#ifdef REGISTER_WEAPON REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink"); #else #ifdef SVQC .float gravity; .float crylink_waitrelease; .entity crylink_lastgroup; .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) 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); } // adjust towards center // returns the origin where they will meet... and the time till the meeting is // stored in w_crylink_linkjoin_time. // could possibly network this origin and time, and display a special particle // effect when projectiles meet there :P // jspeed: MINIMUM jing speed // jtime: MAXIMUM jing time (0: none) float w_crylink_linkjoin_time; vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime) { vector avg_origin, avg_velocity; vector targ_origin; float avg_dist, n; entity p; // FIXME remove this debug code W_Crylink_CheckLinks(e); w_crylink_linkjoin_time = 0; avg_origin = e.origin; avg_velocity = e.velocity; n = 1; for(p = e; (p = p.queuenext) != e; ) { 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(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2); avg_dist *= (1.0 / n); avg_dist = sqrt(avg_dist); if(avg_dist == 0) return avg_origin; // no change needed if(jspeed == 0 && jtime == 0) { e.velocity = avg_velocity; UpdateCSQCProjectile(e); for(p = e; (p = p.queuenext) != e; ) { p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity); UpdateCSQCProjectile(p); } } else { if(jtime) { if(jspeed) w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed); else w_crylink_linkjoin_time = jtime; } else w_crylink_linkjoin_time = avg_dist / jspeed; targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity; e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time); UpdateCSQCProjectile(e); for(p = e; (p = p.queuenext) != e; ) { p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time)); UpdateCSQCProjectile(p); } // analysis: // jspeed -> +infinity: // w_crylink_linkjoin_time -> +0 // targ_origin -> avg_origin // p->velocity -> HUEG towards center // jspeed -> 0: // w_crylink_linkjoin_time -> +/- infinity // targ_origin -> avg_velocity * +/- infinity // p->velocity -> avg_velocity // jspeed -> -infinity: // w_crylink_linkjoin_time -> -0 // targ_origin -> avg_origin // p->velocity -> HUEG away from center } 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) { if(e.projectiledeathtype & HITTYPE_SECONDARY) { if(cvar("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, e.realowner, cvar("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")) { 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, e.realowner, cvar("g_balance_crylink_primary_joinexplode_force") * n, e.projectiledeathtype, other); pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n); } } } } remove(self); } // NO bounce protection, as bounces are limited! void W_Crylink_Touch (void) { float finalhit; float f; //PROJECTILE_TOUCH; local entity savenext, saveprev, saveown; saveown = self.realowner; savenext = self.queuenext; saveprev = self.queueprev; if(WarpZone_Projectile_Touch()) { if(wasfreed(self)) W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext); return; } float a; a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1); finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); if(finalhit) f = 1; else 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) && cvar("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; } 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; self.projectiledeathtype |= HITTYPE_BOUNCE; // commented out as it causes a little hitch... //if(proj.cnt == 0) // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE); } void W_Crylink_Touch2 (void) { float finalhit; float f; //PROJECTILE_TOUCH; local entity savenext, saveprev, saveown; savenext = self.queuenext; saveprev = self.queueprev; saveown = self.realowner; if(WarpZone_Projectile_Touch()) { if(wasfreed(self)) W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext); return; } float a; a = 1 - (time - self.fade_time) * self.fade_rate; finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); if(finalhit) f = 1; else f = cvar("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(self == self.realowner.crylink_lastgroup) self.realowner.crylink_lastgroup = world; 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; self.projectiledeathtype |= HITTYPE_BOUNCE; // commented out as it causes a little hitch... //if(proj.cnt == 0) // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE); } void W_Crylink_Fadethink (void) { W_Crylink_Dequeue(self); remove(self); } void W_Crylink_Attack (void) { local float counter, shots; 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"); maxdmg = cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots"); maxdmg *= 1 + cvar("g_balance_crylink_primary_bouncedamagefactor") * cvar("g_balance_crylink_primary_bounces"); if(cvar("g_balance_crylink_primary_joinexplode")) maxdmg += cvar("g_balance_crylink_primary_joinexplode_damage"); 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"); pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); proj = world; while (counter < shots) { proj = spawn (); proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage"); if(shots == 1) { proj.queuenext = proj; proj.queueprev = proj; } else if(counter == 0) { // first projectile, store in firstproj for now firstproj = proj; } else if(counter == shots - 1) { // last projectile, link up with first projectile prevproj.queuenext = proj; firstproj.queueprev = proj; proj.queuenext = firstproj; proj.queueprev = prevproj; } else { // else link up with previous projectile prevproj.queuenext = proj; proj.queueprev = prevproj; } prevproj = proj; proj.movetype = MOVETYPE_BOUNCEMISSILE; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_CRYLINK; //proj.gravity = 0.001; setorigin (proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); s = '0 0 0'; if (counter == 0) s = '0 0 0'; else { makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); 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, 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"); } 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.cnt = cvar("g_balance_crylink_primary_bounces"); //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles (proj.velocity); //proj.glow_size = 20; proj.flags = FL_PROJECTILE; CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE); other = proj; MUTATOR_CALLHOOK(EditProjectile); counter = counter + 1; } self.crylink_lastgroup = proj; } void W_Crylink_Attack2 (void) { 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"); maxdmg = cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots"); maxdmg *= 1 + cvar("g_balance_crylink_secondary_bouncedamagefactor") * cvar("g_balance_crylink_secondary_bounces"); if(cvar("g_balance_crylink_secondary_joinexplode")) maxdmg += cvar("g_balance_crylink_secondary_joinexplode_damage"); W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CHAN_WEAPON, maxdmg); shots = cvar("g_balance_crylink_secondary_shots"); pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); proj = world; while (counter < shots) { proj = spawn (); proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage"); if(shots == 1) { proj.queuenext = proj; proj.queueprev = proj; } else if(counter == 0) { // first projectile, store in firstproj for now firstproj = proj; } else if(counter == shots - 1) { // last projectile, link up with first projectile prevproj.queuenext = proj; firstproj.queueprev = proj; proj.queuenext = firstproj; proj.queueprev = prevproj; } else { // else link up with previous projectile prevproj.queuenext = proj; proj.queueprev = prevproj; } prevproj = proj; proj.movetype = MOVETYPE_BOUNCEMISSILE; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY; //proj.gravity = 0.001; 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, 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"); } 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.cnt = cvar("g_balance_crylink_secondary_bounces"); //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles (proj.velocity); //proj.glow_size = 20; proj.flags = FL_PROJECTILE; CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE); other = proj; MUTATOR_CALLHOOK(EditProjectile); counter = counter + 1; } self.crylink_lastgroup = proj; } void spawnfunc_weapon_crylink (void) { weapon_defaultspawnfunc(WEP_CRYLINK); } float w_crylink(float req) { 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); else self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("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"))) { W_Crylink_Attack(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready); if(cvar("g_balance_crylink_primary_joinspread") != 0 || cvar("g_balance_crylink_primary_jointime") != 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_joinspread") != 0 || cvar("g_balance_crylink_secondary_jointime") != 0) self.crylink_waitrelease = 2; } } else { if (self.crylink_waitrelease) { // fired and released now! if(self.crylink_lastgroup) { vector pos; entity linkjoineffect; if(self.crylink_waitrelease == 1) { pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspread") * cvar("g_balance_crylink_primary_speed"), cvar("g_balance_crylink_primary_jointime")); } else { pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspread") * cvar("g_balance_crylink_secondary_speed"), cvar("g_balance_crylink_secondary_jointime")); } linkjoineffect = spawn(); linkjoineffect.think = W_Crylink_LinkJoinEffect_Think; linkjoineffect.classname = "linkjoineffect"; 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/g_crylink.md3"); precache_model ("models/weapons/v_crylink.md3"); 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 #ifdef CSQC float w_crylink(float req) { if(req == WR_IMPACTEFFECT) { vector org2; org2 = w_org + w_backoff * 2; if(w_deathtype & HITTYPE_SECONDARY) { pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CHAN_PROJECTILE, "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); } } else if(req == WR_PRECACHE) { precache_sound("weapons/crylink_impact2.wav"); precache_sound("weapons/crylink_impact.wav"); } else if (req == WR_SUICIDEMESSAGE) { 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) else if(w_deathtype & HITTYPE_SPLASH) 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 } return TRUE; } #endif #endif