2 const vector proj_color = '1 1 1';
6 void W_Crylink_Touch (void)
11 pointparticles(particleeffectnum("crylink_impactbig"), self.origin, '0 0 0', 1);
12 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
16 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
19 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);
25 self.cnt = self.cnt - 1;
26 self.angles = vectoangles(self.velocity);
28 self.projectiledeathtype |= HITTYPE_BOUNCE;
29 //self.scale = 1 + self.cnt;
32 void W_Crylink_Touch2 (void)
37 pointparticles(particleeffectnum("crylink_impact"), self.origin, '0 0 0', 1);
38 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
42 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
45 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);
51 self.cnt = self.cnt - 1;
52 self.angles = vectoangles(self.velocity);
54 self.projectiledeathtype |= HITTYPE_BOUNCE;
55 // self.scale = 1 + 1 * self.cnt;
58 void W_Crylink_Attack (void)
60 local float counter, shots;
64 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
65 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
67 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire.wav");
69 shots = cvar("g_balance_crylink_primary_shots");
70 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
71 while (counter < shots)
74 proj.realowner = proj.owner = self;
75 proj.classname = "spike";
76 proj.bot_dodge = TRUE;
77 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
79 proj.movetype = MOVETYPE_BOUNCEMISSILE;
80 proj.solid = SOLID_BBOX;
81 proj.projectiledeathtype = WEP_CRYLINK;
82 //proj.gravity = 0.001;
84 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
85 setsize (proj, '0 0 0', '0 0 0');
86 setorigin (proj, w_shotorg);
91 else if (counter == 1)
93 else if (counter == 2)
95 else if (counter == 3)
99 s = s * cvar("g_balance_crylink_primary_spread");
100 proj.velocity = (w_shotdir + v_right * s_y + v_up * s_z) * cvar("g_balance_crylink_primary_speed");
101 // proj.velocity = (w_shotdir + randomvec() * cvar("g_balance_crylink_primary_spread")) * cvar("g_balance_crylink_primary_speed");
102 W_SetupProjectileVelocity(proj);
103 proj.touch = W_Crylink_Touch;
105 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime"));
106 else if(counter <= 3)
107 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime"));
109 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime"));
110 proj.cnt = cvar("g_balance_crylink_primary_bounces");
111 proj.scale = 1 + 1 * proj.cnt;
113 proj.angles = vectoangles (proj.velocity);
115 //proj.glow_size = 20;
117 proj.effects = EF_LOWPRECISION;
118 proj.flags = FL_PROJECTILE;
119 proj.colormod = proj_color;
120 counter = counter + 1;
124 void W_Crylink_Attack2 (void)
126 local float counter, shots;
129 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
130 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
132 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire.wav");
134 shots = cvar("g_balance_crylink_secondary_shots");
135 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
136 while (counter < shots)
139 proj.realowner = proj.owner = self;
140 proj.classname = "spike";
141 proj.bot_dodge = TRUE;
142 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
144 proj.movetype = MOVETYPE_BOUNCEMISSILE;
145 proj.solid = SOLID_BBOX;
146 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
147 //proj.gravity = 0.001;
149 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
150 setsize (proj, '0 0 0', '0 0 0');
151 setorigin (proj, w_shotorg);
153 proj.velocity = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")) * cvar("g_balance_crylink_secondary_speed");
154 W_SetupProjectileVelocity(proj);
155 proj.touch = W_Crylink_Touch2;
156 if(counter == (shots - 1) / 2)
157 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
159 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime"));
160 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
161 proj.scale = 1 + 1 * proj.cnt;
163 proj.angles = vectoangles (proj.velocity);
165 //proj.glow_size = 20;
167 proj.effects = EF_LOWPRECISION;
168 proj.flags = FL_PROJECTILE;
169 proj.colormod = proj_color;
170 counter = counter + 1;
176 // experimental lightning gun
177 void W_Crylink_Attack3 (void)
179 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
180 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
181 W_SetupShot (self, '25 8 -8', TRUE, 0, "weapons/crylink_fire.wav");
183 traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * 1000, FALSE, self, self.ping * 0.001);
185 pointparticles(particleeffectnum("lightning_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
186 pointparticles(particleeffectnum("lightning_impact", trace_endpos, trace_plane_normal * 1000, 1);
187 trailparticles(world, particleeffectnum("lightning_beam", w_shotorg, trace_endpos);
189 if (trace_fraction < 1)
190 Damage(trace_ent, self, self, cvar("g_balance_crylink_primary_damage"), WEP_CRYLINK | HITTYPE_SECONDARY, trace_endpos, '0 0 0');
194 void spawnfunc_weapon_crylink (void)
196 weapon_defaultspawnfunc(WEP_CRYLINK);
199 float w_crylink(float req)
204 self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
206 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
208 else if (req == WR_THINK)
210 if (self.BUTTON_ATCK)
211 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
214 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
216 if (self.BUTTON_ATCK2)
217 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
220 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
223 else if (req == WR_PRECACHE)
225 precache_model ("models/plasma.mdl");
226 precache_model ("models/plasmatrail.mdl");
227 precache_model ("models/weapons/g_crylink.md3");
228 precache_model ("models/weapons/v_crylink.md3");
229 precache_model ("models/weapons/w_crylink.zym");
230 precache_sound ("weapons/crylink_fire.wav");
232 else if (req == WR_SETUP)
233 weapon_setup(WEP_CRYLINK);
234 else if (req == WR_CHECKAMMO1)
235 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
236 else if (req == WR_CHECKAMMO2)
237 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
238 else if (req == WR_SUICIDEMESSAGE)
240 w_deathtypestring = "succeeded at self-destructing himself with the Crylink";
242 else if (req == WR_KILLMESSAGE)
244 if(w_deathtype & HITTYPE_BOUNCE)
245 w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
246 else if(w_deathtype & HITTYPE_SPLASH)
247 w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
249 w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY