#include "rpc.qh" #ifdef SVQC void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity) { this.event_damage = func_null; this.takedamage = DAMAGE_NO; RadiusDamage (this, this.realowner, WEP_CVAR_PRI(rpc, damage), WEP_CVAR_PRI(rpc, edgedamage), WEP_CVAR_PRI(rpc, radius), NULL, NULL, WEP_CVAR_PRI(rpc, force), this.projectiledeathtype, directhitentity); 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, 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; } this.cnt = vlen(this.velocity); this.wait = this.cnt * sys_frametime; this.pos1 = normalize(this.velocity); tracebox(this.origin, this.mins, this.maxs, this.origin + this.pos1 * (2 * this.wait), MOVE_NORMAL, this); if(IS_PLAYER(trace_ent)) Damage (trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR_PRI(rpc, force)); this.velocity = this.pos1 * (this.cnt + (WEP_CVAR_PRI(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_PRI(rpc, ammo), weaponentity); W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage)); 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(rpc, damage) * 2; missile.takedamage = DAMAGE_YES; missile.damageforcescale = WEP_CVAR_PRI(rpc, damageforcescale); missile.health = WEP_CVAR_PRI(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; 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(rpc, speed), 0); settouch(missile, W_RocketPropelledChainsaw_Touch); setthink(missile, W_RocketPropelledChainsaw_Think); missile.cnt = time + WEP_CVAR_PRI(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.pos1 = missile.velocity; 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_PRI(rpc, speed), 0, WEP_CVAR_PRI(rpc, lifetime), false); } METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if ((WEP_CVAR_SEC(rpc, 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(rpc, refire) * W_WeaponRateFactor(actor); // Ugly hack to reuse the fire mode of the blaster. makevectors(actor.v_angle); Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack actor.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rpc, shotangle), WEP_CVAR_SEC(rpc, damage), WEP_CVAR_SEC(rpc, edgedamage), WEP_CVAR_SEC(rpc, radius), WEP_CVAR_SEC(rpc, force), WEP_CVAR_SEC(rpc, speed), WEP_CVAR_SEC(rpc, spread), WEP_CVAR_SEC(rpc, delay), WEP_CVAR_SEC(rpc, lifetime) ); actor.(weaponentity).m_weapon = oldwep; 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(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(rpc, 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(rpc, refire))) { return; } W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(rpc, animtime), w_ready); return; } if ((fire & 2) && (WEP_CVAR_SEC(rpc, refire_type) == 0)) // Secondary attack { if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(rpc, refire))) { return; } // ugly instagib hack to reuse the fire mode of the laser makevectors(actor.v_angle); Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack actor.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rpc, shotangle), WEP_CVAR_SEC(rpc, damage), WEP_CVAR_SEC(rpc, edgedamage), WEP_CVAR_SEC(rpc, radius), WEP_CVAR_SEC(rpc, force), WEP_CVAR_SEC(rpc, speed), WEP_CVAR_SEC(rpc, spread), WEP_CVAR_SEC(rpc, delay), WEP_CVAR_SEC(rpc, lifetime) ); actor.(weaponentity).m_weapon = oldwep; weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(rpc, animtime), w_ready); } } METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rpc, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_PRI(rpc, ammo); return ammo_amount; } METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rpc, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_SEC(rpc, ammo); return ammo_amount; } METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, WEP_CVAR_PRI(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