#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink");
+REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink"));
#else
#ifdef SVQC
.float gravity;
if(e == world)
error("W_Crylink_CheckLinks: entity is world");
+ if(e.classname != "spike")
+ error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e)));
p = e;
for(i = 0; i < 1000; ++i)
void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
{
+ W_Crylink_CheckLinks(next);
if(me == own.crylink_lastgroup)
own.crylink_lastgroup = ((me == next) ? world : next);
prev.queuenext = next;
next.queueprev = prev;
+ if(me != next)
+ W_Crylink_CheckLinks(next);
}
void W_Crylink_Dequeue(entity e)
if(e == e.realowner.crylink_lastgroup)
e.realowner.crylink_lastgroup = world;
- 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.projectiledeathtype & HITTYPE_SECONDARY)
+ RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other);
+ else
+ 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);
// p->velocity -> HUEG away from center
}
+ W_Crylink_CheckLinks(e);
+
return targ_origin;
}
}
float a;
- a = 1 - (time - self.fade_time) * self.fade_rate;
+ a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
if(finalhit)
vector forward, right, up;
float maxdmg;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_primary_ammo;
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_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", CHAN_WEAPON, maxdmg);
+ W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
counter = counter + 1;
}
self.crylink_lastgroup = proj;
+ W_Crylink_CheckLinks(proj);
}
void W_Crylink_Attack2 (void)
local entity proj, prevproj, firstproj;
float maxdmg;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_cells = self.ammo_cells - autocvar_g_balance_crylink_secondary_ammo;
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
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;
- W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg);
+ W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
shots = autocvar_g_balance_crylink_secondary_shots;
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
float w_crylink(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
{
if (random() < 0.10)
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
+ 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
+ weapon_action(self.weapon, WR_RELOAD);
+ else if (self.BUTTON_ATCK)
{
if (!self.crylink_waitrelease)
if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
}
self.crylink_waitrelease = 0;
if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
// ran out of ammo!
self.cnt = WEP_CRYLINK;
precache_sound ("weapons/crylink_fire.wav");
precache_sound ("weapons/crylink_fire2.wav");
precache_sound ("weapons/crylink_linkjoin.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_CRYLINK);
+ self.current_ammo = ammo_cells;
+ }
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 >= autocvar_g_balance_crylink_primary_ammo;
+
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
+ ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_primary_ammo;
+ return ammo_amount;
}
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 >= autocvar_g_balance_crylink_secondary_ammo;
+
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
+ ammo_amount += self.weapon_load[WEP_CRYLINK] >= autocvar_g_balance_crylink_secondary_ammo;
+ return ammo_amount;
+ }
+ else if (req == WR_RELOAD)
+ {
+ W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav");
}
return TRUE;
};
{
pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
}
else
{
pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
}
}
else if(req == WR_PRECACHE)
}
else if (req == WR_SUICIDEMESSAGE)
{
- w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
+ w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink");
}
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_BOUNCE)
- w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
+ w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be)
else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
+ w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY
else
- w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
+ w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY
}
return TRUE;
}