.entity realowner;
+.entity queuenext;
+.entity queueprev;
+
+// 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);
+
+ if(e.queuenext != e2)
+ W_Crylink_LinkExplode(e.queuenext, e2);
+ remove (e);
+}
+
// NO bounce protection, as bounces are limited!
void W_Crylink_Touch (void)
{
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_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)
+ if(a)
+ f *= a;
+ if (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) || finalhit)
{
+ W_Crylink_LinkExplode(self.queuenext, self);
remove (self);
return;
}
// CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
}
+void W_Crylink_Fadethink (void)
+{
+ self.queuenext.queueprev = self.queueprev;
+ self.queueprev.queuenext = self.queuenext;
+ remove(self);
+}
+
void W_Crylink_Attack (void)
{
local float counter, shots;
- local entity proj;
+ local entity proj, prevproj, firstproj;
local vector s;
vector forward, right, up;
proj.classname = "spike";
proj.bot_dodge = TRUE;
proj.bot_dodgerating = cvar("g_balance_crylink_primary_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);
s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
proj.touch = W_Crylink_Touch;
+
+ proj.think = W_Crylink_Fadethink;
if(counter == 0)
- SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime"));
+ {
+ proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
+ self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
+ proj.nextthink = 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"));
+ {
+ proj.fade_time = time + cvar("g_balance_crylink_primary_star_lifetime");
+ self.fade_rate = 1 / cvar("g_balance_crylink_primary_star_fadetime");
+ proj.nextthink = 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.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
+ self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
+ proj.nextthink = 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;