+++ /dev/null
-#include "rpc.qh"
-
-#ifdef SVQC
-
-.float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies
-
-void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity)
-{
- this.event_damage = func_null;
- this.takedamage = DAMAGE_NO;
-
- float explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
- if (explosion_damage > 0 && this.m_chainsaw_damage > 0) {
- // if chainsaw hit something, it removed fired damage (so that direct hit is 100%)
- // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back
- accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(rpc, damage), 0);
- }
-
- delete(this);
-}
-
-void W_RocketPropelledChainsaw_Explode_think(entity this)
-{
- W_RocketPropelledChainsaw_Explode(this, NULL);
-}
-
-void W_RocketPropelledChainsaw_Touch(entity this, entity toucher)
-{
- if(WarpZone_Projectile_Touch(this, toucher))
- if(wasfreed(this))
- return;
-
- W_RocketPropelledChainsaw_Explode(this, toucher);
-}
-
-void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
-{
- if (this.health <= 0)
- return;
-
- if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
- return; // g_projectiles_damage says to halt
-
- this.health = this.health - damage;
-
- if (this.health <= 0)
- W_PrepareExplosionByDamage(this, attacker, W_RocketPropelledChainsaw_Explode_think);
-}
-
-void W_RocketPropelledChainsaw_Think(entity this)
-{
- if(this.cnt <= time)
- {
- delete(this);
- return;
- }
-
- float myspeed = vlen(this.velocity);
- float myspeed_accel = myspeed * sys_frametime;
- vector mydir = normalize(this.velocity);
-
- tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
- if (IS_PLAYER(trace_ent)) {
- if (accuracy_isgooddamage(this.realowner, trace_ent)) {
- if (this.m_chainsaw_damage == 0) { // first hit
- // The fired damage of the explosion (WEP_CVAR(rpc, damage)) is already counted in the statistics (when launching the chainsaw).
- // We remove it here so that a direct hit that passes through and doesn't damage anything by the explosion later is still 100%.
- accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(rpc, damage2) - WEP_CVAR(rpc, damage), WEP_CVAR(rpc, damage2));
- }
- this.m_chainsaw_damage += WEP_CVAR(rpc, damage2);
- }
- Damage(trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force));
- }
-
- this.velocity = mydir * (myspeed + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
-
- UpdateCSQCProjectile(this);
- this.nextthink = time;
-}
-
-void W_RocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .entity weaponentity)
-{
- entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
- entity flash = spawn ();
-
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity);
- W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage), WEP_RPC.m_id);
- Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- PROJECTILE_MAKETRIGGER(missile);
-
- missile.owner = missile.realowner = actor;
- missile.bot_dodge = true;
- missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
-
- missile.takedamage = DAMAGE_YES;
- missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
- missile.health = WEP_CVAR(rpc, health);
- missile.event_damage = W_RocketPropelledChainsaw_Damage;
- missile.damagedbycontents = true;
- IL_PUSH(g_damagedbycontents, missile);
- set_movetype(missile, MOVETYPE_FLY);
-
- missile.projectiledeathtype = WEP_RPC.m_id;
- missile.weaponentity_fld = weaponentity;
- setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
-
- setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
- W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
-
- settouch(missile, W_RocketPropelledChainsaw_Touch);
-
- setthink(missile, W_RocketPropelledChainsaw_Think);
- missile.cnt = time + WEP_CVAR(rpc, lifetime);
- missile.nextthink = time;
- missile.flags = FL_PROJECTILE;
- IL_PUSH(g_projectiles, missile);
- IL_PUSH(g_bot_dodge, missile);
-
- CSQCProjectile(missile, true, PROJECTILE_RPC, false);
-
- setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
- SUB_SetFade (flash, time, 0.1);
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
- missile.m_chainsaw_damage = 0;
-
- MUTATOR_CALLHOOK(EditProjectile, actor, missile);
-}
-
-METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
-{
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
-}
-
-METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-{
- if(WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(rpc, ammo)) {
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- {
- if (fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
- {
- W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
- }
- }
-
- if (fire & 2)
- {
- // to-do
- }
- }
-}
-
-METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
-{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(rpc, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
- return ammo_amount;
-}
-
-METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
-{
- return false;
-}
-
-METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-{
- W_Reload(actor, weaponentity, WEP_CVAR(rpc, ammo), SND_RELOAD);
-}
-
-METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
-{
- if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_RPC_SUICIDE_SPLASH;
- else
- return WEAPON_RPC_SUICIDE_DIRECT;
-}
-
-METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
-{
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_BLASTER_MURDER;
- else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
- return WEAPON_RPC_MURDER_SPLASH;
- else
- return WEAPON_RPC_MURDER_DIRECT;
-}
-
-#endif
-
-#ifdef CSQC
-
-METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
-{
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-}
-
-#endif