#else
#ifdef SVQC
.float gravity;
+.float crylink_waitrelease;
+.entity crylink_lastgroup;
.entity queuenext;
.entity queueprev;
+void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
+{
+ if(me == own.crylink_lastgroup)
+ own.crylink_lastgroup = ((me == next) ? world : next);
+ prev.queuenext = next;
+ next.queueprev = prev;
+}
+
+void W_Crylink_Dequeue(entity e)
+{
+ W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
+}
+
// force projectile to explode
void W_Crylink_LinkExplode (entity e, entity e2)
{
float a;
a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
+ 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);
if(e.queuenext != e2)
W_Crylink_LinkExplode(e.queuenext, e2);
+
remove (e);
}
float avg_dist, n;
entity p;
+ w_crylink_linkjoin_time = 0;
+
avg_origin = e.origin;
avg_velocity = e.velocity;
n = 1;
for(p = e; (p = p.queuenext) != e; )
{
- avg_origin += p.origin;
- avg_velocity += p.velocity;
+ avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
+ avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
++n;
}
avg_origin *= (1.0 / n);
avg_velocity *= (1.0 / n);
+ if(n < 2)
+ return avg_origin; // nothing to do
+
// yes, mathematically we can do this in ONE step, but beware of 32bit floats...
avg_dist = pow(vlen(e.origin - avg_origin), 2);
for(p = e; (p = p.queuenext) != e; )
- avg_dist += pow(vlen(e.origin - avg_origin), 2);
+ avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
avg_dist *= (1.0 / n);
+ avg_dist = sqrt(avg_dist);
- w_crylink_linkjoin_time = 0;
if(avg_dist == 0)
return avg_origin; // no change needed
UpdateCSQCProjectile(e);
for(p = e; (p = p.queuenext) != e; )
{
- p.velocity = avg_velocity;
+ p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
UpdateCSQCProjectile(p);
}
}
UpdateCSQCProjectile(e);
for(p = e; (p = p.queuenext) != e; )
{
- p.velocity = (targ_origin - p.origin) * (joinspeed / avg_dist);
+ p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (joinspeed / avg_dist));
UpdateCSQCProjectile(p);
}
return targ_origin;
}
+void W_Crylink_LinkJoinEffect_Think()
+{
+ // is there at least 2 projectiles very close?
+ entity e, p;
+ float n;
+ e = self.owner.crylink_lastgroup;
+ n = 0;
+ if(e)
+ {
+ if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
+ ++n;
+ for(p = e; (p = p.queuenext) != e; )
+ {
+ if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
+ ++n;
+ }
+ if(n >= 2)
+ {
+ // they seem to touch...
+ // TODO make a specific particle effect for this
+ pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
+ }
+ }
+ remove(self);
+}
+
// NO bounce protection, as bounces are limited!
void W_Crylink_Touch (void)
{
float finalhit;
float f;
//PROJECTILE_TOUCH;
- local entity savenext, saveprev;
+ local entity savenext, saveprev, saveown;
+ saveown = self.realowner;
savenext = self.queuenext;
saveprev = self.queueprev;
if(WarpZone_Projectile_Touch())
{
if(wasfreed(self))
- {
- savenext.queueprev = saveprev;
- saveprev.queuenext = savenext;
- }
+ W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
return;
}
f = cvar("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) || finalhit)
+ 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))
{
W_Crylink_LinkExplode(self.queuenext, self);
remove (self);
return;
}
+ else if(finalhit)
+ {
+ // just unlink
+ W_Crylink_Dequeue(self);
+ remove(self);
+ return;
+ }
self.cnt = self.cnt - 1;
self.angles = vectoangles(self.velocity);
self.owner = world;
float finalhit;
float f;
//PROJECTILE_TOUCH;
- local entity savenext, saveprev;
+ local entity savenext, saveprev, saveown;
savenext = self.queuenext;
saveprev = self.queueprev;
+ saveown = self.realowner;
if(WarpZone_Projectile_Touch())
{
if(wasfreed(self))
- {
- savenext.queueprev = saveprev;
- saveprev.queuenext = savenext;
- }
+ W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
return;
}
else if(finalhit)
{
// just unlink
- self.queuenext.queueprev = self.queueprev;
- self.queueprev.queuenext = self.queuenext;
+ W_Crylink_Dequeue(self);
remove(self);
return;
}
void W_Crylink_Fadethink (void)
{
- self.queuenext.queueprev = self.queueprev;
- self.queueprev.queuenext = self.queuenext;
+ W_Crylink_Dequeue(self);
remove(self);
}
shots = cvar("g_balance_crylink_primary_shots");
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
+ proj = world;
while (counter < shots)
{
proj = spawn ();
self.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");
}
- else if(counter <= 3)
- {
- proj.fade_time = time + cvar("g_balance_crylink_primary_star_lifetime");
- self.fade_rate = 1 / cvar("g_balance_crylink_primary_star_fadetime");
- proj.nextthink = time + cvar("g_balance_crylink_primary_star_lifetime") + cvar("g_balance_crylink_primary_star_fadetime");
- }
else
{
proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
counter = counter + 1;
}
+ self.crylink_lastgroup = proj;
}
void W_Crylink_Attack2 (void)
shots = cvar("g_balance_crylink_secondary_shots");
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
+ proj = world;
while (counter < shots)
{
proj = spawn ();
counter = counter + 1;
}
+ self.crylink_lastgroup = proj;
}
void spawnfunc_weapon_crylink (void)
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
{
- W_Crylink_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
+ if (!self.crylink_waitrelease)
+ if (weapon_prepareattack(0, cvar("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)
+ self.crylink_waitrelease = 1;
+ }
+ }
+ else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
+ {
+ if (!self.crylink_waitrelease)
+ if (weapon_prepareattack(1, cvar("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)
+ self.crylink_waitrelease = 2;
+ }
}
- if (self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
- if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
+ else
{
- W_Crylink_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
+ if (self.crylink_waitrelease)
+ {
+ // fired and released now!
+ if(self.crylink_lastgroup)
+ {
+ vector pos;
+ if(self.crylink_waitrelease == 1)
+ {
+ pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"));
+ }
+ else
+ {
+ pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"));
+ }
+
+ entity linkjoineffect;
+ linkjoineffect = spawn();
+ linkjoineffect.classname = "linkjoineffect";
+ linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
+ linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
+ linkjoineffect.owner = self;
+ setorigin(linkjoineffect, pos);
+ }
+ self.crylink_waitrelease = 0;
+ if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
+ {
+ // ran out of ammo!
+ self.cnt = WEP_CRYLINK;
+ self.switchweapon = w_getbestweapon(self);
+ }
+ }
}
}
else if (req == WR_PRECACHE)
precache_model ("models/weapons/h_crylink.iqm");
precache_sound ("weapons/crylink_fire.wav");
precache_sound ("weapons/crylink_fire2.wav");
+ precache_sound ("weapons/crylink_linkjoin.wav");
}
else if (req == WR_SETUP)
weapon_setup(WEP_CRYLINK);
else if (req == WR_CHECKAMMO1)
+ {
+ // 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");
+ }
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 TRUE;
};
#endif