2 const vector proj_color = '1 1 1';
6 void W_Crylink_Touch (void)
11 sound (self, CHAN_PROJECTILE, "weapons/cryplink_impact.wav", VOL_BASE, ATTN_NORM);
12 pointparticles(particleeffectnum("crylink_impactbig"), self.origin, '0 0 0', 1);
13 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
17 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
20 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);
26 self.cnt = self.cnt - 1;
27 self.angles = vectoangles(self.velocity);
29 self.projectiledeathtype |= HITTYPE_BOUNCE;
30 //self.scale = 1 + self.cnt;
33 void W_Crylink_Touch2 (void)
38 sound (self, CHAN_PROJECTILE, "weapons/cryplink_impact2.wav", VOL_BASE, ATTN_NORM);
39 pointparticles(particleeffectnum("crylink_impact"), self.origin, '0 0 0', 1);
40 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
44 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
47 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);
53 self.cnt = self.cnt - 1;
54 self.angles = vectoangles(self.velocity);
56 self.projectiledeathtype |= HITTYPE_BOUNCE;
57 // self.scale = 1 + 1 * self.cnt;
60 void W_Crylink_Attack (void)
62 local float counter, shots;
66 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
67 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
69 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire.wav");
71 shots = cvar("g_balance_crylink_primary_shots");
72 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
73 while (counter < shots)
76 proj.realowner = proj.owner = self;
77 proj.classname = "spike";
78 proj.bot_dodge = TRUE;
79 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
81 proj.movetype = MOVETYPE_BOUNCEMISSILE;
82 proj.solid = SOLID_BBOX;
83 proj.projectiledeathtype = WEP_CRYLINK;
84 //proj.gravity = 0.001;
86 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
87 setsize (proj, '0 0 0', '0 0 0');
88 setorigin (proj, w_shotorg);
93 else if (counter == 1)
95 else if (counter == 2)
97 else if (counter == 3)
101 s = s * cvar("g_balance_crylink_primary_spread");
102 proj.velocity = (w_shotdir + v_right * s_y + v_up * s_z) * cvar("g_balance_crylink_primary_speed");
103 // proj.velocity = (w_shotdir + randomvec() * cvar("g_balance_crylink_primary_spread")) * cvar("g_balance_crylink_primary_speed");
104 W_SetupProjectileVelocity(proj);
105 proj.touch = W_Crylink_Touch;
107 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime"));
108 else if(counter <= 3)
109 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime"));
111 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime"));
112 proj.cnt = cvar("g_balance_crylink_primary_bounces");
113 proj.scale = 1 + 1 * proj.cnt;
115 proj.angles = vectoangles (proj.velocity);
117 //proj.glow_size = 20;
119 proj.effects = EF_LOWPRECISION;
120 proj.flags = FL_PROJECTILE;
121 proj.colormod = proj_color;
122 counter = counter + 1;
126 void W_Crylink_Attack2 (void)
128 local float counter, shots;
131 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
132 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
134 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire2.wav");
136 shots = cvar("g_balance_crylink_secondary_shots");
137 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
138 while (counter < shots)
141 proj.realowner = proj.owner = self;
142 proj.classname = "spike";
143 proj.bot_dodge = TRUE;
144 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
146 proj.movetype = MOVETYPE_BOUNCEMISSILE;
147 proj.solid = SOLID_BBOX;
148 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
149 //proj.gravity = 0.001;
151 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
152 setsize (proj, '0 0 0', '0 0 0');
153 setorigin (proj, w_shotorg);
155 proj.velocity = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")) * cvar("g_balance_crylink_secondary_speed");
156 W_SetupProjectileVelocity(proj);
157 proj.touch = W_Crylink_Touch2;
158 if(counter == (shots - 1) / 2)
159 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
161 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime"));
162 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
163 proj.scale = 1 + 1 * proj.cnt;
165 proj.angles = vectoangles (proj.velocity);
167 //proj.glow_size = 20;
169 proj.effects = EF_LOWPRECISION;
170 proj.flags = FL_PROJECTILE;
171 proj.colormod = proj_color;
172 counter = counter + 1;
178 // experimental lightning gun
179 void W_Crylink_Attack3 (void)
181 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
182 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
183 W_SetupShot (self, '25 8 -8', TRUE, 0, "weapons/crylink_fire.wav");
185 traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * 1000, FALSE, self, self.ping * 0.001);
187 pointparticles(particleeffectnum("lightning_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
188 pointparticles(particleeffectnum("lightning_impact", trace_endpos, trace_plane_normal * 1000, 1);
189 trailparticles(world, particleeffectnum("lightning_beam", w_shotorg, trace_endpos);
191 if (trace_fraction < 1)
192 Damage(trace_ent, self, self, cvar("g_balance_crylink_primary_damage"), WEP_CRYLINK | HITTYPE_SECONDARY, trace_endpos, '0 0 0');
196 void spawnfunc_weapon_crylink (void)
198 weapon_defaultspawnfunc(WEP_CRYLINK);
201 float w_crylink(float req)
206 self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
208 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
210 else if (req == WR_THINK)
212 if (self.BUTTON_ATCK)
213 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
216 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
218 if (self.BUTTON_ATCK2)
219 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
222 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
225 else if (req == WR_PRECACHE)
227 precache_model ("models/plasma.mdl");
228 precache_model ("models/plasmatrail.mdl");
229 precache_model ("models/weapons/g_crylink.md3");
230 precache_model ("models/weapons/v_crylink.md3");
231 precache_model ("models/weapons/w_crylink.zym");
232 precache_sound ("weapons/crylink_fire.wav");
233 precache_sound ("weapons/crylink_fire2.wav");
234 precache_sound ("weapons/crylink_impact.wav");
235 precache_sound ("weapons/crylink_impact2.wav");
237 else if (req == WR_SETUP)
238 weapon_setup(WEP_CRYLINK);
239 else if (req == WR_CHECKAMMO1)
240 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
241 else if (req == WR_CHECKAMMO2)
242 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
243 else if (req == WR_SUICIDEMESSAGE)
245 w_deathtypestring = "succeeded at self-destructing himself with the Crylink";
247 else if (req == WR_KILLMESSAGE)
249 if(w_deathtype & HITTYPE_BOUNCE)
250 w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
251 else if(w_deathtype & HITTYPE_SPLASH)
252 w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
254 w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY