.entity queuenext;
.entity queueprev;
+void W_Crylink_CheckLinks(entity e)
+{
+ float i;
+ entity p;
+
+ if(e == world)
+ error("W_Crylink_CheckLinks: entity is world");
+
+ p = e;
+ for(i = 0; i < 1000; ++i)
+ {
+ if(p.queuenext.queueprev != p || p.queueprev.queuenext != p)
+ error("W_Crylink_CheckLinks: queue is inconsistent");
+ p = p.queuenext;
+ if(p == e)
+ break;
+ }
+ if(i >= 1000)
+ error("W_Crylink_CheckLinks: infinite chain");
+}
+
void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
{
if(me == own.crylink_lastgroup)
if(e == e.realowner.crylink_lastgroup)
e.realowner.crylink_lastgroup = world;
- 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);
+ 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);
if(e.queuenext != e2)
W_Crylink_LinkExplode(e.queuenext, e2);
float avg_dist, n;
entity p;
+ // FIXME remove this debug code
+ W_Crylink_CheckLinks(e);
+
w_crylink_linkjoin_time = 0;
avg_origin = e.origin;
{
if(e.projectiledeathtype & HITTYPE_SECONDARY)
{
- if(cvar("g_balance_crylink_secondary_joinexplode"))
+ if(autocvar_g_balance_crylink_secondary_joinexplode)
{
- n = n / cvar("g_balance_crylink_secondary_shots");
- RadiusDamage (e, e.realowner, cvar("g_balance_crylink_secondary_joinexplode_damage") * n,
- cvar("g_balance_crylink_secondary_joinexplode_edgedamage") * n,
- cvar("g_balance_crylink_secondary_joinexplode_radius") * n, world,
- cvar("g_balance_crylink_secondary_joinexplode_force") * n, e.projectiledeathtype, other);
-
- pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', n);
- }
+ n = n / autocvar_g_balance_crylink_secondary_shots;
+ RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
+ autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
+ autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner,
+ autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
+
+ pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
+ }
}
else
{
- if(cvar("g_balance_crylink_primary_joinexplode"))
+ if(autocvar_g_balance_crylink_primary_joinexplode)
{
- n = n / cvar("g_balance_crylink_primary_shots");
- RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_joinexplode_damage") * n,
- cvar("g_balance_crylink_primary_joinexplode_edgedamage") * n,
- cvar("g_balance_crylink_primary_joinexplode_radius") * n, world,
- cvar("g_balance_crylink_primary_joinexplode_force") * n, e.projectiledeathtype, other);
-
- pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', n);
- }
- }
+ n = n / autocvar_g_balance_crylink_primary_shots;
+ RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
+ autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
+ autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
+ autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
+
+ pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
+ }
+ }
}
}
remove(self);
if(finalhit)
f = 1;
else
- f = cvar("g_balance_crylink_primary_bouncedamagefactor");
+ f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
if(a)
f *= a;
- 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"))
+ 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)
{
+ if(self == self.realowner.crylink_lastgroup)
+ self.realowner.crylink_lastgroup = world;
W_Crylink_LinkExplode(self.queuenext, self);
remove (self);
return;
if(finalhit)
f = 1;
else
- f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
+ f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
if(a)
f *= a;
- 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"))
+ 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)
{
+ if(self == self.realowner.crylink_lastgroup)
+ self.realowner.crylink_lastgroup = world;
W_Crylink_LinkExplode(self.queuenext, self);
remove (self);
return;
local entity proj, prevproj, firstproj;
local vector s;
vector forward, right, up;
+ float maxdmg;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_primary_ammo;
+
+ maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
+ maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
+ if(autocvar_g_balance_crylink_primary_joinexplode)
+ maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots")));
+ W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CHAN_WEAPON, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
- shots = cvar("g_balance_crylink_primary_shots");
+ shots = autocvar_g_balance_crylink_primary_shots;
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
proj = world;
while (counter < shots)
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
+ proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
if(shots == 1) {
proj.queuenext = proj;
proj.queueprev = proj;
s_y = v_forward_x;
s_z = v_forward_y;
}
- s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
- W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
+ s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
+ W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
proj.touch = W_Crylink_Touch;
proj.think = W_Crylink_Fadethink;
if(counter == 0)
{
- proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
- proj.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
- proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
+ proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
+ proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
+ proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
}
else
{
- proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
- proj.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
- proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
+ proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
+ proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
+ proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
}
- proj.cnt = cvar("g_balance_crylink_primary_bounces");
+ proj.cnt = autocvar_g_balance_crylink_primary_bounces;
//proj.scale = 1 + 1 * proj.cnt;
proj.angles = vectoangles (proj.velocity);
{
local float counter, shots;
local entity proj, prevproj, firstproj;
+ float maxdmg;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
+ self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_secondary_ammo;
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots")));
+ maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
+ maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
+ if(autocvar_g_balance_crylink_secondary_joinexplode)
+ maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
- shots = cvar("g_balance_crylink_secondary_shots");
+ W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg);
+
+ shots = autocvar_g_balance_crylink_secondary_shots;
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
proj = world;
while (counter < shots)
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
+ proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
if(shots == 1) {
proj.queuenext = proj;
proj.queueprev = proj;
setorigin (proj, w_shotorg);
setsize(proj, '0 0 0', '0 0 0');
- 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);
+ 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);
proj.touch = W_Crylink_Touch2;
proj.think = W_Crylink_Fadethink;
if(counter == (shots - 1) / 2)
{
- proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
- proj.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
- proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
+ proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
+ proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
+ proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
}
else
{
- proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
- proj.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
- proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
+ proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
+ proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
+ proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
}
- proj.cnt = cvar("g_balance_crylink_secondary_bounces");
+ proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
//proj.scale = 1 + 1 * proj.cnt;
proj.angles = vectoangles (proj.velocity);
{
if (req == WR_AIM)
{
- if (random() > 0.15)
- self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
+ if (random() < 0.10)
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
else
- self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
+ self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
}
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
{
if (!self.crylink_waitrelease)
- if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
+ if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
{
W_Crylink_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
- if(cvar("g_balance_crylink_primary_joinspeed") != 0 || cvar("g_balance_crylink_primary_jointime") != 0)
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
+ if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
self.crylink_waitrelease = 1;
}
}
- else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
+ else if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
{
if (!self.crylink_waitrelease)
- if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
+ if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
{
W_Crylink_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
- if(cvar("g_balance_crylink_secondary_joinspeed") != 0 || cvar("g_balance_crylink_secondary_jointime") != 0)
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
+ if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
self.crylink_waitrelease = 2;
}
}
{
vector pos;
entity linkjoineffect;
-
-
+
+
if(self.crylink_waitrelease == 1)
{
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"), cvar("g_balance_crylink_primary_jointime"));
-
+ 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);
+
}
else
{
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"), cvar("g_balance_crylink_secondary_jointime"));
+ 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);
}
-
+
linkjoineffect = spawn();
linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
- linkjoineffect.classname = "linkjoineffect";
+ linkjoineffect.classname = "linkjoineffect";
linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
linkjoineffect.owner = self;
setorigin(linkjoineffect, pos);
// don't "run out of ammo" and switch weapons while waiting for release
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
}
else if (req == WR_CHECKAMMO2)
{
// don't "run out of ammo" and switch weapons while waiting for release
if(self.crylink_lastgroup && self.crylink_waitrelease)
return TRUE;
- return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
+ return self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
}
return TRUE;
};