remove (e);
}
+// adjust towards center
+// returns the origin where they will meet... and the time till the meeting is
+// stored in w_crylink_linkjoin_time.
+// could possibly network this origin and time, and display a special particle
+// effect when projectiles meet there :P
+float w_crylink_linkjoin_time;
+vector W_Crylink_LinkJoin(entity e, float joinspeed)
+{
+ vector avg_origin, avg_velocity;
+ vector targ_origin;
+ float avg_dist, n;
+ entity p;
+
+ avg_origin = e.origin;
+ avg_velocity = e.velocity;
+ n = 1;
+ for(p = e; (p = p.queuenext) != e; )
+ {
+ avg_origin += p.origin;
+ avg_velocity += p.velocity;
+ ++n;
+ }
+ avg_origin *= (1.0 / n);
+ avg_velocity *= (1.0 / n);
+
+ // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
+ avg_dist = pow(vlen(e.origin - avg_origin), 2);
+ for(p = e; (p = p.queuenext) != e; )
+ avg_dist += pow(vlen(e.origin - avg_origin), 2);
+ avg_dist *= (1.0 / n);
+
+ w_crylink_linkjoin_time = 0;
+ if(avg_dist == 0)
+ return avg_origin; // no change needed
+
+ if(joinspeed == 0)
+ {
+ e.velocity = avg_velocity;
+ UpdateCSQCProjectile(e);
+ for(p = e; (p = p.queuenext) != e; )
+ {
+ p.velocity = avg_velocity;
+ UpdateCSQCProjectile(p);
+ }
+ }
+ else
+ {
+ w_crylink_linkjoin_time = avg_dist / joinspeed;
+ targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
+
+ e.velocity = (targ_origin - e.origin) * (joinspeed / avg_dist);
+ UpdateCSQCProjectile(e);
+ for(p = e; (p = p.queuenext) != e; )
+ {
+ p.velocity = (targ_origin - p.origin) * (joinspeed / avg_dist);
+ UpdateCSQCProjectile(p);
+ }
+
+ // analysis:
+ // joinspeed -> +infinity:
+ // w_crylink_linkjoin_time -> +0
+ // targ_origin -> avg_origin
+ // p->velocity -> HUEG towards center
+ // joinspeed -> 0:
+ // w_crylink_linkjoin_time -> +/- infinity
+ // targ_origin -> avg_velocity * +/- infinity
+ // p->velocity -> avg_velocity
+ // joinspeed -> -infinity:
+ // w_crylink_linkjoin_time -> -0
+ // targ_origin -> avg_origin
+ // p->velocity -> HUEG away from center
+ }
+
+ return targ_origin;
+}
+
// NO bounce protection, as bounces are limited!
void W_Crylink_Touch (void)
{