// force projectile to explode
void W_Crylink_LinkExplode (entity e, entity e2)
{
- float f;
- f = 1;
- if(e.alpha)
- f = e.alpha;
- RadiusDamage (e, e.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, e.projectiledeathtype, other);
+ float a;
+ a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
+
+ RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_damage") * a, cvar("g_balance_crylink_primary_edgedamage") * a, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * a, e.projectiledeathtype, other);
if(e.queuenext != e2)
W_Crylink_LinkExplode(e.queuenext, e2);
}
float a;
- a = 1 - (time - self.fade_time) * self.fade_rate;
+ a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
if(finalhit)
{
float finalhit;
float f;
- PROJECTILE_TOUCH;
+ //PROJECTILE_TOUCH;
+ local entity savenext, saveprev;
+ savenext = self.queuenext;
+ saveprev = self.queueprev;
+ if(WarpZone_Projectile_Touch())
+ {
+ if(wasfreed(self))
+ {
+ savenext.queueprev = saveprev;
+ saveprev.queuenext = savenext;
+ }
+ return;
+ }
+
+ float a;
+ a = 1 - (time - self.fade_time) * self.fade_rate;
+
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)
+ if(a)
+ f *= a;
+ if (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) || finalhit)
{
+ W_Crylink_LinkExplode(self.queuenext, self);
remove (self);
return;
}
void W_Crylink_Attack2 (void)
{
local float counter, shots;
- local entity proj;
+ local entity proj, prevproj, firstproj;
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
proj.classname = "spike";
proj.bot_dodge = TRUE;
proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
+ if(counter == 0) { // first projectile, store in firstproj for now
+ firstproj = proj;
+ }
+ else if(counter == shots - 1) { // last projectile, link up with first projectile
+ prevproj.queuenext = proj;
+ firstproj.queueprev = proj;
+ proj.queuenext = firstproj;
+ proj.queueprev = prevproj;
+ }
+ else { // else link up with previous projectile
+ prevproj.queuenext = proj;
+ proj.queueprev = prevproj;
+ }
+
+ prevproj = proj;
proj.movetype = MOVETYPE_BOUNCEMISSILE;
PROJECTILE_MAKETRIGGER(proj);
W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0);
proj.touch = W_Crylink_Touch2;
+ proj.think = W_Crylink_Fadethink;
if(counter == (shots - 1) / 2)
- SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
+ {
+ proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
+ self.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
+ proj.nextthink = 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.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
+ self.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
+ proj.nextthink = 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;