5 void W_Crylink_Touch (void)
10 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
14 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
17 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);
23 self.cnt = self.cnt - 1;
24 self.angles = vectoangles(self.velocity);
26 self.projectiledeathtype |= HITTYPE_BOUNCE;
27 //self.scale = 1 + self.cnt;
30 void W_Crylink_Touch2 (void)
35 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
39 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
42 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);
48 self.cnt = self.cnt - 1;
49 self.angles = vectoangles(self.velocity);
51 self.projectiledeathtype |= HITTYPE_BOUNCE;
52 // self.scale = 1 + 1 * self.cnt;
55 void W_Crylink_Attack (void)
57 local float counter, shots;
60 vector forward, right, up;
62 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
63 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
65 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav");
70 shots = cvar("g_balance_crylink_primary_shots");
71 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
72 while (counter < shots)
75 proj.realowner = proj.owner = self;
76 proj.classname = "spike";
77 proj.bot_dodge = TRUE;
78 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
80 proj.movetype = MOVETYPE_BOUNCEMISSILE;
81 proj.solid = SOLID_BBOX;
82 proj.projectiledeathtype = WEP_CRYLINK;
83 //proj.gravity = 0.001;
85 setorigin (proj, w_shotorg);
93 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
97 s = s * cvar("g_balance_crylink_primary_spread");
98 proj.velocity = (w_shotdir + right * s_y + up * s_z) * cvar("g_balance_crylink_primary_speed");
99 // proj.velocity = (w_shotdir + randomvec() * cvar("g_balance_crylink_primary_spread")) * cvar("g_balance_crylink_primary_speed");
100 W_SetupProjectileVelocity(proj);
101 proj.touch = W_Crylink_Touch;
103 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime"));
104 else if(counter <= 3)
105 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime"));
107 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime"));
108 proj.cnt = cvar("g_balance_crylink_primary_bounces");
109 //proj.scale = 1 + 1 * proj.cnt;
111 proj.angles = vectoangles (proj.velocity);
113 //proj.glow_size = 20;
115 proj.flags = FL_PROJECTILE;
117 CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
119 counter = counter + 1;
123 void W_Crylink_Attack2 (void)
125 local float counter, shots;
128 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
129 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
131 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav");
133 shots = cvar("g_balance_crylink_secondary_shots");
134 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
135 while (counter < shots)
138 proj.realowner = proj.owner = self;
139 proj.classname = "spike";
140 proj.bot_dodge = TRUE;
141 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
143 proj.movetype = MOVETYPE_BOUNCEMISSILE;
144 proj.solid = SOLID_BBOX;
145 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
146 //proj.gravity = 0.001;
148 setorigin (proj, w_shotorg);
150 proj.velocity = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")) * cvar("g_balance_crylink_secondary_speed");
151 W_SetupProjectileVelocity(proj);
152 proj.touch = W_Crylink_Touch2;
153 if(counter == (shots - 1) / 2)
154 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
156 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime"));
157 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
158 //proj.scale = 1 + 1 * proj.cnt;
160 proj.angles = vectoangles (proj.velocity);
162 //proj.glow_size = 20;
164 proj.flags = FL_PROJECTILE;
166 CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
168 counter = counter + 1;
174 // experimental lightning gun
175 void W_Crylink_Attack3 (void)
177 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
178 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
179 W_SetupShot (self, TRUE, 0, "weapons/crylink_fire.wav");
181 traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * 1000, FALSE, self, self.ping * 0.001);
183 pointparticles(particleeffectnum("lightning_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
184 pointparticles(particleeffectnum("lightning_impact", trace_endpos, trace_plane_normal * 1000, 1);
185 trailparticles(world, particleeffectnum("lightning_beam", w_shotorg, trace_endpos);
187 if (trace_fraction < 1)
188 Damage(trace_ent, self, self, cvar("g_balance_crylink_primary_damage"), WEP_CRYLINK | HITTYPE_SECONDARY, trace_endpos, '0 0 0');
192 void spawnfunc_weapon_crylink (void)
194 weapon_defaultspawnfunc(WEP_CRYLINK);
197 float w_crylink(float req)
202 self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
204 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
206 else if (req == WR_THINK)
208 if (self.BUTTON_ATCK)
209 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
212 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
214 if (self.BUTTON_ATCK2)
215 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
218 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
221 else if (req == WR_PRECACHE)
223 precache_model ("models/weapons/g_crylink.md3");
224 precache_model ("models/weapons/v_crylink.md3");
225 precache_model ("models/weapons/h_crylink.dpm");
226 precache_sound ("weapons/crylink_fire.wav");
227 precache_sound ("weapons/crylink_fire2.wav");
229 else if (req == WR_SETUP)
230 weapon_setup(WEP_CRYLINK);
231 else if (req == WR_CHECKAMMO1)
232 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
233 else if (req == WR_CHECKAMMO2)
234 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
235 else if (req == WR_SUICIDEMESSAGE)
237 w_deathtypestring = "succeeded at self-destructing himself with the Crylink";
239 else if (req == WR_KILLMESSAGE)
241 if(w_deathtype & HITTYPE_BOUNCE)
242 w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
243 else if(w_deathtype & HITTYPE_SPLASH)
244 w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
246 w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY