3 const vector proj_color = '1 1 1';
6 void W_Crylink_Touch (void)
8 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
13 RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage"), cvar("g_balance_crylink_primary_edgedamage"), cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force"), IT_CRYLINK);
14 te_gunshotquad(self.origin);
17 //te_smallflash(self.origin);
18 if (other.takedamage == DAMAGE_AIM)
24 self.touch = SUB_Null;
25 setmodel (self, "models/plasma.mdl"); // precision set below
26 setsize (self, '0 0 0', '0 0 0');
30 self.think = SUB_Remove;
31 self.movetype = MOVETYPE_NONE;
32 self.effects = EF_LOWPRECISION;
33 SUB_SetFade(self, time, 1);
38 void W_Crylink_Touch2 (void)
40 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage"), cvar("g_balance_crylink_secondary_edgedamage"), cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force"), IT_CRYLINK);
46 te_gunshotquad(self.origin);
49 //te_smallflash(self.origin);
50 if (other.takedamage == DAMAGE_AIM)
56 self.touch = SUB_Null;
57 setmodel (self, "models/plasma.mdl"); // precision set below
58 setsize (self, '0 0 0', '0 0 0');
62 self.think = SUB_Remove;
63 self.movetype = MOVETYPE_NONE;
64 self.effects = EF_LOWPRECISION;
65 SUB_SetFade(self, time, 1);
70 void W_Crylink_Attack (void)
72 local float counter, shots;
75 if (cvar("g_use_ammunition"))
76 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
78 W_SetupShot (self, '11 8 -8', FALSE, 2, "weapons/crylink_fire.wav");
79 te_smallflash(w_shotorg);
81 shots = cvar("g_balance_crylink_primary_shots");
82 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg + v_forward * 12, v_forward * 1000, shots);
83 while (counter < shots)
86 proj.realowner = proj.owner = self;
87 proj.classname = "spike";
88 proj.bot_dodge = TRUE;
89 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
91 proj.movetype = MOVETYPE_BOUNCE;
92 proj.solid = SOLID_BBOX;
95 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
96 setsize (proj, '0 0 0', '0 0 0');
97 setorigin (proj, w_shotorg);
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;
102 proj.think = SUB_Remove;
103 proj.nextthink = time + cvar("g_balance_crylink_primary_lifetime");
105 proj.angles = vectoangles (proj.velocity);
107 //proj.glow_size = 20;
109 proj.effects = EF_LOWPRECISION;
110 proj.flags = FL_PROJECTILE;
111 proj.colormod = proj_color;
112 counter = counter + 1;
116 void W_Crylink_Attack2 (void)
118 local float counter, shots;
121 if (cvar("g_use_ammunition"))
122 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
124 W_SetupShot (self, '11 8 -8', FALSE, 2, "weapons/crylink_fire.wav");
125 //te_smallflash(w_shotorg);
127 shots = cvar("g_balance_crylink_secondary_shots");
128 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg + v_forward * 12, v_forward * 1000, shots);
129 while (counter < shots)
132 proj.realowner = proj.owner = self;
133 proj.classname = "spike";
134 proj.bot_dodge = TRUE;
135 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
137 proj.movetype = MOVETYPE_BOUNCE;
138 proj.solid = SOLID_BBOX;
139 proj.gravity = 0.001;
141 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
142 setsize (proj, '0 0 0', '0 0 0');
143 setorigin (proj, w_shotorg);
145 proj.velocity = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")) * cvar("g_balance_crylink_secondary_speed");
146 W_SetupProjectileVelocity(proj);
147 proj.touch = W_Crylink_Touch2;
148 proj.think = SUB_Remove;
149 proj.nextthink = time + cvar("g_balance_crylink_secondary_lifetime");
151 proj.angles = vectoangles (proj.velocity);
153 //proj.glow_size = 20;
155 proj.effects = EF_LOWPRECISION;
156 proj.flags = FL_PROJECTILE;
157 proj.colormod = proj_color;
158 counter = counter + 1;
164 // experimental lightning gun
165 void W_Crylink_Attack3 (void)
167 if (cvar("g_use_ammunition"))
168 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
169 W_SetupShot (self, '11 8 -8', TRUE, 0, "weapons/crylink_fire.wav");
171 // use traceline_hitcorpse to make sure it can hit gibs and corpses too
172 traceline_hitcorpse(self, w_shotorg, w_shotorg + w_shotdir * 1000, FALSE, self);
174 te_smallflash(w_shotorg);
175 te_plasmaburn(trace_endpos);
176 te_lightning2(self, w_shotorg, trace_endpos);
178 if (trace_fraction < 1)
179 Damage(trace_ent, self, self, cvar("g_balance_crylink_primary_damage"), IT_CRYLINK, trace_endpos, '0 0 0');
183 float(float req) w_crylink =
188 self.button0 = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_lifetime"), FALSE);
190 self.button3 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_lifetime"), FALSE);
192 else if (req == WR_THINK)
195 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
198 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
201 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
204 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
207 else if (req == WR_PRECACHE)
209 precache_model ("models/plasma.mdl");
210 precache_model ("models/plasmatrail.mdl");
211 precache_model ("models/weapons/g_crylink.md3");
212 precache_model ("models/weapons/v_crylink.md3");
213 precache_model ("models/weapons/w_crylink.zym");
214 precache_sound ("weapons/crylink_fire.wav");
216 else if (req == WR_SETUP)
217 weapon_setup(WEP_CRYLINK, "crylink", IT_CELLS);
218 else if (req == WR_CHECKAMMO1)
219 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
220 else if (req == WR_CHECKAMMO2)
221 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
222 else if (req == WR_REGISTER)
223 weapon_register(WEP_CRYLINK, min(cvar("g_balance_crylink_primary_ammo"), cvar("g_balance_crylink_secondary_ammo")));