From 10ca98d1046a843d7ba300887faaad739300cd8d Mon Sep 17 00:00:00 2001 From: Martin Taibr Date: Fri, 15 Jun 2018 20:58:31 +0200 Subject: [PATCH] delete old file --- qcsrc/common/mutators/mutator/overkill/rpc.qc | 205 ------------------ 1 file changed, 205 deletions(-) delete mode 100644 qcsrc/common/mutators/mutator/overkill/rpc.qc diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qc b/qcsrc/common/mutators/mutator/overkill/rpc.qc deleted file mode 100644 index 643cfd4e3..000000000 --- a/qcsrc/common/mutators/mutator/overkill/rpc.qc +++ /dev/null @@ -1,205 +0,0 @@ -#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 -- 2.39.2