.float gravity; .entity realowner; // NO bounce protection, as bounces are limited! void W_Crylink_Touch (void) { float finalhit; float f; PROJECTILE_TOUCH; finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); if(finalhit) f = 1; else f = cvar("g_balance_crylink_primary_bouncedamagefactor"); if(self.alpha) f *= self.alpha; 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); if (finalhit) { remove (self); return; } self.cnt = self.cnt - 1; self.angles = vectoangles(self.velocity); self.owner = world; self.projectiledeathtype |= HITTYPE_BOUNCE; // commented out as it causes a little hitch... //if(proj.cnt == 0) // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE); } void W_Crylink_Touch2 (void) { float finalhit; float f; PROJECTILE_TOUCH; finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); if(finalhit) f = 1; else f = cvar("g_balance_crylink_secondary_bouncedamagefactor"); if(self.alpha) f *= self.alpha; 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); if (finalhit) { remove (self); return; } self.cnt = self.cnt - 1; self.angles = vectoangles(self.velocity); self.owner = world; self.projectiledeathtype |= HITTYPE_BOUNCE; // commented out as it causes a little hitch... //if(proj.cnt == 0) // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE); } void W_Crylink_Attack (void) { local float counter, shots; local entity proj; local vector s; vector forward, right, up; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo"); W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots"))); forward = v_forward; right = v_right; up = v_up; shots = cvar("g_balance_crylink_primary_shots"); pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); while (counter < shots) { proj = spawn (); proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage"); proj.movetype = MOVETYPE_BOUNCEMISSILE; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_CRYLINK; //proj.gravity = 0.001; setorigin (proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); s = '0 0 0'; if (counter == 0) s = '0 0 0'; else { makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); s_y = v_forward_x; s_z = v_forward_y; } s = s * cvar("g_balance_crylink_primary_spread"); W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0); proj.touch = W_Crylink_Touch; if(counter == 0) SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime")); else if(counter <= 3) SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime")); else SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime")); proj.cnt = cvar("g_balance_crylink_primary_bounces"); //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles (proj.velocity); //proj.glow_size = 20; proj.flags = FL_PROJECTILE; CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE); counter = counter + 1; } } void W_Crylink_Attack2 (void) { local float counter, shots; local entity proj; if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo"); W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots"))); shots = cvar("g_balance_crylink_secondary_shots"); pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); while (counter < shots) { proj = spawn (); proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage"); proj.movetype = MOVETYPE_BOUNCEMISSILE; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY; //proj.gravity = 0.001; setorigin (proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0); proj.touch = W_Crylink_Touch2; if(counter == (shots - 1) / 2) SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime")); else SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime")); proj.cnt = cvar("g_balance_crylink_secondary_bounces"); //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles (proj.velocity); //proj.glow_size = 20; proj.flags = FL_PROJECTILE; CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE); counter = counter + 1; } } // experimental lightning gun void W_Crylink_Attack3 (void) { if not(self.items & IT_UNLIMITED_WEAPON_AMMO) self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo"); W_SetupShot (self, TRUE, 0, "weapons/crylink_fire2.wav", cvar("g_balance_crylink_secondary_damage")); traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * cvar("g_balance_crylink_secondary_radius"), FALSE, self, ANTILAG_LATENCY(self)); te_lightning1(self, w_shotorg, trace_endpos); if (trace_fraction < 1) Damage(trace_ent, self, self, cvar("g_balance_crylink_secondary_damage"), WEP_CRYLINK | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_crylink_secondary_force") * w_shotdir); } void spawnfunc_weapon_crylink (void) { weapon_defaultspawnfunc(WEP_CRYLINK); } float w_crylink(float req) { if (req == WR_AIM) { if (random() > 0.15) self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE); else self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE); } else if (req == WR_THINK) { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire"))) { W_Crylink_Attack(); weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready); } if (self.BUTTON_ATCK2) if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire"))) { if(cvar("g_balance_crylink_secondary_lightning")) W_Crylink_Attack3(); else W_Crylink_Attack2(); weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready); } } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_crylink.md3"); precache_model ("models/weapons/v_crylink.md3"); precache_model ("models/weapons/h_crylink.dpm"); precache_sound ("weapons/crylink_fire.wav"); precache_sound ("weapons/crylink_fire2.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_CRYLINK); else if (req == WR_CHECKAMMO1) return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo"); else if (req == WR_CHECKAMMO2) return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo"); else if (req == WR_SUICIDEMESSAGE) { w_deathtypestring = "succeeded at self-destructing themself with the Crylink"; } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be) else if(w_deathtype & HITTYPE_SPLASH) w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY else w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY } return TRUE; };