2 const vector proj_color = '1 1 1';
6 void W_Crylink_Touch (void)
10 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
15 pointparticles(particleeffectnum("crylink_impactbig"), self.origin, '0 0 0', 1);
16 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
20 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
23 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);
29 self.cnt = self.cnt - 1;
30 self.angles = vectoangles(self.velocity);
32 self.projectiledeathtype |= HITTYPE_BOUNCE;
33 //self.scale = 1 + self.cnt;
36 void W_Crylink_Touch2 (void)
40 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 pointparticles(particleeffectnum("crylink_impact"), self.origin, '0 0 0', 1);
46 finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
50 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
53 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);
59 self.cnt = self.cnt - 1;
60 self.angles = vectoangles(self.velocity);
62 self.projectiledeathtype |= HITTYPE_BOUNCE;
63 // self.scale = 1 + 1 * self.cnt;
66 void W_Crylink_Attack (void)
68 local float counter, shots;
72 if not(self.items & IT_UNLIMITED_AMMO)
73 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
75 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire.wav");
77 shots = cvar("g_balance_crylink_primary_shots");
78 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
79 while (counter < shots)
82 proj.realowner = proj.owner = self;
83 proj.classname = "spike";
84 proj.bot_dodge = TRUE;
85 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
87 proj.movetype = MOVETYPE_BOUNCEMISSILE;
88 proj.solid = SOLID_BBOX;
89 proj.projectiledeathtype = WEP_CRYLINK;
90 //proj.gravity = 0.001;
92 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
93 setsize (proj, '0 0 0', '0 0 0');
94 setorigin (proj, w_shotorg);
99 else if (counter == 1)
101 else if (counter == 2)
103 else if (counter == 3)
107 s = s * cvar("g_balance_crylink_primary_spread");
108 proj.velocity = (w_shotdir + v_right * s_y + v_up * s_z) * cvar("g_balance_crylink_primary_speed");
109 // proj.velocity = (w_shotdir + randomvec() * cvar("g_balance_crylink_primary_spread")) * cvar("g_balance_crylink_primary_speed");
110 W_SetupProjectileVelocity(proj);
111 proj.touch = W_Crylink_Touch;
113 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime"));
114 else if(counter <= 3)
115 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime"));
117 SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime"));
118 proj.cnt = cvar("g_balance_crylink_primary_bounces");
119 proj.scale = 1 + 1 * proj.cnt;
121 proj.angles = vectoangles (proj.velocity);
123 //proj.glow_size = 20;
125 proj.effects = EF_LOWPRECISION;
126 proj.flags = FL_PROJECTILE;
127 proj.colormod = proj_color;
128 counter = counter + 1;
132 void W_Crylink_Attack2 (void)
134 local float counter, shots;
137 if not(self.items & IT_UNLIMITED_AMMO)
138 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
140 W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/crylink_fire.wav");
142 shots = cvar("g_balance_crylink_secondary_shots");
143 pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
144 while (counter < shots)
147 proj.realowner = proj.owner = self;
148 proj.classname = "spike";
149 proj.bot_dodge = TRUE;
150 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
152 proj.movetype = MOVETYPE_BOUNCEMISSILE;
153 proj.solid = SOLID_BBOX;
154 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
155 //proj.gravity = 0.001;
157 setmodel (proj, "models/plasmatrail.mdl"); // precision set below
158 setsize (proj, '0 0 0', '0 0 0');
159 setorigin (proj, w_shotorg);
161 proj.velocity = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread")) * cvar("g_balance_crylink_secondary_speed");
162 W_SetupProjectileVelocity(proj);
163 proj.touch = W_Crylink_Touch2;
164 if(counter == (shots - 1) / 2)
165 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
167 SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime"));
168 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
169 proj.scale = 1 + 1 * proj.cnt;
171 proj.angles = vectoangles (proj.velocity);
173 //proj.glow_size = 20;
175 proj.effects = EF_LOWPRECISION;
176 proj.flags = FL_PROJECTILE;
177 proj.colormod = proj_color;
178 counter = counter + 1;
184 // experimental lightning gun
185 void W_Crylink_Attack3 (void)
187 if not(self.items & IT_UNLIMITED_AMMO)
188 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
189 W_SetupShot (self, '25 8 -8', TRUE, 0, "weapons/crylink_fire.wav");
191 traceline_antilag(self, w_shotorg, w_shotorg + w_shotdir * 1000, FALSE, self, self.ping * 0.001);
193 pointparticles(particleeffectnum("lightning_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
194 pointparticles(particleeffectnum("lightning_impact", trace_endpos, trace_plane_normal * 1000, 1);
195 trailparticles(world, particleeffectnum("lightning_beam", w_shotorg, trace_endpos);
197 if (trace_fraction < 1)
198 Damage(trace_ent, self, self, cvar("g_balance_crylink_primary_damage"), WEP_CRYLINK | HITTYPE_SECONDARY, trace_endpos, '0 0 0');
202 void spawnfunc_weapon_crylink (void)
204 weapon_defaultspawnfunc(WEP_CRYLINK);
207 float w_crylink(float req)
212 self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
214 self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
216 else if (req == WR_THINK)
218 if (self.BUTTON_ATCK)
219 if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
222 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
224 if (self.BUTTON_ATCK2)
225 if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
228 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
231 else if (req == WR_PRECACHE)
233 precache_model ("models/plasma.mdl");
234 precache_model ("models/plasmatrail.mdl");
235 precache_model ("models/weapons/g_crylink.md3");
236 precache_model ("models/weapons/v_crylink.md3");
237 precache_model ("models/weapons/w_crylink.zym");
238 precache_sound ("weapons/crylink_fire.wav");
240 else if (req == WR_SETUP)
241 weapon_setup(WEP_CRYLINK);
242 else if (req == WR_CHECKAMMO1)
243 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
244 else if (req == WR_CHECKAMMO2)
245 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
246 else if (req == WR_SUICIDEMESSAGE)
248 w_deathtypestring = "succeeded at self-destructing himself with the Crylink";
250 else if (req == WR_KILLMESSAGE)
252 if(w_deathtype & HITTYPE_BOUNCE)
253 w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
254 else if(w_deathtype & HITTYPE_SPLASH)
255 w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
257 w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY