2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink");
6 .float crylink_waitrelease;
7 .entity crylink_lastgroup;
12 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
14 if(me == own.crylink_lastgroup)
15 own.crylink_lastgroup = ((me == next) ? world : next);
16 prev.queuenext = next;
17 next.queueprev = prev;
20 void W_Crylink_Dequeue(entity e)
22 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
25 // force projectile to explode
26 void W_Crylink_LinkExplode (entity e, entity e2)
29 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
31 if(e == e.realowner.crylink_lastgroup)
32 e.realowner.crylink_lastgroup = world;
34 RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_damage") * a, cvar("g_balance_crylink_primary_edgedamage") * a, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * a, e.projectiledeathtype, other);
37 W_Crylink_LinkExplode(e.queuenext, e2);
42 // adjust towards center
43 // returns the origin where they will meet... and the time till the meeting is
44 // stored in w_crylink_linkjoin_time.
45 // could possibly network this origin and time, and display a special particle
46 // effect when projectiles meet there :P
47 // jspeed: MINIMUM jing speed
48 // jtime: MAXIMUM jing time (0: none)
49 float w_crylink_linkjoin_time;
50 vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
52 vector avg_origin, avg_velocity;
57 w_crylink_linkjoin_time = 0;
59 avg_origin = e.origin;
60 avg_velocity = e.velocity;
62 for(p = e; (p = p.queuenext) != e; )
64 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
65 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
68 avg_origin *= (1.0 / n);
69 avg_velocity *= (1.0 / n);
72 return avg_origin; // nothing to do
74 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
75 avg_dist = pow(vlen(e.origin - avg_origin), 2);
76 for(p = e; (p = p.queuenext) != e; )
77 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
78 avg_dist *= (1.0 / n);
79 avg_dist = sqrt(avg_dist);
82 return avg_origin; // no change needed
84 if(jspeed == 0 && jtime == 0)
86 e.velocity = avg_velocity;
87 UpdateCSQCProjectile(e);
88 for(p = e; (p = p.queuenext) != e; )
90 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
91 UpdateCSQCProjectile(p);
99 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
101 w_crylink_linkjoin_time = jtime;
103 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
105 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
106 UpdateCSQCProjectile(e);
107 for(p = e; (p = p.queuenext) != e; )
109 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
110 UpdateCSQCProjectile(p);
114 // jspeed -> +infinity:
115 // w_crylink_linkjoin_time -> +0
116 // targ_origin -> avg_origin
117 // p->velocity -> HUEG towards center
119 // w_crylink_linkjoin_time -> +/- infinity
120 // targ_origin -> avg_velocity * +/- infinity
121 // p->velocity -> avg_velocity
122 // jspeed -> -infinity:
123 // w_crylink_linkjoin_time -> -0
124 // targ_origin -> avg_origin
125 // p->velocity -> HUEG away from center
131 void W_Crylink_LinkJoinEffect_Think()
133 // is there at least 2 projectiles very close?
136 e = self.owner.crylink_lastgroup;
140 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
142 for(p = e; (p = p.queuenext) != e; )
144 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
149 // they seem to touch...
150 // TODO make a specific particle effect for this
151 pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
157 // NO bounce protection, as bounces are limited!
158 void W_Crylink_Touch (void)
163 local entity savenext, saveprev, saveown;
164 saveown = self.realowner;
165 savenext = self.queuenext;
166 saveprev = self.queueprev;
167 if(WarpZone_Projectile_Touch())
170 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
175 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
177 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
181 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
184 if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other) && cvar("g_balance_crylink_primary_linkexplode"))
186 W_Crylink_LinkExplode(self.queuenext, self);
193 W_Crylink_Dequeue(self);
197 self.cnt = self.cnt - 1;
198 self.angles = vectoangles(self.velocity);
200 self.projectiledeathtype |= HITTYPE_BOUNCE;
201 // commented out as it causes a little hitch...
203 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
206 void W_Crylink_Touch2 (void)
211 local entity savenext, saveprev, saveown;
212 savenext = self.queuenext;
213 saveprev = self.queueprev;
214 saveown = self.realowner;
215 if(WarpZone_Projectile_Touch())
218 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
223 a = 1 - (time - self.fade_time) * self.fade_rate;
225 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
229 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
232 if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage") * f, cvar("g_balance_crylink_secondary_edgedamage") * f, cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force") * f, self.projectiledeathtype, other) && cvar("g_balance_crylink_secondary_linkexplode"))
234 W_Crylink_LinkExplode(self.queuenext, self);
241 W_Crylink_Dequeue(self);
245 self.cnt = self.cnt - 1;
246 self.angles = vectoangles(self.velocity);
248 self.projectiledeathtype |= HITTYPE_BOUNCE;
249 // commented out as it causes a little hitch...
251 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
254 void W_Crylink_Fadethink (void)
256 W_Crylink_Dequeue(self);
260 void W_Crylink_Attack (void)
262 local float counter, shots;
263 local entity proj, prevproj, firstproj;
265 vector forward, right, up;
267 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
268 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
270 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots")));
275 shots = cvar("g_balance_crylink_primary_shots");
276 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
278 while (counter < shots)
281 proj.realowner = proj.owner = self;
282 proj.classname = "spike";
283 proj.bot_dodge = TRUE;
284 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
285 if(counter == 0) { // first projectile, store in firstproj for now
288 else if(counter == shots - 1) { // last projectile, link up with first projectile
289 prevproj.queuenext = proj;
290 firstproj.queueprev = proj;
291 proj.queuenext = firstproj;
292 proj.queueprev = prevproj;
294 else { // else link up with previous projectile
295 prevproj.queuenext = proj;
296 proj.queueprev = prevproj;
301 proj.movetype = MOVETYPE_BOUNCEMISSILE;
302 PROJECTILE_MAKETRIGGER(proj);
303 proj.projectiledeathtype = WEP_CRYLINK;
304 //proj.gravity = 0.001;
306 setorigin (proj, w_shotorg);
307 setsize(proj, '0 0 0', '0 0 0');
315 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
319 s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
320 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
321 proj.touch = W_Crylink_Touch;
323 proj.think = W_Crylink_Fadethink;
326 proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
327 self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
328 proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
332 proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
333 self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
334 proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
336 proj.cnt = cvar("g_balance_crylink_primary_bounces");
337 //proj.scale = 1 + 1 * proj.cnt;
339 proj.angles = vectoangles (proj.velocity);
341 //proj.glow_size = 20;
343 proj.flags = FL_PROJECTILE;
345 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
347 other = proj; MUTATOR_CALLHOOK(EditProjectile);
349 counter = counter + 1;
351 self.crylink_lastgroup = proj;
354 void W_Crylink_Attack2 (void)
356 local float counter, shots;
357 local entity proj, prevproj, firstproj;
359 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
360 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
362 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots")));
364 shots = cvar("g_balance_crylink_secondary_shots");
365 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
367 while (counter < shots)
370 proj.realowner = proj.owner = self;
371 proj.classname = "spike";
372 proj.bot_dodge = TRUE;
373 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
374 if(counter == 0) { // first projectile, store in firstproj for now
377 else if(counter == shots - 1) { // last projectile, link up with first projectile
378 prevproj.queuenext = proj;
379 firstproj.queueprev = proj;
380 proj.queuenext = firstproj;
381 proj.queueprev = prevproj;
383 else { // else link up with previous projectile
384 prevproj.queuenext = proj;
385 proj.queueprev = prevproj;
390 proj.movetype = MOVETYPE_BOUNCEMISSILE;
391 PROJECTILE_MAKETRIGGER(proj);
392 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
393 //proj.gravity = 0.001;
395 setorigin (proj, w_shotorg);
396 setsize(proj, '0 0 0', '0 0 0');
398 W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0);
399 proj.touch = W_Crylink_Touch2;
400 proj.think = W_Crylink_Fadethink;
401 if(counter == (shots - 1) / 2)
403 proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
404 self.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
405 proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
409 proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
410 self.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
411 proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
413 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
414 //proj.scale = 1 + 1 * proj.cnt;
416 proj.angles = vectoangles (proj.velocity);
418 //proj.glow_size = 20;
420 proj.flags = FL_PROJECTILE;
422 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
424 other = proj; MUTATOR_CALLHOOK(EditProjectile);
426 counter = counter + 1;
428 self.crylink_lastgroup = proj;
431 void spawnfunc_weapon_crylink (void)
433 weapon_defaultspawnfunc(WEP_CRYLINK);
436 float w_crylink(float req)
441 self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
443 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
445 else if (req == WR_THINK)
447 if (self.BUTTON_ATCK)
449 if (!self.crylink_waitrelease)
450 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
453 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
454 if(cvar("g_balance_crylink_primary_joinspeed") != 0)
455 self.crylink_waitrelease = 1;
458 else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
460 if (!self.crylink_waitrelease)
461 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
464 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
465 if(cvar("g_balance_crylink_secondary_joinspeed") != 0)
466 self.crylink_waitrelease = 2;
471 if (self.crylink_waitrelease)
473 // fired and released now!
474 if(self.crylink_lastgroup)
477 if(self.crylink_waitrelease == 1)
479 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"), cvar("g_balance_crylink_primary_jointime"));
483 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"), cvar("g_balance_crylink_secondary_jointime"));
486 entity linkjoineffect;
487 linkjoineffect = spawn();
488 linkjoineffect.classname = "linkjoineffect";
489 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
490 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
491 linkjoineffect.owner = self;
492 setorigin(linkjoineffect, pos);
494 self.crylink_waitrelease = 0;
495 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
498 self.cnt = WEP_CRYLINK;
499 self.switchweapon = w_getbestweapon(self);
504 else if (req == WR_PRECACHE)
506 precache_model ("models/weapons/g_crylink.md3");
507 precache_model ("models/weapons/v_crylink.md3");
508 precache_model ("models/weapons/h_crylink.iqm");
509 precache_sound ("weapons/crylink_fire.wav");
510 precache_sound ("weapons/crylink_fire2.wav");
511 precache_sound ("weapons/crylink_linkjoin.wav");
513 else if (req == WR_SETUP)
514 weapon_setup(WEP_CRYLINK);
515 else if (req == WR_CHECKAMMO1)
517 // don't "run out of ammo" and switch weapons while waiting for release
518 if(self.crylink_lastgroup && self.crylink_waitrelease)
520 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
522 else if (req == WR_CHECKAMMO2)
524 // don't "run out of ammo" and switch weapons while waiting for release
525 if(self.crylink_lastgroup && self.crylink_waitrelease)
527 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
533 float w_crylink(float req)
535 if(req == WR_IMPACTEFFECT)
538 org2 = w_org + w_backoff * 2;
539 if(w_deathtype & HITTYPE_SECONDARY)
541 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
543 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
547 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
549 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
552 else if(req == WR_PRECACHE)
554 precache_sound("weapons/crylink_impact2.wav");
555 precache_sound("weapons/crylink_impact.wav");
557 else if (req == WR_SUICIDEMESSAGE)
559 w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
561 else if (req == WR_KILLMESSAGE)
563 if(w_deathtype & HITTYPE_BOUNCE)
564 w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
565 else if(w_deathtype & HITTYPE_SPLASH)
566 w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
568 w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY