/* shortname */ "crylink",
/* fullname */ _("Crylink")
);
-#else
+
+#define CRYLINK_SETTINGS(weapon) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, edgedamage) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, radius) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, force) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, spread) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, shots) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, bounces) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, bouncedamagefactor) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, middle_lifetime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, middle_fadetime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, other_lifetime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, other_fadetime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, linkexplode) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, joindelay) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, joinspread) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, jointime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_damage) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_edgedamage) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_radius) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, joinexplode_force) \
+ WEP_ADD_CVAR(weapon, MO_SEC, spreadtype) \
+ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+ WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
#ifdef SVQC
+CRYLINK_SETTINGS(crylink)
void spawnfunc_weapon_crylink() { weapon_defaultspawnfunc(WEP_CRYLINK); }
.float gravity;
.float crylink_waitrelease;
.entity queuenext;
.entity queueprev;
+#endif
+#else
+#ifdef SVQC
void W_Crylink_CheckLinks(entity e)
{
if(e == e.realowner.crylink_lastgroup)
e.realowner.crylink_lastgroup = world;
-
- if(e.projectiledeathtype & HITTYPE_SECONDARY)
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other);
- else
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other);
+
+ float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
+
+ RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other);
W_Crylink_LinkExplode(e.queuenext, e2);
}
if(n >= 2)
{
- if(e.projectiledeathtype & HITTYPE_SECONDARY)
- {
- if(autocvar_g_balance_crylink_secondary_joinexplode)
- {
- n = n / autocvar_g_balance_crylink_secondary_shots;
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n,
- autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n,
- autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner, world,
- autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other);
-
- pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
- }
- }
- else
+ float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
+
+ if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode))
{
- if(autocvar_g_balance_crylink_primary_joinexplode)
- {
- n = n / autocvar_g_balance_crylink_primary_shots;
- RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
- autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
- autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner, world,
- autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
-
- pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
- }
+ n /= WEP_CVAR_BOTH(crylink, isprimary, shots);
+ RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n,
+ WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n,
+ WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n, e.realowner, world,
+ WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n, e.projectiledeathtype, other);
+ pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
}
}
}
{
float finalhit;
float f;
+ float isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
PROJECTILE_TOUCH;
float a;
if(finalhit)
f = 1;
else
- f = autocvar_g_balance_crylink_primary_bouncedamagefactor;
- if(a)
- f *= a;
-
- float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other);
-
- if(totaldamage && ((autocvar_g_balance_crylink_primary_linkexplode == 2) || ((autocvar_g_balance_crylink_primary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_primary_radius))))
- {
- if(self == self.realowner.crylink_lastgroup)
- self.realowner.crylink_lastgroup = world;
- W_Crylink_LinkExplode(self.queuenext, self);
- self.classname = "spike_oktoremove";
- remove (self);
- return;
- }
- else if(finalhit)
- {
- // just unlink
- W_Crylink_Dequeue(self);
- remove(self);
- return;
- }
- self.cnt = self.cnt - 1;
- self.angles = vectoangles(self.velocity);
- self.owner = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- // commented out as it causes a little hitch...
- //if(proj.cnt == 0)
- // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
-}
-
-void W_Crylink_Touch2 (void)
-{
- float finalhit;
- float f;
- PROJECTILE_TOUCH;
-
- float a;
- a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
-
- finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
- if(finalhit)
- f = 1;
- else
- f = autocvar_g_balance_crylink_secondary_bouncedamagefactor;
+ f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor);
if(a)
f *= a;
- float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other);
+ float totaldamage = RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), world, world, WEP_CVAR_BOTH(crylink, isprimary, force) * f, self.projectiledeathtype, other);
- if(totaldamage && ((autocvar_g_balance_crylink_secondary_linkexplode == 2) || ((autocvar_g_balance_crylink_secondary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_secondary_radius))))
+ if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(self, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
{
if(self == self.realowner.crylink_lastgroup)
self.realowner.crylink_lastgroup = world;
W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo);
- maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots;
- maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces;
- if(autocvar_g_balance_crylink_primary_joinexplode)
- maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage;
+ maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots);
+ maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces);
+ if(WEP_CVAR_PRI(crylink, joinexplode))
+ maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage);
W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
- shots = autocvar_g_balance_crylink_primary_shots;
+ shots = WEP_CVAR_PRI(crylink, shots);
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage;
+ proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
if(shots == 1) {
proj.queuenext = proj;
proj.queueprev = proj;
s_y = v_forward_x;
s_z = v_forward_y;
}
- s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor;
- W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE);
+ s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
+ W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, FALSE);
proj.touch = W_Crylink_Touch;
proj.think = W_Crylink_Fadethink;
if(counter == 0)
{
- proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime;
+ proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime);
+ proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime);
+ proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime);
}
else
{
- proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime;
+ proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime);
+ proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime);
+ proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime);
}
- proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay;
- proj.cnt = autocvar_g_balance_crylink_primary_bounces;
+ proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay);
+ proj.cnt = WEP_CVAR_PRI(crylink, bounces);
//proj.scale = 1 + 1 * proj.cnt;
proj.angles = vectoangles (proj.velocity);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
- if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0)
+ if(WEP_CVAR_PRI(crylink, joinspread) != 0 || WEP_CVAR_PRI(crylink, jointime) != 0)
{
self.crylink_lastgroup = proj;
W_Crylink_CheckLinks(proj);
W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo);
- maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots;
- maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces;
- if(autocvar_g_balance_crylink_secondary_joinexplode)
- maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage;
+ maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots);
+ maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces);
+ if(WEP_CVAR_SEC(crylink, joinexplode))
+ maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage);
W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg);
forward = v_forward;
right = v_right;
up = v_up;
- shots = autocvar_g_balance_crylink_secondary_shots;
+ shots = WEP_CVAR_SEC(crylink, shots);
pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
proj.realowner = proj.owner = self;
proj.classname = "spike";
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage;
+ proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
if(shots == 1) {
proj.queuenext = proj;
proj.queueprev = proj;
setorigin (proj, w_shotorg);
setsize(proj, '0 0 0', '0 0 0');
- if(autocvar_g_balance_crylink_secondary_spreadtype == 1)
+ if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
{
s = '0 0 0';
if (counter == 0)
s_y = v_forward_x;
s_z = v_forward_y;
}
- s = s * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor;
+ s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
s = w_shotdir + right * s_y + up * s_z;
}
else
{
- s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor);
+ s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
}
- W_SetupProjectileVelocityEx(proj, s, v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE);
- proj.touch = W_Crylink_Touch2;
+ W_SetupProjectileVelocityEx(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, FALSE);
+ proj.touch = W_Crylink_Touch;
proj.think = W_Crylink_Fadethink;
if(counter == (shots - 1) / 2)
{
- proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime;
+ proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime);
+ proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime);
+ proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime);
}
else
{
- proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime;
- proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime;
- proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime;
+ proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime);
+ proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime);
+ proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime);
}
- proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay;
- proj.cnt = autocvar_g_balance_crylink_secondary_bounces;
+ proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay);
+ proj.cnt = WEP_CVAR_SEC(crylink, bounces);
//proj.scale = 1 + 1 * proj.cnt;
proj.angles = vectoangles (proj.velocity);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
- if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0)
+ if(WEP_CVAR_SEC(crylink, joinspread) != 0 || WEP_CVAR_SEC(crylink, jointime) != 0)
{
self.crylink_lastgroup = proj;
W_Crylink_CheckLinks(proj);
case WR_AIM:
{
if (random() < 0.10)
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE);
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), FALSE);
else
- self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE);
+ self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), FALSE);
return TRUE;
}
if (self.BUTTON_ATCK)
{
if (self.crylink_waitrelease != 1)
- if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire))
+ if (weapon_prepareattack(0, WEP_CVAR_PRI(crylink, refire)))
{
W_Crylink_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready);
}
}
if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary)
{
if (self.crylink_waitrelease != 2)
- if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire))
+ if (weapon_prepareattack(1, WEP_CVAR_SEC(crylink, refire)))
{
W_Crylink_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready);
}
}
{
vector pos;
entity linkjoineffect;
-
- if(self.crylink_waitrelease == 1)
- {
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed, autocvar_g_balance_crylink_primary_jointime);
-
- }
- else
- {
- pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed, autocvar_g_balance_crylink_secondary_jointime);
- }
+ float isprimary = (self.crylink_waitrelease == 1);
+
+ pos = W_Crylink_LinkJoin(self.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed), WEP_CVAR_BOTH(crylink, isprimary, jointime));
linkjoineffect = spawn();
linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
precache_sound ("weapons/crylink_fire.wav");
precache_sound ("weapons/crylink_fire2.wav");
precache_sound ("weapons/crylink_linkjoin.wav");
+ #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
+ #define WEP_ADD_PROP(weapon,prop,name) get_weaponinfo(WEP_CRYLINK).##prop = autocvar_g_balance_##weapon##_##name;
+ CRYLINK_SETTINGS(crylink)
+ #undef WEP_ADD_CVAR
+ #undef WEP_ADD_PROP
return TRUE;
}
case WR_SETUP: