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Support g_balance_crylink_primary_joinexplode.
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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                         if(cvar("g_balance_crylink_primary_joinexplode"))
153                         {
154                                 n = n / cvar("g_balance_crylink_primary_shots");
155                                 RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_joinexplode_damage") * n, 
156                                                                 cvar("g_balance_crylink_primary_joinexplode_edgedamage") * n, 
157                                                                 cvar("g_balance_crylink_primary_joinexplode_radius") * n, world, 
158                                                                 cvar("g_balance_crylink_primary_joinexplode_force") * n, e.projectiledeathtype, other);
159                         }
160                         
161                         // they seem to touch...
162                         // TODO make a specific particle effect for this
163                         pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
164                 }
165         }
166         remove(self);
167 }
168
169 // NO bounce protection, as bounces are limited!
170 void W_Crylink_Touch (void)
171 {
172         float finalhit;
173         float f;
174         //PROJECTILE_TOUCH;
175         local entity savenext, saveprev, saveown;
176         saveown = self.realowner;
177         savenext = self.queuenext;
178         saveprev = self.queueprev;
179         if(WarpZone_Projectile_Touch())
180         {
181                 if(wasfreed(self))
182                         W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
183                 return;
184         }
185
186         float a;
187         a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
188
189         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
190         if(finalhit)
191                 f = 1;
192         else
193                 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
194         if(a)
195                 f *= a;
196         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"))
197         {
198                 W_Crylink_LinkExplode(self.queuenext, self);
199                 remove (self);
200                 return;
201         }
202         else if(finalhit)
203         {
204                 // just unlink
205                 W_Crylink_Dequeue(self);
206                 remove(self);
207                 return;
208         }
209         self.cnt = self.cnt - 1;
210         self.angles = vectoangles(self.velocity);
211         self.owner = world;
212         self.projectiledeathtype |= HITTYPE_BOUNCE;
213         // commented out as it causes a little hitch...
214         //if(proj.cnt == 0)
215         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
216 }
217
218 void W_Crylink_Touch2 (void)
219 {
220         float finalhit;
221         float f;
222         //PROJECTILE_TOUCH;
223         local entity savenext, saveprev, saveown;
224         savenext = self.queuenext;
225         saveprev = self.queueprev;
226         saveown = self.realowner;
227         if(WarpZone_Projectile_Touch())
228         {
229                 if(wasfreed(self))
230                         W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
231                 return;
232         }
233
234         float a;
235         a = 1 - (time - self.fade_time) * self.fade_rate;
236
237         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
238         if(finalhit)
239                 f = 1;
240         else
241                 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
242         if(a)
243                 f *= a;
244         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"))
245         {
246                 W_Crylink_LinkExplode(self.queuenext, self);
247                 remove (self);
248                 return;
249         }
250         else if(finalhit)
251         {
252                 // just unlink
253                 W_Crylink_Dequeue(self);
254                 remove(self);
255                 return;
256         }
257         self.cnt = self.cnt - 1;
258         self.angles = vectoangles(self.velocity);
259         self.owner = world;
260         self.projectiledeathtype |= HITTYPE_BOUNCE;
261         // commented out as it causes a little hitch...
262         //if(proj.cnt == 0)
263         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
264 }
265
266 void W_Crylink_Fadethink (void)
267 {
268         W_Crylink_Dequeue(self);
269         remove(self);
270 }
271
272 void W_Crylink_Attack (void)
273 {
274         local float counter, shots;
275         local entity proj, prevproj, firstproj;
276         local vector s;
277         vector forward, right, up;
278
279         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
280                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
281
282         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots")));
283         forward = v_forward;
284         right = v_right;
285         up = v_up;
286
287         shots = cvar("g_balance_crylink_primary_shots");
288         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
289         proj = world;
290         while (counter < shots)
291         {
292                 proj = spawn ();
293                 proj.realowner = proj.owner = self;
294                 proj.classname = "spike";
295                 proj.bot_dodge = TRUE;
296                 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
297                 if(counter == 0) { // first projectile, store in firstproj for now
298                         firstproj = proj;
299                 }
300                 else if(counter == shots - 1) { // last projectile, link up with first projectile
301                         prevproj.queuenext = proj;
302                         firstproj.queueprev = proj;
303                         proj.queuenext = firstproj;
304                         proj.queueprev = prevproj;
305                 }
306                 else { // else link up with previous projectile
307                         prevproj.queuenext = proj;
308                         proj.queueprev = prevproj;
309                 }
310
311                 prevproj = proj;
312
313                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
314                 PROJECTILE_MAKETRIGGER(proj);
315                 proj.projectiledeathtype = WEP_CRYLINK;
316                 //proj.gravity = 0.001;
317
318                 setorigin (proj, w_shotorg);
319                 setsize(proj, '0 0 0', '0 0 0');
320
321
322                 s = '0 0 0';
323                 if (counter == 0)
324                         s = '0 0 0';
325                 else
326                 {
327                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
328                         s_y = v_forward_x;
329                         s_z = v_forward_y;
330                 }
331                 s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
332                 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
333                 proj.touch = W_Crylink_Touch;
334
335                 proj.think = W_Crylink_Fadethink;
336                 if(counter == 0)
337                 {
338                         proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
339                         self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
340                         proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
341                 }
342                 else
343                 {
344                         proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
345                         self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
346                         proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
347                 }
348                 proj.cnt = cvar("g_balance_crylink_primary_bounces");
349                 //proj.scale = 1 + 1 * proj.cnt;
350
351                 proj.angles = vectoangles (proj.velocity);
352
353                 //proj.glow_size = 20;
354
355                 proj.flags = FL_PROJECTILE;
356
357                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
358
359                 other = proj; MUTATOR_CALLHOOK(EditProjectile);
360
361                 counter = counter + 1;
362         }
363         self.crylink_lastgroup = proj;
364 }
365
366 void W_Crylink_Attack2 (void)
367 {
368         local float counter, shots;
369         local entity proj, prevproj, firstproj;
370
371         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
372                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
373
374         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots")));
375
376         shots = cvar("g_balance_crylink_secondary_shots");
377         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
378         proj = world;
379         while (counter < shots)
380         {
381                 proj = spawn ();
382                 proj.realowner = proj.owner = self;
383                 proj.classname = "spike";
384                 proj.bot_dodge = TRUE;
385                 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
386                 if(counter == 0) { // first projectile, store in firstproj for now
387                         firstproj = proj;
388                 }
389                 else if(counter == shots - 1) { // last projectile, link up with first projectile
390                         prevproj.queuenext = proj;
391                         firstproj.queueprev = proj;
392                         proj.queuenext = firstproj;
393                         proj.queueprev = prevproj;
394                 }
395                 else { // else link up with previous projectile
396                         prevproj.queuenext = proj;
397                         proj.queueprev = prevproj;
398                 }
399
400                 prevproj = proj;
401
402                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
403                 PROJECTILE_MAKETRIGGER(proj);
404                 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
405                 //proj.gravity = 0.001;
406
407                 setorigin (proj, w_shotorg);
408                 setsize(proj, '0 0 0', '0 0 0');
409
410                 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);
411                 proj.touch = W_Crylink_Touch2;
412                 proj.think = W_Crylink_Fadethink;
413                 if(counter == (shots - 1) / 2)
414                 {
415                         proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
416                         self.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
417                         proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
418                 }
419                 else
420                 {
421                         proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
422                         self.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
423                         proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
424                 }
425                 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
426                 //proj.scale = 1 + 1 * proj.cnt;
427
428                 proj.angles = vectoangles (proj.velocity);
429
430                 //proj.glow_size = 20;
431
432                 proj.flags = FL_PROJECTILE;
433
434                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
435
436                 other = proj; MUTATOR_CALLHOOK(EditProjectile);
437
438                 counter = counter + 1;
439         }
440         self.crylink_lastgroup = proj;
441 }
442
443 void spawnfunc_weapon_crylink (void)
444 {
445         weapon_defaultspawnfunc(WEP_CRYLINK);
446 }
447
448 float w_crylink(float req)
449 {
450         if (req == WR_AIM)
451         {
452                 if (random() > 0.15)
453                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
454                 else
455                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
456         }
457         else if (req == WR_THINK)
458         {
459                 if (self.BUTTON_ATCK)
460                 {
461                         if (!self.crylink_waitrelease)
462                         if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
463                         {
464                                 W_Crylink_Attack();
465                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
466                                 if(cvar("g_balance_crylink_primary_joinspeed") != 0 || cvar("g_balance_crylink_primary_jointime") != 0)
467                                         self.crylink_waitrelease = 1;
468                         }
469                 }
470                 else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
471                 {
472                         if (!self.crylink_waitrelease)
473                         if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
474                         {
475                                 W_Crylink_Attack2();
476                                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
477                                 if(cvar("g_balance_crylink_secondary_joinspeed") != 0 || cvar("g_balance_crylink_secondary_jointime") != 0)
478                                         self.crylink_waitrelease = 2;
479                         }
480                 }
481                 else
482                 {
483                         if (self.crylink_waitrelease)
484                         {
485                                 // fired and released now!
486                                 if(self.crylink_lastgroup)
487                                 {
488                                         vector pos;
489                                         if(self.crylink_waitrelease == 1)
490                                         {
491                                                 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"), cvar("g_balance_crylink_primary_jointime"));
492                                         }
493                                         else
494                                         {
495                                                 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"), cvar("g_balance_crylink_secondary_jointime"));
496                                         }
497
498                                         entity linkjoineffect;
499                                         linkjoineffect = spawn();
500                                         linkjoineffect.classname = "linkjoineffect";
501                                         linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
502                                         linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
503                                         linkjoineffect.owner = self;
504                                         setorigin(linkjoineffect, pos);
505                                 }
506                                 self.crylink_waitrelease = 0;
507                                 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
508                                 {
509                                         // ran out of ammo!
510                                         self.cnt = WEP_CRYLINK;
511                                         self.switchweapon = w_getbestweapon(self);
512                                 }
513                         }
514                 }
515         }
516         else if (req == WR_PRECACHE)
517         {
518                 precache_model ("models/weapons/g_crylink.md3");
519                 precache_model ("models/weapons/v_crylink.md3");
520                 precache_model ("models/weapons/h_crylink.iqm");
521                 precache_sound ("weapons/crylink_fire.wav");
522                 precache_sound ("weapons/crylink_fire2.wav");
523                 precache_sound ("weapons/crylink_linkjoin.wav");
524         }
525         else if (req == WR_SETUP)
526                 weapon_setup(WEP_CRYLINK);
527         else if (req == WR_CHECKAMMO1)
528         {
529                 // don't "run out of ammo" and switch weapons while waiting for release
530                 if(self.crylink_lastgroup && self.crylink_waitrelease)
531                         return TRUE;
532                 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
533         }
534         else if (req == WR_CHECKAMMO2)
535         {
536                 // don't "run out of ammo" and switch weapons while waiting for release
537                 if(self.crylink_lastgroup && self.crylink_waitrelease)
538                         return TRUE;
539                 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
540         }
541         return TRUE;
542 };
543 #endif
544 #ifdef CSQC
545 float w_crylink(float req)
546 {
547         if(req == WR_IMPACTEFFECT)
548         {
549                 vector org2;
550                 org2 = w_org + w_backoff * 2;
551                 if(w_deathtype & HITTYPE_SECONDARY)
552                 {
553                         pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
554                         if(!w_issilent)
555                                 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
556                 }
557                 else
558                 {
559                         pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
560                         if(!w_issilent)
561                                 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
562                 }
563         }
564         else if(req == WR_PRECACHE)
565         {
566                 precache_sound("weapons/crylink_impact2.wav");
567                 precache_sound("weapons/crylink_impact.wav");
568         }
569         else if (req == WR_SUICIDEMESSAGE)
570         {
571                 w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
572         }
573         else if (req == WR_KILLMESSAGE)
574         {
575                 if(w_deathtype & HITTYPE_BOUNCE)
576                         w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
577                 else if(w_deathtype & HITTYPE_SPLASH)
578                         w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
579                 else
580                         w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
581         }
582         return TRUE;
583 }
584 #endif
585 #endif