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Get rid of bouncestop and bouncefactor for electro for now (not worht the fuzz) ...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_crylink.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink");
3 #else
4 #ifdef SVQC
5 .float gravity;
6 .float crylink_waitrelease;
7 .entity crylink_lastgroup;
8
9 .entity queuenext;
10 .entity queueprev;
11
12 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
13 {
14         if(me == own.crylink_lastgroup)
15                 own.crylink_lastgroup = ((me == next) ? world : next);
16         prev.queuenext = next;
17         next.queueprev = prev;
18 }
19
20 void W_Crylink_Dequeue(entity e)
21 {
22         W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
23 }
24
25 // force projectile to explode
26 void W_Crylink_LinkExplode (entity e, entity e2)
27 {
28         float a;
29         a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
30
31         if(e == e.realowner.crylink_lastgroup)
32                 e.realowner.crylink_lastgroup = world;
33
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);
35
36         if(e.queuenext != e2)
37                 W_Crylink_LinkExplode(e.queuenext, e2);
38
39         remove (e);
40 }
41
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)
51 {
52         vector avg_origin, avg_velocity;
53         vector targ_origin;
54         float avg_dist, n;
55         entity p;
56
57         w_crylink_linkjoin_time = 0;
58
59         avg_origin = e.origin;
60         avg_velocity = e.velocity;
61         n = 1;
62         for(p = e; (p = p.queuenext) != e; )
63         {
64                 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
65                 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
66                 ++n;
67         }
68         avg_origin *= (1.0 / n);
69         avg_velocity *= (1.0 / n);
70
71         if(n < 2)
72                 return avg_origin; // nothing to do
73
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);
80
81         if(avg_dist == 0)
82                 return avg_origin; // no change needed
83
84         if(jspeed == 0 && jtime == 0)
85         {
86                 e.velocity = avg_velocity;
87                 UpdateCSQCProjectile(e);
88                 for(p = e; (p = p.queuenext) != e; )
89                 {
90                         p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
91                         UpdateCSQCProjectile(p);
92                 }
93         }
94         else
95         {
96                 if(jtime)
97                 {
98                         if(jspeed)
99                                 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
100                         else
101                                 w_crylink_linkjoin_time = jtime;
102                 }
103                 else
104                         w_crylink_linkjoin_time = avg_dist / jspeed;
105                 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
106
107                 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
108                 UpdateCSQCProjectile(e);
109                 for(p = e; (p = p.queuenext) != e; )
110                 {
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);
113                 }
114
115                 // analysis:
116                 //   jspeed -> +infinity:
117                 //      w_crylink_linkjoin_time -> +0
118                 //      targ_origin -> avg_origin
119                 //      p->velocity -> HUEG towards center
120                 //   jspeed -> 0:
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
128         }
129
130         return targ_origin;
131 }
132
133 void W_Crylink_LinkJoinEffect_Think()
134 {
135         // is there at least 2 projectiles very close?
136         entity e, p;
137         float n;
138         e = self.owner.crylink_lastgroup;
139         n = 0;
140         if(e)
141         {
142                 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
143                         ++n;
144                 for(p = e; (p = p.queuenext) != e; )
145                 {
146                         if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
147                                 ++n;
148                 }
149                 if(n >= 2)
150                 {
151
152                         
153                         if(e.projectiledeathtype & HITTYPE_SECONDARY)
154                         {
155                                 if(cvar("g_balance_crylink_secondary_joinexplode"))
156                                 {
157                                         n = n / cvar("g_balance_crylink_secondary_shots");
158                                         RadiusDamage (e, e.realowner, cvar("g_balance_crylink_secondary_joinexplode_damage") * n, 
159                                                                         cvar("g_balance_crylink_secondary_joinexplode_edgedamage") * n, 
160                                                                         cvar("g_balance_crylink_secondary_joinexplode_radius") * n, world, 
161                                                                         cvar("g_balance_crylink_secondary_joinexplode_force") * n, e.projectiledeathtype, other);
162                                 }                               
163                         }
164                         else
165                         {
166                                 if(cvar("g_balance_crylink_primary_joinexplode"))
167                                 {
168                                         n = n / cvar("g_balance_crylink_primary_shots");
169                                         RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_joinexplode_damage") * n, 
170                                                                         cvar("g_balance_crylink_primary_joinexplode_edgedamage") * n, 
171                                                                         cvar("g_balance_crylink_primary_joinexplode_radius") * n, world, 
172                                                                         cvar("g_balance_crylink_primary_joinexplode_force") * n, e.projectiledeathtype, other);
173                                 }                               
174                         }                       
175                         
176                         // they seem to touch...
177                         // TODO make a specific particle effect for this
178                         pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
179                 }
180         }
181         remove(self);
182 }
183
184
185 // NO bounce protection, as bounces are limited!
186 void W_Crylink_Touch (void)
187 {
188         float finalhit;
189         float f;
190         //PROJECTILE_TOUCH;
191         local entity savenext, saveprev, saveown;
192         saveown = self.realowner;
193         savenext = self.queuenext;
194         saveprev = self.queueprev;
195         if(WarpZone_Projectile_Touch())
196         {
197                 if(wasfreed(self))
198                         W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
199                 return;
200         }
201
202         float a;
203         a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
204
205         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
206         if(finalhit)
207                 f = 1;
208         else
209                 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
210         if(a)
211                 f *= a;
212         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"))
213         {
214                 W_Crylink_LinkExplode(self.queuenext, self);
215                 remove (self);
216                 return;
217         }
218         else if(finalhit)
219         {
220                 // just unlink
221                 W_Crylink_Dequeue(self);
222                 remove(self);
223                 return;
224         }
225         self.cnt = self.cnt - 1;
226         self.angles = vectoangles(self.velocity);
227         self.owner = world;
228         self.projectiledeathtype |= HITTYPE_BOUNCE;
229         // commented out as it causes a little hitch...
230         //if(proj.cnt == 0)
231         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
232 }
233
234 void W_Crylink_Touch2 (void)
235 {
236         float finalhit;
237         float f;
238         //PROJECTILE_TOUCH;
239         local entity savenext, saveprev, saveown;
240         savenext = self.queuenext;
241         saveprev = self.queueprev;
242         saveown = self.realowner;
243         if(WarpZone_Projectile_Touch())
244         {
245                 if(wasfreed(self))
246                         W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
247                 return;
248         }
249
250         float a;
251         a = 1 - (time - self.fade_time) * self.fade_rate;
252
253         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
254         if(finalhit)
255                 f = 1;
256         else
257                 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
258         if(a)
259                 f *= a;
260         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"))
261         {
262                 W_Crylink_LinkExplode(self.queuenext, self);
263                 remove (self);
264                 return;
265         }
266         else if(finalhit)
267         {
268                 // just unlink
269                 W_Crylink_Dequeue(self);
270                 remove(self);
271                 return;
272         }
273         self.cnt = self.cnt - 1;
274         self.angles = vectoangles(self.velocity);
275         self.owner = world;
276         self.projectiledeathtype |= HITTYPE_BOUNCE;
277         // commented out as it causes a little hitch...
278         //if(proj.cnt == 0)
279         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
280 }
281
282 void W_Crylink_Fadethink (void)
283 {
284         W_Crylink_Dequeue(self);
285         remove(self);
286 }
287
288 void W_Crylink_Attack (void)
289 {
290         local float counter, shots;
291         local entity proj, prevproj, firstproj;
292         local vector s;
293         vector forward, right, up;
294
295         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
296                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
297
298         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots")));
299         forward = v_forward;
300         right = v_right;
301         up = v_up;
302
303         shots = cvar("g_balance_crylink_primary_shots");
304         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
305         proj = world;
306         while (counter < shots)
307         {
308                 proj = spawn ();
309                 proj.realowner = proj.owner = self;
310                 proj.classname = "spike";
311                 proj.bot_dodge = TRUE;
312                 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
313                 if(counter == 0) { // first projectile, store in firstproj for now
314                         firstproj = proj;
315                 }
316                 else if(counter == shots - 1) { // last projectile, link up with first projectile
317                         prevproj.queuenext = proj;
318                         firstproj.queueprev = proj;
319                         proj.queuenext = firstproj;
320                         proj.queueprev = prevproj;
321                 }
322                 else { // else link up with previous projectile
323                         prevproj.queuenext = proj;
324                         proj.queueprev = prevproj;
325                 }
326
327                 prevproj = proj;
328
329                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
330                 PROJECTILE_MAKETRIGGER(proj);
331                 proj.projectiledeathtype = WEP_CRYLINK;
332                 //proj.gravity = 0.001;
333
334                 setorigin (proj, w_shotorg);
335                 setsize(proj, '0 0 0', '0 0 0');
336
337
338                 s = '0 0 0';
339                 if (counter == 0)
340                         s = '0 0 0';
341                 else
342                 {
343                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
344                         s_y = v_forward_x;
345                         s_z = v_forward_y;
346                 }
347                 s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
348                 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
349                 proj.touch = W_Crylink_Touch;
350
351                 proj.think = W_Crylink_Fadethink;
352                 if(counter == 0)
353                 {
354                         proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
355                         self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
356                         proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
357                 }
358                 else
359                 {
360                         proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
361                         self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
362                         proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
363                 }
364                 proj.cnt = cvar("g_balance_crylink_primary_bounces");
365                 //proj.scale = 1 + 1 * proj.cnt;
366
367                 proj.angles = vectoangles (proj.velocity);
368
369                 //proj.glow_size = 20;
370
371                 proj.flags = FL_PROJECTILE;
372
373                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
374
375                 other = proj; MUTATOR_CALLHOOK(EditProjectile);
376
377                 counter = counter + 1;
378         }
379         self.crylink_lastgroup = proj;
380 }
381
382 void W_Crylink_Attack2 (void)
383 {
384         local float counter, shots;
385         local entity proj, prevproj, firstproj;
386
387         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
388                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
389
390         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots")));
391
392         shots = cvar("g_balance_crylink_secondary_shots");
393         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
394         proj = world;
395         while (counter < shots)
396         {
397                 proj = spawn ();
398                 proj.realowner = proj.owner = self;
399                 proj.classname = "spike";
400                 proj.bot_dodge = TRUE;
401                 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
402                 if(counter == 0) { // first projectile, store in firstproj for now
403                         firstproj = proj;
404                 }
405                 else if(counter == shots - 1) { // last projectile, link up with first projectile
406                         prevproj.queuenext = proj;
407                         firstproj.queueprev = proj;
408                         proj.queuenext = firstproj;
409                         proj.queueprev = prevproj;
410                 }
411                 else { // else link up with previous projectile
412                         prevproj.queuenext = proj;
413                         proj.queueprev = prevproj;
414                 }
415
416                 prevproj = proj;
417
418                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
419                 PROJECTILE_MAKETRIGGER(proj);
420                 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
421                 //proj.gravity = 0.001;
422
423                 setorigin (proj, w_shotorg);
424                 setsize(proj, '0 0 0', '0 0 0');
425
426                 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);
427                 proj.touch = W_Crylink_Touch2;
428                 proj.think = W_Crylink_Fadethink;
429                 if(counter == (shots - 1) / 2)
430                 {
431                         proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
432                         self.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
433                         proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
434                 }
435                 else
436                 {
437                         proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
438                         self.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
439                         proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
440                 }
441                 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
442                 //proj.scale = 1 + 1 * proj.cnt;
443
444                 proj.angles = vectoangles (proj.velocity);
445
446                 //proj.glow_size = 20;
447
448                 proj.flags = FL_PROJECTILE;
449
450                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
451
452                 other = proj; MUTATOR_CALLHOOK(EditProjectile);
453
454                 counter = counter + 1;
455         }
456         self.crylink_lastgroup = proj;
457 }
458
459 void spawnfunc_weapon_crylink (void)
460 {
461         weapon_defaultspawnfunc(WEP_CRYLINK);
462 }
463
464 float w_crylink(float req)
465 {
466         if (req == WR_AIM)
467         {
468                 if (random() > 0.15)
469                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
470                 else
471                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
472         }
473         else if (req == WR_THINK)
474         {
475                 if (self.BUTTON_ATCK)
476                 {
477                         if (!self.crylink_waitrelease)
478                         if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
479                         {
480                                 W_Crylink_Attack();
481                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
482                                 if(cvar("g_balance_crylink_primary_joinspeed") != 0 || cvar("g_balance_crylink_primary_jointime") != 0)
483                                         self.crylink_waitrelease = 1;
484                         }
485                 }
486                 else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
487                 {
488                         if (!self.crylink_waitrelease)
489                         if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
490                         {
491                                 W_Crylink_Attack2();
492                                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
493                                 if(cvar("g_balance_crylink_secondary_joinspeed") != 0 || cvar("g_balance_crylink_secondary_jointime") != 0)
494                                         self.crylink_waitrelease = 2;
495                         }
496                 }
497                 else
498                 {
499                         if (self.crylink_waitrelease)
500                         {
501                                 // fired and released now!
502                                 if(self.crylink_lastgroup)
503                                 {
504                                         vector pos;
505                                         entity linkjoineffect;
506                                         
507                                         
508                                         if(self.crylink_waitrelease == 1)
509                                         {
510                                                 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"), cvar("g_balance_crylink_primary_jointime"));
511                                                 
512                                         }
513                                         else
514                                         {
515                                                 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"), cvar("g_balance_crylink_secondary_jointime"));
516                                         }
517                                         
518                                         linkjoineffect = spawn();
519                                         linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
520                                         linkjoineffect.classname = "linkjoineffect";                                    
521                                         linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
522                                         linkjoineffect.owner = self;
523                                         setorigin(linkjoineffect, pos);
524
525
526                                 }
527                                 self.crylink_waitrelease = 0;
528                                 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
529                                 {
530                                         // ran out of ammo!
531                                         self.cnt = WEP_CRYLINK;
532                                         self.switchweapon = w_getbestweapon(self);
533                                 }
534                         }
535                 }
536         }
537         else if (req == WR_PRECACHE)
538         {
539                 precache_model ("models/weapons/g_crylink.md3");
540                 precache_model ("models/weapons/v_crylink.md3");
541                 precache_model ("models/weapons/h_crylink.iqm");
542                 precache_sound ("weapons/crylink_fire.wav");
543                 precache_sound ("weapons/crylink_fire2.wav");
544                 precache_sound ("weapons/crylink_linkjoin.wav");
545         }
546         else if (req == WR_SETUP)
547                 weapon_setup(WEP_CRYLINK);
548         else if (req == WR_CHECKAMMO1)
549         {
550                 // don't "run out of ammo" and switch weapons while waiting for release
551                 if(self.crylink_lastgroup && self.crylink_waitrelease)
552                         return TRUE;
553                 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
554         }
555         else if (req == WR_CHECKAMMO2)
556         {
557                 // don't "run out of ammo" and switch weapons while waiting for release
558                 if(self.crylink_lastgroup && self.crylink_waitrelease)
559                         return TRUE;
560                 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
561         }
562         return TRUE;
563 };
564 #endif
565 #ifdef CSQC
566 float w_crylink(float req)
567 {
568         if(req == WR_IMPACTEFFECT)
569         {
570                 vector org2;
571                 org2 = w_org + w_backoff * 2;
572                 if(w_deathtype & HITTYPE_SECONDARY)
573                 {
574                         pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
575                         if(!w_issilent)
576                                 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
577                 }
578                 else
579                 {
580                         pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
581                         if(!w_issilent)
582                                 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
583                 }
584         }
585         else if(req == WR_PRECACHE)
586         {
587                 precache_sound("weapons/crylink_impact2.wav");
588                 precache_sound("weapons/crylink_impact.wav");
589         }
590         else if (req == WR_SUICIDEMESSAGE)
591         {
592                 w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
593         }
594         else if (req == WR_KILLMESSAGE)
595         {
596                 if(w_deathtype & HITTYPE_BOUNCE)
597                         w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
598                 else if(w_deathtype & HITTYPE_SPLASH)
599                         w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
600                 else
601                         w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
602         }
603         return TRUE;
604 }
605 #endif
606 #endif