#ifndef IMPLEMENTATION CLASS(RocketPropelledChainsaw, Weapon) /* ammotype */ ATTRIB(RocketPropelledChainsaw, ammo_field, .int, ammo_rockets) /* impulse */ ATTRIB(RocketPropelledChainsaw, impulse, int, 7) /* flags */ ATTRIB(RocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON); /* rating */ ATTRIB(RocketPropelledChainsaw, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); /* color */ ATTRIB(RocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0'); /* modelname */ ATTRIB(RocketPropelledChainsaw, mdl, string, "ok_rl"); #ifndef MENUQC /* model */ ATTRIB(RocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM); #endif /* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher"); /* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc"); /* refname */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc"); /* wepname */ ATTRIB(RocketPropelledChainsaw, m_name, string, _("Rocket Propelled Chainsaw")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, NONE) \ P(class, prefix, animtime, float, NONE) \ P(class, prefix, damage2, float, NONE) \ P(class, prefix, damageforcescale, float, NONE) \ P(class, prefix, damage, float, NONE) \ P(class, prefix, edgedamage, float, NONE) \ P(class, prefix, force, float, NONE) \ P(class, prefix, health, float, NONE) \ P(class, prefix, lifetime, float, NONE) \ P(class, prefix, radius, float, NONE) \ P(class, prefix, refire, float, NONE) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, speedaccel, float, NONE) \ P(class, prefix, speed, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, RocketPropelledChainsaw, rpc) #undef X ENDCLASS(RocketPropelledChainsaw) REGISTER_WEAPON(RPC, rpc, NEW(RocketPropelledChainsaw)); #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); } void W_RocketPropelledChainsaw_Explode(entity this) { self.event_damage = func_null; self.takedamage = DAMAGE_NO; RadiusDamage (self, self.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), world, world, WEP_CVAR(rpc, force), self.projectiledeathtype, other); remove (self); } void W_RocketPropelledChainsaw_Touch (entity this) { if(WarpZone_Projectile_Touch()) if(wasfreed(self)) return; W_RocketPropelledChainsaw_Explode(this); } 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); } void W_RocketPropelledChainsaw_Think(entity this) { if(self.cnt <= time) { remove(self); return; } self.cnt = vlen(self.velocity); self.wait = self.cnt * sys_frametime; self.pos1 = normalize(self.velocity); tracebox(self.origin, self.mins, self.maxs, self.origin + self.pos1 * (2 * self.wait), MOVE_NORMAL, self); if(IS_PLAYER(trace_ent)) Damage (trace_ent, self, self.realowner, WEP_CVAR(rpc, damage2), self.projectiledeathtype, self.origin, normalize(self.origin - other.origin) * WEP_CVAR(rpc, force)); self.velocity = self.pos1 * (self.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime)); UpdateCSQCProjectile(self); self.nextthink = time; } void W_RocketPropelledChainsaw_Attack (Weapon thiswep) {SELFPARAM(); entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self); entity flash = spawn (); W_DecreaseAmmo(thiswep, self, WEP_CVAR(rpc, ammo)); W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage)); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); PROJECTILE_MAKETRIGGER(missile); missile.owner = missile.realowner = self; 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; missile.movetype = 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(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; 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(self, flash, '5 0 0'); missile.pos1 = missile.velocity; MUTATOR_CALLHOOK(EditProjectile, self, missile); } METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep)) { SELFPARAM(); PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 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.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); 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)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo); ammo_amount += actor.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo); return ammo_amount; } METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor)) { return false; } METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { SELFPARAM(); W_Reload(self, 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)) { SELFPARAM(); vector org2; org2 = w_org + w_backoff * 12; pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); } #endif #endif