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1 void() crylink_ready_01;
2 void() crylink_fire1_01;
3 void() crylink_fire2_01;
4 void() crylink_fire3_01;
5 void() crylink_deselect_01;
6 void() crylink_select_01;
7
8 float() crylink_check = 
9 {
10         if (self.ammo_cells > 0) 
11                 return TRUE; 
12         return FALSE;
13 };
14
15 void(float req) w_crylink =
16 {
17         if (req == WR_IDLE)
18                 crylink_ready_01();
19         else if (req == WR_FIRE1)
20                 weapon_prepareattack(crylink_check, crylink_check, crylink_fire1_01, 0.2);
21         else if (req == WR_FIRE2)
22                 weapon_prepareattack(crylink_check, crylink_check, crylink_fire2_01, 0.2);
23         else if (req == WR_FIRE3)
24                 weapon_prepareattack(crylink_check, crylink_check, crylink_fire3_01, 0.2);
25         else if (req == WR_RAISE)
26                 crylink_select_01();
27         else if (req == WR_UPDATECOUNTS)
28                 self.currentammo = self.ammo_cells;
29         else if (req == WR_DROP)
30                 crylink_deselect_01();
31         else if (req == WR_SETUP)
32                 weapon_setup(WEP_CRYLINK, "w_crylink.zym", IT_CELLS);
33         else if (req == WR_CHECKAMMO)
34                 weapon_hasammo = crylink_check();
35 };               
36
37
38 void W_Crylink_Touch (void)
39 {
40         self.event_damage = SUB_Null;
41         te_smallflash(self.origin);
42         RadiusDamage (self, self.owner, 45, 0, 3, world, 55, IT_CRYLINK);
43         remove (self);
44 }
45
46 void W_Crylink_Attack (void) //(float postion)
47 {
48         entity  proj;
49
50         sound (self, CHAN_WEAPON, "weapons/crylink2.wav", 1, ATTN_NORM);
51
52         proj = spawn ();
53         proj.owner = self;
54         proj.classname = "spike";
55
56         proj.movetype = MOVETYPE_FLY; 
57         proj.solid = SOLID_BBOX;
58         
59         setmodel (proj, "models/sprites/bubbles.spr");
60         setsize (proj, '0 0 0', '0 0 0');
61         setorigin (proj, self.origin + self.view_ofs + v_forward * 10 + v_right * 5 + v_up * -14);
62
63         proj.velocity = v_forward * 4000;
64         proj.velocity = proj.velocity + v_right * ( crandom() * 50 );
65         proj.velocity = proj.velocity + v_up * ( crandom() * 50 );
66         proj.touch = W_Crylink_Touch;
67         proj.think = SUB_Remove;
68         proj.nextthink = time + 9;
69
70         proj.glow_color = 10;
71         proj.glow_size = 30;
72
73         self.attack_finished = time + 0.20;
74         self.ammo_cells = self.ammo_cells - 0.2;
75 }
76
77 void W_Crylink_Attack2 (void)
78 {
79
80
81 }
82
83
84 // weapon frames 
85 void()  crylink_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, crylink_ready_01); self.weaponentity.state = WS_READY;};
86 void()  crylink_select_01 =     {weapon_thinkf(-1, 0.3, w_ready); weapon_boblayer1(16, '0 0 0');};
87 void()  crylink_deselect_01 =   {weapon_thinkf(-1, 0.3, w_clear); weapon_boblayer1(16, '0 20 -40');};
88 void()  crylink_fire1_01 =      
89 {
90         weapon_doattack(crylink_check, crylink_check, W_Crylink_Attack);
91         weapon_thinkf(WFRAME_FIRE1, 0.15, crylink_ready_01);
92 };
93 void()  crylink_fire2_01 =      
94 {
95         weapon_doattack(crylink_check, crylink_check, W_Crylink_Attack);
96         weapon_thinkf(WFRAME_FIRE1, 0.15, crylink_ready_01);
97 };
98 void()  crylink_fire3_01 =      
99 {
100         weapon_doattack(crylink_check, crylink_check, W_Crylink_Attack);
101         weapon_thinkf(WFRAME_FIRE1, 0.15, crylink_ready_01);
102 };
103