--- /dev/null
- RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
+ #include "okrpc.qh"
+
+ #ifdef SVQC
+
++.float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies
++
+ void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitentity)
+ {
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
+
- if(IS_PLAYER(trace_ent))
++ float explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, 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(okrpc, damage), 0);
++ }
+
+ delete(this);
+ }
+
+ void W_OverkillRocketPropelledChainsaw_Explode_think(entity this)
+ {
+ W_OverkillRocketPropelledChainsaw_Explode(this, NULL);
+ }
+
+ void W_OverkillRocketPropelledChainsaw_Touch (entity this, entity toucher)
+ {
+ if(WarpZone_Projectile_Touch(this, toucher))
+ if(wasfreed(this))
+ return;
+
+ W_OverkillRocketPropelledChainsaw_Explode(this, toucher);
+ }
+
+ void W_OverkillRocketPropelledChainsaw_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_OverkillRocketPropelledChainsaw_Explode_think);
+ }
+
+ void W_OverkillRocketPropelledChainsaw_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 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%.
++ float fired_damage = WEP_CVAR_PRI(okrpc, damage2) - WEP_CVAR_PRI(okrpc, damage);
++ float hit_damage = WEP_CVAR_PRI(okrpc, damage2);
++ accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, fired_damage, hit_damage);
++ }
++ this.m_chainsaw_damage += WEP_CVAR_PRI(okrpc, damage2);
++ }
+ Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(okrpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(okrpc, force));
++ }
+
+ this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(okrpc, speedaccel) * sys_frametime));
+
+ UpdateCSQCProjectile(this);
+ this.nextthink = time;
+ }
+
+ void W_OverkillRocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity weaponentity)
+ {
+ entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
+ entity flash = spawn ();
+
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity);
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), WEP_OVERKILL_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_PRI(okrpc, damage) * 2;
+
+ missile.takedamage = DAMAGE_YES;
+ missile.damageforcescale = WEP_CVAR_PRI(okrpc, damageforcescale);
+ missile.health = WEP_CVAR_PRI(okrpc, health);
+ missile.event_damage = W_OverkillRocketPropelledChainsaw_Damage;
+ missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
+ set_movetype(missile, MOVETYPE_FLY);
+
+ missile.projectiledeathtype = WEP_OVERKILL_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_PRI(okrpc, speed), 0);
+
+ settouch(missile, W_OverkillRocketPropelledChainsaw_Touch);
+
+ setthink(missile, W_OverkillRocketPropelledChainsaw_Think);
+ missile.cnt = time + WEP_CVAR_PRI(okrpc, 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(OverkillRocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+ {
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(okrpc, speed), 0, WEP_CVAR_PRI(okrpc, lifetime), false);
+ }
+
+ METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+ {
+ if ((WEP_CVAR_SEC(okrpc, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+ {
+ // Secondary uses it's own refire timer if refire_type is 1.
+ actor.jump_interval = time + WEP_CVAR_SEC(okrpc, refire) * W_WeaponRateFactor(actor);
+ BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity);
+ if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+ (actor.(weaponentity).wframe == WFRAME_FIRE2))
+ {
+ // Set secondary fire animation.
+ vector a = '0 0 0';
+ actor.(weaponentity).wframe = WFRAME_FIRE2;
+ a = actor.(weaponentity).anim_fire2;
+ a.z *= g_weaponratefactor;
+ FOREACH_CLIENT(true, LAMBDA(
+ if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+ {
+ wframe_send(it, actor.(weaponentity), a, true);
+ }
+ ));
+ animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+ }
+ }
+ if (WEP_CVAR(okrpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okrpc, ammo))
+ {
+ // Forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ return;
+ }
+ if (fire & 1) // Primary attack
+ {
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okrpc, refire)))
+ {
+ return;
+ }
+ W_OverkillRocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okrpc, animtime), w_ready);
+ return;
+ }
+ if ((fire & 2) && (WEP_CVAR_SEC(okrpc, refire_type) == 0)) // Secondary attack
+ {
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okrpc, refire)))
+ {
+ return;
+ }
+ BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okrpc, animtime), w_ready);
+ }
+ }
+
+ METHOD(OverkillRocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+ {
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okrpc, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.m_id]) >= WEP_CVAR_PRI(okrpc, ammo);
+ return ammo_amount;
+ }
+
+ METHOD(OverkillRocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+ {
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okrpc, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.m_id]) >= WEP_CVAR_SEC(okrpc, ammo);
+ return ammo_amount;
+ }
+
+ METHOD(OverkillRocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+ {
+ W_Reload(actor, weaponentity, WEP_CVAR_PRI(okrpc, ammo), SND_RELOAD);
+ }
+
+ METHOD(OverkillRocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
+ {
+ if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+ return WEAPON_OVERKILL_RPC_SUICIDE_SPLASH;
+ else
+ return WEAPON_OVERKILL_RPC_SUICIDE_DIRECT;
+ }
+
+ METHOD(OverkillRocketPropelledChainsaw, 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_OVERKILL_RPC_MURDER_SPLASH;
+ else
+ return WEAPON_OVERKILL_RPC_MURDER_DIRECT;
+ }
+
+ #endif
+
+ #ifdef CSQC
+
+ METHOD(OverkillRocketPropelledChainsaw, 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