1 void() crylink_ready_01;
2 void() crylink_fire1_01;
3 void() crylink_fire2_01;
4 void() crylink_deselect_01;
5 void() crylink_select_01;
9 float() crylink_check =
11 if (self.ammo_cells >= 1)
16 void(float req) w_crylink =
20 else if (req == WR_FIRE1)
21 weapon_prepareattack(crylink_check, crylink_check, crylink_fire1_01, 0.2);
22 else if (req == WR_FIRE2)
23 weapon_prepareattack(crylink_check, crylink_check, crylink_fire2_01, 0.2);
24 else if (req == WR_RAISE)
26 else if (req == WR_UPDATECOUNTS)
27 self.currentammo = self.ammo_cells;
28 else if (req == WR_DROP)
29 crylink_deselect_01();
30 else if (req == WR_SETUP)
31 weapon_setup(WEP_CRYLINK, "w_crylink.zym", IT_CELLS);
32 else if (req == WR_CHECKAMMO)
33 weapon_hasammo = crylink_check();
37 void W_Crylink_Touch (void)
39 self.event_damage = nullfunction;
40 //te_smallflash(self.origin);
41 RadiusDamage (self, self.owner, cvar("g_balance_crylink_damage"), cvar("g_balance_crylink_edgedamage"), cvar("g_balance_crylink_radius"), world, cvar("g_balance_crylink_force"), IT_CRYLINK);
42 self.touch = nullfunction;
43 self.norespawn = TRUE;
44 setmodel (self, "models/plasma.mdl");
48 self.think = SUB_Remove;
49 SUB_SetFade(self, time);
53 void W_Crylink_Attack (void) //(float postion)
57 sound (self, CHAN_WEAPON, "weapons/crylink.wav", 1, ATTN_NORM);
58 self.attack_finished = time + cvar("g_balance_crylink_refire");
59 self.ammo_cells = self.ammo_cells - 1;
65 makevectors(self.v_angle);
68 proj.classname = "spike";
70 proj.movetype = MOVETYPE_BOUNCE;
71 proj.solid = SOLID_BBOX;
74 setmodel (proj, "models/plasmatrail.mdl");
75 setsize (proj, '0 0 0', '0 0 0');
76 setorigin (proj, self.origin + self.view_ofs + v_forward * 10 + v_right * 5 + v_up * -14);
78 proj.velocity = (v_forward + (counter / 7) * randomvec() * cvar("g_balance_crylink_spread")) * cvar("g_balance_crylink_speed");
79 proj.touch = W_Crylink_Touch;
80 proj.think = SUB_Remove;
81 proj.nextthink = time + 9;
83 proj.angles = vectoangles (proj.velocity);
88 proj.effects = proj.effects | EF_ADDITIVE;
89 proj.effects = proj.effects | EF_LOWPRECISION;
90 counter = counter + 1;
94 void W_Crylink_Attack2 (void)
98 sound (self, CHAN_WEAPON, "weapons/crylink.wav", 1, ATTN_NORM);
99 self.attack_finished = time + cvar("g_balance_crylink_refire");
100 self.ammo_cells = self.ammo_cells - 1;
106 makevectors(self.v_angle);
109 proj.classname = "spike";
111 proj.movetype = MOVETYPE_BOUNCE;
112 proj.solid = SOLID_BBOX;
113 proj.gravity = 0.001;
115 setmodel (proj, "models/plasmatrail.mdl");
116 setsize (proj, '0 0 0', '0 0 0');
117 setorigin (proj, self.origin + self.view_ofs + v_forward * 10 + v_right * 5 + v_up * -14);
119 proj.velocity = (v_forward + (counter / 2 - 1) * v_right * cvar("g_balance_crylink_spread")) * cvar("g_balance_crylink_speed");
120 proj.touch = W_Crylink_Touch;
121 proj.think = SUB_Remove;
122 proj.nextthink = time + 9;
124 proj.angles = vectoangles (proj.velocity);
126 proj.glow_color = 10;
129 proj.effects = proj.effects | EF_ADDITIVE;
130 proj.effects = proj.effects | EF_LOWPRECISION;
131 counter = counter + 1;
137 void() crylink_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, crylink_ready_01); self.weaponentity.state = WS_READY;};
138 void() crylink_select_01 = {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
139 void() crylink_deselect_01 = {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
140 void() crylink_fire1_01 =
142 weapon_doattack(crylink_check, crylink_check, W_Crylink_Attack);
143 weapon_thinkf(WFRAME_FIRE1, 0.15, crylink_ready_01);
145 void() crylink_fire2_01 =
147 weapon_doattack(crylink_check, crylink_check, W_Crylink_Attack2);
148 weapon_thinkf(WFRAME_FIRE1, 0.15, crylink_ready_01);
150 void() crylink_fire3_01 =
152 weapon_doattack(crylink_check, crylink_check, W_Crylink_Attack);
153 weapon_thinkf(WFRAME_FIRE1, 0.15, crylink_ready_01);