2 const vector proj_color = '1 1 1';
6 void W_Crylink_Touch (void)
11 sound (self, CHAN_PROJECTILE, "weapons/crylink_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/crylink_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;
65 vector forward, right, up;
67 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
68 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
70 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire.wav");
75 shots = cvar("g_balance_crylink_primary_shots");
76 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
77 while (counter < shots)
80 proj.realowner = proj.owner = self;
81 proj.classname = "spike";
82 proj.bot_dodge = TRUE;
83 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
85 proj.movetype = MOVETYPE_BOUNCEMISSILE;
86 proj.solid = SOLID_BBOX;
87 proj.projectiledeathtype = WEP_CRYLINK;
88 //proj.gravity = 0.001;
90 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
91 setsize (proj, '0 0 0', '0 0 0');
92 setorigin (proj, w_shotorg);
100 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
104 s = s * cvar("g_balance_crylink_primary_spread");
105 proj.velocity = (w_shotdir + right * s_y + up * s_z) * cvar("g_balance_crylink_primary_speed");
106 // proj.velocity = (w_shotdir + randomvec() * cvar("g_balance_crylink_primary_spread")) * cvar("g_balance_crylink_primary_speed");
107 W_SetupProjectileVelocity(proj);
108 proj.touch = W_Crylink_Touch;
110 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime"));
111 else if(counter <= 3)
112 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime"));
114 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime"));
115 proj.cnt = cvar("g_balance_crylink_primary_bounces");
116 proj.scale = 1 + 1 * proj.cnt;
118 proj.angles = vectoangles (proj.velocity);
120 //proj.glow_size = 20;
122 proj.effects = EF_LOWPRECISION;
123 proj.flags = FL_PROJECTILE;
124 proj.colormod = proj_color;
125 counter = counter + 1;
129 void W_Crylink_Attack2 (void)
131 local float counter, shots;
134 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
135 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
137 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire2.wav");
139 shots = cvar("g_balance_crylink_secondary_shots");
140 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
141 while (counter < shots)
144 proj.realowner = proj.owner = self;
145 proj.classname = "spike";
146 proj.bot_dodge = TRUE;
147 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
149 proj.movetype = MOVETYPE_BOUNCEMISSILE;
150 proj.solid = SOLID_BBOX;
151 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
152 //proj.gravity = 0.001;
154 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
155 setsize (proj, '0 0 0', '0 0 0');
156 setorigin (proj, w_shotorg);
158 proj.velocity = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")) * cvar("g_balance_crylink_secondary_speed");
159 W_SetupProjectileVelocity(proj);
160 proj.touch = W_Crylink_Touch2;
161 if(counter == (shots - 1) / 2)
162 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
164 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime"));
165 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
166 proj.scale = 1 + 1 * proj.cnt;
168 proj.angles = vectoangles (proj.velocity);
170 //proj.glow_size = 20;
172 proj.effects = EF_LOWPRECISION;
173 proj.flags = FL_PROJECTILE;
174 proj.colormod = proj_color;
175 counter = counter + 1;
181 // experimental lightning gun
182 void W_Crylink_Attack3 (void)
184 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
185 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
186 W_SetupShot (self, '25 8 -8', TRUE, 0, "weapons/crylink_fire.wav");
188 traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * 1000, FALSE, self, self.ping * 0.001);
190 pointparticles(particleeffectnum("lightning_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
191 pointparticles(particleeffectnum("lightning_impact", trace_endpos, trace_plane_normal * 1000, 1);
192 trailparticles(world, particleeffectnum("lightning_beam", w_shotorg, trace_endpos);
194 if (trace_fraction < 1)
195 Damage(trace_ent, self, self, cvar("g_balance_crylink_primary_damage"), WEP_CRYLINK | HITTYPE_SECONDARY, trace_endpos, '0 0 0');
199 void spawnfunc_weapon_crylink (void)
201 weapon_defaultspawnfunc(WEP_CRYLINK);
204 float w_crylink(float req)
209 self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
211 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
213 else if (req == WR_THINK)
215 if (self.BUTTON_ATCK)
216 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
219 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
221 if (self.BUTTON_ATCK2)
222 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
225 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
228 else if (req == WR_PRECACHE)
230 precache_model ("models/plasma.mdl");
231 precache_model ("models/plasmatrail.mdl");
232 precache_model ("models/weapons/g_crylink.md3");
233 precache_model ("models/weapons/v_crylink.md3");
234 precache_model ("models/weapons/w_crylink.zym");
235 precache_sound ("weapons/crylink_fire.wav");
236 precache_sound ("weapons/crylink_fire2.wav");
237 precache_sound ("weapons/crylink_impact.wav");
238 precache_sound ("weapons/crylink_impact2.wav");
240 else if (req == WR_SETUP)
241 weapon_setup(WEP_CRYLINK);
242 else if (req == WR_CHECKAMMO1)
243 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
244 else if (req == WR_CHECKAMMO2)
245 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
246 else if (req == WR_SUICIDEMESSAGE)
248 w_deathtypestring = "succeeded at self-destructing himself with the Crylink";
250 else if (req == WR_KILLMESSAGE)
252 if(w_deathtype & HITTYPE_BOUNCE)
253 w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
254 else if(w_deathtype & HITTYPE_SPLASH)
255 w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
257 w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY