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;
104 w_crylink_linkjoin_time = avg_dist / jspeed;
105 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
107 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
108 UpdateCSQCProjectile(e);
109 for(p = e; (p = p.queuenext) != e; )
111 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
112 UpdateCSQCProjectile(p);
116 // jspeed -> +infinity:
117 // w_crylink_linkjoin_time -> +0
118 // targ_origin -> avg_origin
119 // p->velocity -> HUEG towards center
121 // w_crylink_linkjoin_time -> +/- infinity
122 // targ_origin -> avg_velocity * +/- infinity
123 // p->velocity -> avg_velocity
124 // jspeed -> -infinity:
125 // w_crylink_linkjoin_time -> -0
126 // targ_origin -> avg_origin
127 // p->velocity -> HUEG away from center
133 void W_Crylink_LinkJoinEffect_Think()
135 // is there at least 2 projectiles very close?
138 e = self.owner.crylink_lastgroup;
142 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
144 for(p = e; (p = p.queuenext) != e; )
146 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
151 // they seem to touch...
152 // TODO make a specific particle effect for this
153 pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
159 // NO bounce protection, as bounces are limited!
160 void W_Crylink_Touch (void)
165 local entity savenext, saveprev, saveown;
166 saveown = self.realowner;
167 savenext = self.queuenext;
168 saveprev = self.queueprev;
169 if(WarpZone_Projectile_Touch())
172 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
177 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
179 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
183 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
186 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"))
188 W_Crylink_LinkExplode(self.queuenext, self);
195 W_Crylink_Dequeue(self);
199 self.cnt = self.cnt - 1;
200 self.angles = vectoangles(self.velocity);
202 self.projectiledeathtype |= HITTYPE_BOUNCE;
203 // commented out as it causes a little hitch...
205 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
208 void W_Crylink_Touch2 (void)
213 local entity savenext, saveprev, saveown;
214 savenext = self.queuenext;
215 saveprev = self.queueprev;
216 saveown = self.realowner;
217 if(WarpZone_Projectile_Touch())
220 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
225 a = 1 - (time - self.fade_time) * self.fade_rate;
227 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
231 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
234 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"))
236 W_Crylink_LinkExplode(self.queuenext, self);
243 W_Crylink_Dequeue(self);
247 self.cnt = self.cnt - 1;
248 self.angles = vectoangles(self.velocity);
250 self.projectiledeathtype |= HITTYPE_BOUNCE;
251 // commented out as it causes a little hitch...
253 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
256 void W_Crylink_Fadethink (void)
258 W_Crylink_Dequeue(self);
262 void W_Crylink_Attack (void)
264 local float counter, shots;
265 local entity proj, prevproj, firstproj;
267 vector forward, right, up;
269 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
270 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
272 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots")));
277 shots = cvar("g_balance_crylink_primary_shots");
278 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
280 while (counter < shots)
283 proj.realowner = proj.owner = self;
284 proj.classname = "spike";
285 proj.bot_dodge = TRUE;
286 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
287 if(counter == 0) { // first projectile, store in firstproj for now
290 else if(counter == shots - 1) { // last projectile, link up with first projectile
291 prevproj.queuenext = proj;
292 firstproj.queueprev = proj;
293 proj.queuenext = firstproj;
294 proj.queueprev = prevproj;
296 else { // else link up with previous projectile
297 prevproj.queuenext = proj;
298 proj.queueprev = prevproj;
303 proj.movetype = MOVETYPE_BOUNCEMISSILE;
304 PROJECTILE_MAKETRIGGER(proj);
305 proj.projectiledeathtype = WEP_CRYLINK;
306 //proj.gravity = 0.001;
308 setorigin (proj, w_shotorg);
309 setsize(proj, '0 0 0', '0 0 0');
317 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
321 s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
322 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
323 proj.touch = W_Crylink_Touch;
325 proj.think = W_Crylink_Fadethink;
328 proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
329 self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
330 proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
334 proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
335 self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
336 proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
338 proj.cnt = cvar("g_balance_crylink_primary_bounces");
339 //proj.scale = 1 + 1 * proj.cnt;
341 proj.angles = vectoangles (proj.velocity);
343 //proj.glow_size = 20;
345 proj.flags = FL_PROJECTILE;
347 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
349 other = proj; MUTATOR_CALLHOOK(EditProjectile);
351 counter = counter + 1;
353 self.crylink_lastgroup = proj;
356 void W_Crylink_Attack2 (void)
358 local float counter, shots;
359 local entity proj, prevproj, firstproj;
361 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
362 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
364 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots")));
366 shots = cvar("g_balance_crylink_secondary_shots");
367 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
369 while (counter < shots)
372 proj.realowner = proj.owner = self;
373 proj.classname = "spike";
374 proj.bot_dodge = TRUE;
375 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
376 if(counter == 0) { // first projectile, store in firstproj for now
379 else if(counter == shots - 1) { // last projectile, link up with first projectile
380 prevproj.queuenext = proj;
381 firstproj.queueprev = proj;
382 proj.queuenext = firstproj;
383 proj.queueprev = prevproj;
385 else { // else link up with previous projectile
386 prevproj.queuenext = proj;
387 proj.queueprev = prevproj;
392 proj.movetype = MOVETYPE_BOUNCEMISSILE;
393 PROJECTILE_MAKETRIGGER(proj);
394 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
395 //proj.gravity = 0.001;
397 setorigin (proj, w_shotorg);
398 setsize(proj, '0 0 0', '0 0 0');
400 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);
401 proj.touch = W_Crylink_Touch2;
402 proj.think = W_Crylink_Fadethink;
403 if(counter == (shots - 1) / 2)
405 proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
406 self.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
407 proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
411 proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
412 self.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
413 proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
415 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
416 //proj.scale = 1 + 1 * proj.cnt;
418 proj.angles = vectoangles (proj.velocity);
420 //proj.glow_size = 20;
422 proj.flags = FL_PROJECTILE;
424 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
426 other = proj; MUTATOR_CALLHOOK(EditProjectile);
428 counter = counter + 1;
430 self.crylink_lastgroup = proj;
433 void spawnfunc_weapon_crylink (void)
435 weapon_defaultspawnfunc(WEP_CRYLINK);
438 float w_crylink(float req)
443 self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
445 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
447 else if (req == WR_THINK)
449 if (self.BUTTON_ATCK)
451 if (!self.crylink_waitrelease)
452 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
455 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
456 if(cvar("g_balance_crylink_primary_joinspeed") != 0)
457 self.crylink_waitrelease = 1;
460 else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
462 if (!self.crylink_waitrelease)
463 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
466 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
467 if(cvar("g_balance_crylink_secondary_joinspeed") != 0)
468 self.crylink_waitrelease = 2;
473 if (self.crylink_waitrelease)
475 // fired and released now!
476 if(self.crylink_lastgroup)
479 if(self.crylink_waitrelease == 1)
481 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"), cvar("g_balance_crylink_primary_jointime"));
485 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"), cvar("g_balance_crylink_secondary_jointime"));
488 entity linkjoineffect;
489 linkjoineffect = spawn();
490 linkjoineffect.classname = "linkjoineffect";
491 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
492 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
493 linkjoineffect.owner = self;
494 setorigin(linkjoineffect, pos);
496 self.crylink_waitrelease = 0;
497 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
500 self.cnt = WEP_CRYLINK;
501 self.switchweapon = w_getbestweapon(self);
506 else if (req == WR_PRECACHE)
508 precache_model ("models/weapons/g_crylink.md3");
509 precache_model ("models/weapons/v_crylink.md3");
510 precache_model ("models/weapons/h_crylink.iqm");
511 precache_sound ("weapons/crylink_fire.wav");
512 precache_sound ("weapons/crylink_fire2.wav");
513 precache_sound ("weapons/crylink_linkjoin.wav");
515 else if (req == WR_SETUP)
516 weapon_setup(WEP_CRYLINK);
517 else if (req == WR_CHECKAMMO1)
519 // don't "run out of ammo" and switch weapons while waiting for release
520 if(self.crylink_lastgroup && self.crylink_waitrelease)
522 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
524 else if (req == WR_CHECKAMMO2)
526 // don't "run out of ammo" and switch weapons while waiting for release
527 if(self.crylink_lastgroup && self.crylink_waitrelease)
529 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
535 float w_crylink(float req)
537 if(req == WR_IMPACTEFFECT)
540 org2 = w_org + w_backoff * 2;
541 if(w_deathtype & HITTYPE_SECONDARY)
543 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
545 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
549 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
551 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
554 else if(req == WR_PRECACHE)
556 precache_sound("weapons/crylink_impact2.wav");
557 precache_sound("weapons/crylink_impact.wav");
559 else if (req == WR_SUICIDEMESSAGE)
561 w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
563 else if (req == WR_KILLMESSAGE)
565 if(w_deathtype & HITTYPE_BOUNCE)
566 w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
567 else if(w_deathtype & HITTYPE_SPLASH)
568 w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
570 w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY