5 // NO bounce protection, as bounces are limited!
6 void W_Crylink_Touch (void)
11 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
15 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
18 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);
24 self.cnt = self.cnt - 1;
25 self.angles = vectoangles(self.velocity);
27 self.projectiledeathtype |= HITTYPE_BOUNCE;
28 // commented out as it causes a little hitch...
30 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
33 void W_Crylink_Touch2 (void)
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 // commented out as it causes a little hitch...
57 // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
60 void W_Crylink_Attack (void)
62 local float counter, shots;
65 vector forward, right, up;
67 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
68 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
70 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots")));
75 shots = cvar("g_balance_crylink_primary_shots");
76 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
77 while (counter < shots)
80 proj.realowner = proj.owner = self;
81 proj.classname = "spike";
82 proj.bot_dodge = TRUE;
83 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
85 proj.movetype = MOVETYPE_BOUNCEMISSILE;
86 proj.solid = SOLID_BBOX;
87 proj.projectiledeathtype = WEP_CRYLINK;
88 //proj.gravity = 0.001;
90 setorigin (proj, w_shotorg);
91 setsize(proj, '0 0 0', '0 0 0');
99 makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
103 s = s * cvar("g_balance_crylink_primary_spread");
104 proj.velocity = (w_shotdir + right * s_y + up * s_z) * cvar("g_balance_crylink_primary_speed");
105 // proj.velocity = (w_shotdir + randomvec() * cvar("g_balance_crylink_primary_spread")) * cvar("g_balance_crylink_primary_speed");
106 W_SetupProjectileVelocity(proj);
107 proj.touch = W_Crylink_Touch;
109 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime"));
110 else if(counter <= 3)
111 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime"));
113 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime"));
114 proj.cnt = cvar("g_balance_crylink_primary_bounces");
115 //proj.scale = 1 + 1 * proj.cnt;
117 proj.angles = vectoangles (proj.velocity);
119 //proj.glow_size = 20;
121 proj.flags = FL_PROJECTILE;
123 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
125 counter = counter + 1;
129 void W_Crylink_Attack2 (void)
131 local float counter, shots;
134 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
135 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
137 W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots")));
139 shots = cvar("g_balance_crylink_secondary_shots");
140 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
141 while (counter < shots)
144 proj.realowner = proj.owner = self;
145 proj.classname = "spike";
146 proj.bot_dodge = TRUE;
147 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
149 proj.movetype = MOVETYPE_BOUNCEMISSILE;
150 proj.solid = SOLID_BBOX;
151 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
152 //proj.gravity = 0.001;
154 setorigin (proj, w_shotorg);
155 setsize(proj, '0 0 0', '0 0 0');
157 proj.velocity = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")) * cvar("g_balance_crylink_secondary_speed");
158 W_SetupProjectileVelocity(proj);
159 proj.touch = W_Crylink_Touch2;
160 if(counter == (shots - 1) / 2)
161 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
163 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime"));
164 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
165 //proj.scale = 1 + 1 * proj.cnt;
167 proj.angles = vectoangles (proj.velocity);
169 //proj.glow_size = 20;
171 proj.flags = FL_PROJECTILE;
173 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
175 counter = counter + 1;
181 // experimental lightning gun
182 void W_Crylink_Attack3 (void)
184 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
185 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
186 W_SetupShot (self, TRUE, 0, "weapons/crylink_fire.wav");
188 traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * 1000, FALSE, self, self.ping * 0.001);
190 pointparticles(particleeffectnum("lightning_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
191 pointparticles(particleeffectnum("lightning_impact", trace_endpos, trace_plane_normal * 1000, 1);
192 trailparticles(world, particleeffectnum("lightning_beam", w_shotorg, trace_endpos);
194 if (trace_fraction < 1)
195 Damage(trace_ent, self, self, cvar("g_balance_crylink_primary_damage"), WEP_CRYLINK | HITTYPE_SECONDARY, trace_endpos, '0 0 0');
199 void spawnfunc_weapon_crylink (void)
201 weapon_defaultspawnfunc(WEP_CRYLINK);
204 float w_crylink(float req)
209 self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
211 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
213 else if (req == WR_THINK)
215 if (self.BUTTON_ATCK)
216 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
219 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
221 if (self.BUTTON_ATCK2)
222 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
225 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
228 else if (req == WR_PRECACHE)
230 precache_model ("models/weapons/g_crylink.md3");
231 precache_model ("models/weapons/v_crylink.md3");
232 precache_model ("models/weapons/h_crylink.dpm");
233 precache_sound ("weapons/crylink_fire.wav");
234 precache_sound ("weapons/crylink_fire2.wav");
236 else if (req == WR_SETUP)
237 weapon_setup(WEP_CRYLINK);
238 else if (req == WR_CHECKAMMO1)
239 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
240 else if (req == WR_CHECKAMMO2)
241 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
242 else if (req == WR_SUICIDEMESSAGE)
244 w_deathtypestring = "succeeded at self-destructing himself with the Crylink";
246 else if (req == WR_KILLMESSAGE)
248 if(w_deathtype & HITTYPE_BOUNCE)
249 w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
250 else if(w_deathtype & HITTYPE_SPLASH)
251 w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
253 w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY