2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink");
10 // force projectile to explode
11 void W_Crylink_LinkExplode (entity e, entity e2)
14 a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
16 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);
19 W_Crylink_LinkExplode(e.queuenext, e2);
23 // NO bounce protection, as bounces are limited!
24 void W_Crylink_Touch (void)
29 local entity savenext, saveprev;
30 savenext = self.queuenext;
31 saveprev = self.queueprev;
32 if(WarpZone_Projectile_Touch())
36 savenext.queueprev = saveprev;
37 saveprev.queuenext = savenext;
43 a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
45 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
49 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
52 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)
54 W_Crylink_LinkExplode(self.queuenext, self);
58 self.cnt = self.cnt - 1;
59 self.angles = vectoangles(self.velocity);
61 self.projectiledeathtype |= HITTYPE_BOUNCE;
62 // commented out as it causes a little hitch...
64 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
67 void W_Crylink_Touch2 (void)
72 local entity savenext, saveprev;
73 savenext = self.queuenext;
74 saveprev = self.queueprev;
75 if(WarpZone_Projectile_Touch())
79 savenext.queueprev = saveprev;
80 saveprev.queuenext = savenext;
86 a = 1 - (time - self.fade_time) * self.fade_rate;
88 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
92 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
95 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))
97 W_Crylink_LinkExplode(self.queuenext, self);
104 self.queuenext.queueprev = self.queueprev;
105 self.queueprev.queuenext = self.queuenext;
109 self.cnt = self.cnt - 1;
110 self.angles = vectoangles(self.velocity);
112 self.projectiledeathtype |= HITTYPE_BOUNCE;
113 // commented out as it causes a little hitch...
115 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
118 void W_Crylink_Fadethink (void)
120 self.queuenext.queueprev = self.queueprev;
121 self.queueprev.queuenext = self.queuenext;
125 void W_Crylink_Attack (void)
127 local float counter, shots;
128 local entity proj, prevproj, firstproj;
130 vector forward, right, up;
132 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
133 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
135 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots")));
140 shots = cvar("g_balance_crylink_primary_shots");
141 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
142 while (counter < shots)
145 proj.realowner = proj.owner = self;
146 proj.classname = "spike";
147 proj.bot_dodge = TRUE;
148 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
149 if(counter == 0) { // first projectile, store in firstproj for now
152 else if(counter == shots - 1) { // last projectile, link up with first projectile
153 prevproj.queuenext = proj;
154 firstproj.queueprev = proj;
155 proj.queuenext = firstproj;
156 proj.queueprev = prevproj;
158 else { // else link up with previous projectile
159 prevproj.queuenext = proj;
160 proj.queueprev = prevproj;
165 proj.movetype = MOVETYPE_BOUNCEMISSILE;
166 PROJECTILE_MAKETRIGGER(proj);
167 proj.projectiledeathtype = WEP_CRYLINK;
168 //proj.gravity = 0.001;
170 setorigin (proj, w_shotorg);
171 setsize(proj, '0 0 0', '0 0 0');
179 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
183 s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
184 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
185 proj.touch = W_Crylink_Touch;
187 proj.think = W_Crylink_Fadethink;
190 proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
191 self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
192 proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
194 else if(counter <= 3)
196 proj.fade_time = time + cvar("g_balance_crylink_primary_star_lifetime");
197 self.fade_rate = 1 / cvar("g_balance_crylink_primary_star_fadetime");
198 proj.nextthink = time + cvar("g_balance_crylink_primary_star_lifetime") + cvar("g_balance_crylink_primary_star_fadetime");
202 proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
203 self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
204 proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
206 proj.cnt = cvar("g_balance_crylink_primary_bounces");
207 //proj.scale = 1 + 1 * proj.cnt;
209 proj.angles = vectoangles (proj.velocity);
211 //proj.glow_size = 20;
213 proj.flags = FL_PROJECTILE;
215 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
217 other = proj; MUTATOR_CALLHOOK(EditProjectile);
219 counter = counter + 1;
223 void W_Crylink_Attack2 (void)
225 local float counter, shots;
226 local entity proj, prevproj, firstproj;
228 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
229 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
231 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots")));
233 shots = cvar("g_balance_crylink_secondary_shots");
234 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
235 while (counter < shots)
238 proj.realowner = proj.owner = self;
239 proj.classname = "spike";
240 proj.bot_dodge = TRUE;
241 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
242 if(counter == 0) { // first projectile, store in firstproj for now
245 else if(counter == shots - 1) { // last projectile, link up with first projectile
246 prevproj.queuenext = proj;
247 firstproj.queueprev = proj;
248 proj.queuenext = firstproj;
249 proj.queueprev = prevproj;
251 else { // else link up with previous projectile
252 prevproj.queuenext = proj;
253 proj.queueprev = prevproj;
258 proj.movetype = MOVETYPE_BOUNCEMISSILE;
259 PROJECTILE_MAKETRIGGER(proj);
260 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
261 //proj.gravity = 0.001;
263 setorigin (proj, w_shotorg);
264 setsize(proj, '0 0 0', '0 0 0');
266 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);
267 proj.touch = W_Crylink_Touch2;
268 proj.think = W_Crylink_Fadethink;
269 if(counter == (shots - 1) / 2)
271 proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
272 self.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
273 proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
277 proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
278 self.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
279 proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
281 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
282 //proj.scale = 1 + 1 * proj.cnt;
284 proj.angles = vectoangles (proj.velocity);
286 //proj.glow_size = 20;
288 proj.flags = FL_PROJECTILE;
290 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
292 other = proj; MUTATOR_CALLHOOK(EditProjectile);
294 counter = counter + 1;
298 void spawnfunc_weapon_crylink (void)
300 weapon_defaultspawnfunc(WEP_CRYLINK);
303 float w_crylink(float req)
308 self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
310 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
312 else if (req == WR_THINK)
314 if (self.BUTTON_ATCK)
315 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
318 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
320 if (self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
321 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
324 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
327 else if (req == WR_PRECACHE)
329 precache_model ("models/weapons/g_crylink.md3");
330 precache_model ("models/weapons/v_crylink.md3");
331 precache_model ("models/weapons/h_crylink.iqm");
332 precache_sound ("weapons/crylink_fire.wav");
333 precache_sound ("weapons/crylink_fire2.wav");
335 else if (req == WR_SETUP)
336 weapon_setup(WEP_CRYLINK);
337 else if (req == WR_CHECKAMMO1)
338 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
339 else if (req == WR_CHECKAMMO2)
340 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
345 float w_crylink(float req)
347 if(req == WR_IMPACTEFFECT)
350 org2 = w_org + w_backoff * 2;
351 if(w_deathtype & HITTYPE_SECONDARY)
353 pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
355 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
359 pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
361 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
364 else if(req == WR_PRECACHE)
366 precache_sound("weapons/crylink_impact2.wav");
367 precache_sound("weapons/crylink_impact.wav");
369 else if (req == WR_SUICIDEMESSAGE)
371 w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
373 else if (req == WR_KILLMESSAGE)
375 if(w_deathtype & HITTYPE_BOUNCE)
376 w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
377 else if(w_deathtype & HITTYPE_SPLASH)
378 w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
380 w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY