#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;
.entity queuenext;
.entity queueprev;
-// weapon load persistence, for weapons that support reloading
-.float crylink_load;
-
-void W_Crylink_SetAmmoCounter()
-{
- // set clip_load to the weapon we have switched to, if the gun uses reloading
- if(!autocvar_g_balance_crylink_reload_ammo)
- self.clip_load = 0; // also keeps crosshair ammo from displaying
- else
- {
- self.clip_load = self.crylink_load;
- self.clip_size = autocvar_g_balance_crylink_reload_ammo; // for the crosshair ammo display
- }
-}
-
-void W_Crylink_ReloadedAndReady()
-{
- float t;
-
- // now do the ammo transfer
- self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
- while(self.clip_load < autocvar_g_balance_crylink_reload_ammo && self.ammo_cells) // make sure we don't add more ammo than we have
- {
- self.clip_load += 1;
- self.ammo_cells -= 1;
- }
- self.crylink_load = self.clip_load;
-
- t = ATTACK_FINISHED(self) - autocvar_g_balance_crylink_reload_time - 1;
- ATTACK_FINISHED(self) = t;
- w_ready();
-}
-
-void W_Crylink_Reload()
-{
- // return if reloading is disabled for this weapon
- if(!autocvar_g_balance_crylink_reload_ammo)
- return;
-
- if(!W_ReloadCheck(self.ammo_cells, min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)))
- return;
-
- float t;
-
- sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
-
- t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_crylink_reload_time + 1;
- ATTACK_FINISHED(self) = t;
-
- weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_crylink_reload_time, W_Crylink_ReloadedAndReady);
-
- self.old_clip_load = self.clip_load;
- self.clip_load = -1;
-}
-
void W_Crylink_CheckLinks(entity e)
{
float i;
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 this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_crylink_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_crylink_primary_ammo;
- self.crylink_load = self.clip_load;
- }
- else
- 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 this weapon is reloadable, decrease its load. Else decrease the player's ammo
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- {
- if(autocvar_g_balance_crylink_reload_ammo)
- {
- self.clip_load -= autocvar_g_balance_crylink_secondary_ammo;
- self.crylink_load = self.clip_load;
- }
- else
- 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);
else if (req == WR_THINK)
{
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
- W_Crylink_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
else if (self.BUTTON_ATCK)
{
if (!self.crylink_waitrelease)
}
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");
+ //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);
- W_Crylink_SetAmmoCounter();
+ self.current_ammo = ammo_cells;
}
else if (req == WR_CHECKAMMO1)
{
return TRUE;
ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo;
- ammo_amount += (autocvar_g_balance_crylink_reload_ammo && self.crylink_load >= 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)
return TRUE;
ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo;
- ammo_amount += (autocvar_g_balance_crylink_reload_ammo && self.crylink_load >= 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_RESETPLAYER)
- {
- // all weapons must be fully loaded when we spawn
- self.crylink_load = autocvar_g_balance_crylink_reload_ammo;
- }
else if (req == WR_RELOAD)
{
- W_Crylink_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)