr_reload(thiswep, actor, weaponentity);
533     }
534
535     if(fire & 1)
536     {
537         if(actor.(weaponentity).crylink_waitrelease != 1)
538         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
539         {
540             W_Crylink_Attack(thiswep, actor, weaponentity);
541             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
542         }
543     }
544
545     if((fire & 2) && autocvar_g_balance_crylink_secondary)
546     {
547         if(actor.(weaponentity).crylink_waitrelease != 2)
548         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))
549         {
550             W_Crylink_Attack2(thiswep, actor, weaponentity);
551             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
552         }
553     }
554
555     if((actor.(weaponentity).crylink_waitrelease == 1 && !(fire & 1)) || (actor.(weaponentity).crylink_waitrelease == 2 && !(fire & 2)))
556     {
557         if(!actor.(weaponentity).crylink_lastgroup || time > actor.(weaponentity).crylink_lastgroup.teleport_time)
558         {
559             // fired and released now!
560             if(actor.(weaponentity).crylink_lastgroup)
561             {
562                 vector pos;
563                 entity linkjoineffect;
564                 float isprimary = (actor.(weaponentity).crylink_waitrelease == 1);
565
566                 pos = W_Crylink_LinkJoin(actor.(weaponentity).crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
567
568                 linkjoineffect = new(linkjoineffect);
569                 linkjoineffect.weaponentity_fld = weaponentity;
570                 setthink(linkjoineffect, W_Crylink_LinkJoinEffect_Think);
571                 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
572                 linkjoineffect.owner = actor;
573                 setorigin(linkjoineffect, pos);
574             }
575             actor.(weaponentity).crylink_waitrelease = 0;
576             if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !thiswep.wr_checkammo2(thiswep, actor, weaponentity))
577             if(!(actor.items & IT_UNLIMITED_AMMO))
578             {
579                 // ran out of ammo!
580                 actor.cnt = thiswep.m_id;
581                 actor.(weaponentity).m_switchweapon = w_getbestweapon(actor, weaponentity);
582             }
583         }
584     }
585 }
586 METHOD(Crylink, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
587 {
588     // don't "run out of ammo" and switch weapons while waiting for release
589     if(actor.(weaponentity).crylink_lastgroup && actor.(weaponentity).crylink_waitrelease)
590         return true;
591
592     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(crylink, ammo);
593     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(crylink, ammo);
594     return ammo_amount;
595 }
596 METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
597 {
598     // don't "run out of ammo" and switch weapons while waiting for release
599     if(actor.(weaponentity).crylink_lastgroup && actor.(weaponentity).crylink_waitrelease)
600         return true;
601
602     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(crylink, ammo);
603     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(crylink, ammo);
604     return ammo_amount;
605 }
606 METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
607 {
608     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND_RELOAD);
609 }
610 METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep))
611 {
612     return WEAPON_CRYLINK_SUICIDE;
613 }
614 METHOD(Crylink, wr_killmessage, Notification(entity thiswep))
615 {
616     return WEAPON_CRYLINK_MURDER;
617 }
618 #endif
619 #ifdef CSQC
620 METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor))
621 {
622     vector org2;
623     org2 = w_org + w_backoff * 2;
624     if(w_deathtype & HITTYPE_SECONDARY)
625     {
626         pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);
627         if(!w_issilent)
628             sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM);
629     }
630     else
631     {
632         pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1);
633         if(!w_issilent)
634             sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM);
635     }
636 }
637 #endif