#ifdef SVQC
.float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies
-.float m_explosion_damage;
void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- this.m_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, directhitentity);
+ 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, 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);
}
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 anytihng 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.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force));
this.nextthink = time;
}
-void chainsaw_dtor(entity this) {
- if (this.m_chainsaw_damage > 0) {
- float damage_fired = WEP_CVAR(rpc, damage2);
- float damage_hit = WEP_CVAR(rpc, damage2); // never go above 100% even if we hit multiple enemies
- if (!this.m_explosion_damage) {
- // 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 anytihng by the explosion later is still 100%.
- damage_fired -= WEP_CVAR(rpc, damage);
- }
- accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, damage_fired, damage_hit);
- }
-}
-
void W_RocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
missile.m_chainsaw_damage = 0;
- missile.m_explosion_damage = 0;
- missile.dtor = chainsaw_dtor;
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}