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_SetAmmoCounter()
14 // set clip_load to the weapon we have switched to, if the gun uses reloading
15 if(!autocvar_g_balance_crylink_reload_ammo)
16 self.clip_load = 0; // also keeps crosshair ammo from displaying
19 self.clip_load = self.weapon_load[WEP_CRYLINK];
20 self.clip_size = autocvar_g_balance_crylink_reload_ammo; // for the crosshair ammo display
24 void W_Crylink_Reload()
26 self.reload_ammo_player = ammo_cells;
27 self.reload_ammo_min = min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo);
28 self.reload_ammo_amount = autocvar_g_balance_crylink_reload_ammo;
29 self.reload_time = autocvar_g_balance_crylink_reload_time;
30 self.reload_sound = "weapons/reload.wav";
35 void W_Crylink_CheckLinks(entity e)
41 error("W_Crylink_CheckLinks: entity is world");
42 if(e.classname != "spike")
43 error("W_Crylink_CheckLinks: entity is not a spike");
46 for(i = 0; i < 1000; ++i)
48 if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
49 error("W_Crylink_CheckLinks: queue is inconsistent");
55 error("W_Crylink_CheckLinks: infinite chain");
58 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
60 W_Crylink_CheckLinks(next);
61 if(me == own.crylink_lastgroup)
62 own.crylink_lastgroup = ((me == next) ? world : next);
63 prev.queuenext = next;
64 next.queueprev = prev;
66 W_Crylink_CheckLinks(next);
69 void W_Crylink_Dequeue(entity e)
71 W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
74 // force projectile to explode
75 void W_Crylink_LinkExplode (entity e, entity e2)
78 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
80 if(e == e.realowner.crylink_lastgroup)
81 e.realowner.crylink_lastgroup = world;
83 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other);
86 W_Crylink_LinkExplode(e.queuenext, e2);
91 // adjust towards center
92 // returns the origin where they will meet... and the time till the meeting is
93 // stored in w_crylink_linkjoin_time.
94 // could possibly network this origin and time, and display a special particle
95 // effect when projectiles meet there :P
96 // jspeed: MINIMUM jing speed
97 // jtime: MAXIMUM jing time (0: none)
98 float w_crylink_linkjoin_time;
99 vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
101 vector avg_origin, avg_velocity;
106 // FIXME remove this debug code
107 W_Crylink_CheckLinks(e);
109 w_crylink_linkjoin_time = 0;
111 avg_origin = e.origin;
112 avg_velocity = e.velocity;
114 for(p = e; (p = p.queuenext) != e; )
116 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
117 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
120 avg_origin *= (1.0 / n);
121 avg_velocity *= (1.0 / n);
124 return avg_origin; // nothing to do
126 // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
127 avg_dist = pow(vlen(e.origin - avg_origin), 2);
128 for(p = e; (p = p.queuenext) != e; )
129 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
130 avg_dist *= (1.0 / n);
131 avg_dist = sqrt(avg_dist);
134 return avg_origin; // no change needed
136 if(jspeed == 0 && jtime == 0)
138 e.velocity = avg_velocity;
139 UpdateCSQCProjectile(e);
140 for(p = e; (p = p.queuenext) != e; )
142 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
143 UpdateCSQCProjectile(p);
151 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
153 w_crylink_linkjoin_time = jtime;
156 w_crylink_linkjoin_time = avg_dist / jspeed;
157 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
159 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
160 UpdateCSQCProjectile(e);
161 for(p = e; (p = p.queuenext) != e; )
163 p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
164 UpdateCSQCProjectile(p);
168 // jspeed -> +infinity:
169 // w_crylink_linkjoin_time -> +0
170 // targ_origin -> avg_origin
171 // p->velocity -> HUEG towards center
173 // w_crylink_linkjoin_time -> +/- infinity
174 // targ_origin -> avg_velocity * +/- infinity
175 // p->velocity -> avg_velocity
176 // jspeed -> -infinity:
177 // w_crylink_linkjoin_time -> -0
178 // targ_origin -> avg_origin
179 // p->velocity -> HUEG away from center
182 W_Crylink_CheckLinks(e);
187 void W_Crylink_LinkJoinEffect_Think()
189 // is there at least 2 projectiles very close?
192 e = self.owner.crylink_lastgroup;
196 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
198 for(p = e; (p = p.queuenext) != e; )
200 if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
205 if(e.projectiledeathtype & HITTYPE_SECONDARY)
207 if(autocvar_g_balance_crylink_secondary_joinexplode)
209 n = n / autocvar_g_balance_crylink_secondary_shots;
210 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
211 autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
212 autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
213 autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
215 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
220 if(autocvar_g_balance_crylink_primary_joinexplode)
222 n = n / autocvar_g_balance_crylink_primary_shots;
223 RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
224 autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
225 autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
226 autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
228 pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
237 // NO bounce protection, as bounces are limited!
238 void W_Crylink_Touch (void)
243 local entity savenext, saveprev, saveown;
244 saveown = self.realowner;
245 savenext = self.queuenext;
246 saveprev = self.queueprev;
247 if(WarpZone_Projectile_Touch())
250 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
255 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
257 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
261 f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
264 if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_primary_linkexplode)
266 if(self == self.realowner.crylink_lastgroup)
267 self.realowner.crylink_lastgroup = world;
268 W_Crylink_LinkExplode(self.queuenext, self);
275 W_Crylink_Dequeue(self);
279 self.cnt = self.cnt - 1;
280 self.angles = vectoangles(self.velocity);
282 self.projectiledeathtype |= HITTYPE_BOUNCE;
283 // commented out as it causes a little hitch...
285 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
288 void W_Crylink_Touch2 (void)
293 local entity savenext, saveprev, saveown;
294 savenext = self.queuenext;
295 saveprev = self.queueprev;
296 saveown = self.realowner;
297 if(WarpZone_Projectile_Touch())
300 W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
305 a = 1 - (time - self.fade_time) * self.fade_rate;
307 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
311 f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
314 if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_secondary_linkexplode)
316 if(self == self.realowner.crylink_lastgroup)
317 self.realowner.crylink_lastgroup = world;
318 W_Crylink_LinkExplode(self.queuenext, self);
325 W_Crylink_Dequeue(self);
329 self.cnt = self.cnt - 1;
330 self.angles = vectoangles(self.velocity);
332 self.projectiledeathtype |= HITTYPE_BOUNCE;
333 // commented out as it causes a little hitch...
335 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
338 void W_Crylink_Fadethink (void)
340 W_Crylink_Dequeue(self);
344 void W_Crylink_Attack (void)
346 local float counter, shots;
347 local entity proj, prevproj, firstproj;
349 vector forward, right, up;
352 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
353 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
355 if(autocvar_g_balance_crylink_reload_ammo)
357 self.clip_load -= autocvar_g_balance_crylink_primary_ammo;
358 self.weapon_load[WEP_CRYLINK] = self.clip_load;
361 self.ammo_cells -= autocvar_g_balance_crylink_primary_ammo;
364 maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
365 maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
366 if(autocvar_g_balance_crylink_primary_joinexplode)
367 maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
369 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CHAN_WEAPON, maxdmg);
374 shots = autocvar_g_balance_crylink_primary_shots;
375 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
377 while (counter < shots)
380 proj.realowner = proj.owner = self;
381 proj.classname = "spike";
382 proj.bot_dodge = TRUE;
383 proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
385 proj.queuenext = proj;
386 proj.queueprev = proj;
388 else if(counter == 0) { // first projectile, store in firstproj for now
391 else if(counter == shots - 1) { // last projectile, link up with first projectile
392 prevproj.queuenext = proj;
393 firstproj.queueprev = proj;
394 proj.queuenext = firstproj;
395 proj.queueprev = prevproj;
397 else { // else link up with previous projectile
398 prevproj.queuenext = proj;
399 proj.queueprev = prevproj;
404 proj.movetype = MOVETYPE_BOUNCEMISSILE;
405 PROJECTILE_MAKETRIGGER(proj);
406 proj.projectiledeathtype = WEP_CRYLINK;
407 //proj.gravity = 0.001;
409 setorigin (proj, w_shotorg);
410 setsize(proj, '0 0 0', '0 0 0');
418 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
422 s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
423 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
424 proj.touch = W_Crylink_Touch;
426 proj.think = W_Crylink_Fadethink;
429 proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
430 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
431 proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
435 proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
436 proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
437 proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
439 proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
440 proj.cnt = autocvar_g_balance_crylink_primary_bounces;
441 //proj.scale = 1 + 1 * proj.cnt;
443 proj.angles = vectoangles (proj.velocity);
445 //proj.glow_size = 20;
447 proj.flags = FL_PROJECTILE;
449 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
451 other = proj; MUTATOR_CALLHOOK(EditProjectile);
453 counter = counter + 1;
455 self.crylink_lastgroup = proj;
456 W_Crylink_CheckLinks(proj);
459 void W_Crylink_Attack2 (void)
461 local float counter, shots;
462 local entity proj, prevproj, firstproj;
465 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
466 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
468 if(autocvar_g_balance_crylink_reload_ammo)
470 self.clip_load -= autocvar_g_balance_crylink_secondary_ammo;
471 self.weapon_load[WEP_CRYLINK] = self.clip_load;
474 self.ammo_cells -= autocvar_g_balance_crylink_secondary_ammo;
477 maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
478 maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
479 if(autocvar_g_balance_crylink_secondary_joinexplode)
480 maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
482 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg);
484 shots = autocvar_g_balance_crylink_secondary_shots;
485 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
487 while (counter < shots)
490 proj.realowner = proj.owner = self;
491 proj.classname = "spike";
492 proj.bot_dodge = TRUE;
493 proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
495 proj.queuenext = proj;
496 proj.queueprev = proj;
498 else if(counter == 0) { // first projectile, store in firstproj for now
501 else if(counter == shots - 1) { // last projectile, link up with first projectile
502 prevproj.queuenext = proj;
503 firstproj.queueprev = proj;
504 proj.queuenext = firstproj;
505 proj.queueprev = prevproj;
507 else { // else link up with previous projectile
508 prevproj.queuenext = proj;
509 proj.queueprev = prevproj;
514 proj.movetype = MOVETYPE_BOUNCEMISSILE;
515 PROJECTILE_MAKETRIGGER(proj);
516 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
517 //proj.gravity = 0.001;
519 setorigin (proj, w_shotorg);
520 setsize(proj, '0 0 0', '0 0 0');
522 W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor), v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
523 proj.touch = W_Crylink_Touch2;
524 proj.think = W_Crylink_Fadethink;
525 if(counter == (shots - 1) / 2)
527 proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
528 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
529 proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
533 proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
534 proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
535 proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
537 proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
538 proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
539 //proj.scale = 1 + 1 * proj.cnt;
541 proj.angles = vectoangles (proj.velocity);
543 //proj.glow_size = 20;
545 proj.flags = FL_PROJECTILE;
547 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
549 other = proj; MUTATOR_CALLHOOK(EditProjectile);
551 counter = counter + 1;
553 self.crylink_lastgroup = proj;
556 void spawnfunc_weapon_crylink (void)
558 weapon_defaultspawnfunc(WEP_CRYLINK);
561 float w_crylink(float req)
567 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
569 self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
571 else if (req == WR_THINK)
573 if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload
575 else if (self.BUTTON_ATCK)
577 if (!self.crylink_waitrelease)
578 if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
581 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
582 if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
583 self.crylink_waitrelease = 1;
586 else if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
588 if (!self.crylink_waitrelease)
589 if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
592 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
593 if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
594 self.crylink_waitrelease = 2;
599 if (self.crylink_waitrelease && (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time))
601 // fired and released now!
602 if(self.crylink_lastgroup)
605 entity linkjoineffect;
607 if(self.crylink_waitrelease == 1)
609 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed, autocvar_g_balance_crylink_primary_jointime);
614 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed, autocvar_g_balance_crylink_secondary_jointime);
617 linkjoineffect = spawn();
618 linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
619 linkjoineffect.classname = "linkjoineffect";
620 linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
621 linkjoineffect.owner = self;
622 setorigin(linkjoineffect, pos);
624 self.crylink_waitrelease = 0;
625 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
628 self.cnt = WEP_CRYLINK;
629 self.switchweapon = w_getbestweapon(self);
634 else if (req == WR_PRECACHE)
636 precache_model ("models/weapons/g_crylink.md3");
637 precache_model ("models/weapons/v_crylink.md3");
638 precache_model ("models/weapons/h_crylink.iqm");
639 precache_sound ("weapons/crylink_fire.wav");
640 precache_sound ("weapons/crylink_fire2.wav");
641 precache_sound ("weapons/crylink_linkjoin.wav");
642 precache_sound ("weapons/reload.wav");
644 else if (req == WR_SETUP)
646 weapon_setup(WEP_CRYLINK);
647 W_Crylink_SetAmmoCounter();
649 else if (req == WR_CHECKAMMO1)
651 // don't "run out of ammo" and switch weapons while waiting for release
652 if(self.crylink_lastgroup && self.crylink_waitrelease)
655 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
656 ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_primary_ammo;
659 else if (req == WR_CHECKAMMO2)
661 // don't "run out of ammo" and switch weapons while waiting for release
662 if(self.crylink_lastgroup && self.crylink_waitrelease)
665 ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
666 ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo;
669 else if (req == WR_RELOAD)
677 float w_crylink(float req)
679 if(req == WR_IMPACTEFFECT)
682 org2 = w_org + w_backoff * 2;
683 if(w_deathtype & HITTYPE_SECONDARY)
685 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
687 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
691 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
693 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
696 else if(req == WR_PRECACHE)
698 precache_sound("weapons/crylink_impact2.wav");
699 precache_sound("weapons/crylink_impact.wav");
701 else if (req == WR_SUICIDEMESSAGE)
703 w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink");
705 else if (req == WR_KILLMESSAGE)
707 if(w_deathtype & HITTYPE_BOUNCE)
708 w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be)
709 else if(w_deathtype & HITTYPE_SPLASH)
710 w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY
712 w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY