#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; .entity queuenext; .entity queueprev; // 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); 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); } // NO bounce protection, as bounces are limited! void W_Crylink_Touch (void) { float finalhit; float f; //PROJECTILE_TOUCH; local entity savenext, saveprev; savenext = self.queuenext; saveprev = self.queueprev; if(WarpZone_Projectile_Touch()) { if(wasfreed(self)) { savenext.queueprev = saveprev; saveprev.queuenext = 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) || finalhit) { W_Crylink_LinkExplode(self.queuenext, 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; savenext = self.queuenext; saveprev = self.queueprev; if(WarpZone_Projectile_Touch()) { if(wasfreed(self)) { savenext.queueprev = saveprev; saveprev.queuenext = 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) || finalhit) { W_Crylink_LinkExplode(self.queuenext, 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) { self.queuenext.queueprev = self.queueprev; self.queueprev.queuenext = self.queuenext; remove(self); } void W_Crylink_Attack (void) { local float counter, shots; local entity proj, prevproj, firstproj; local vector s; vector forward, right, up; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo"); W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots"))); 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); 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(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); proj.touch = W_Crylink_Touch; proj.think = W_Crylink_Fadethink; if(counter == 0) { proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime"); 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"); self.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); counter = counter + 1; } } void W_Crylink_Attack2 (void) { local float counter, shots; local entity proj, prevproj, firstproj; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo"); W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots"))); shots = cvar("g_balance_crylink_secondary_shots"); pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); 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(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); 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"); self.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"); self.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); counter = counter + 1; } } 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 (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.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary")) 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); } } 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"); } else if (req == WR_SETUP) weapon_setup(WEP_CRYLINK); else if (req == WR_CHECKAMMO1) return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo"); else if (req == WR_CHECKAMMO2) 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