]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/rpc.qc
Merge branch 'master' into martin-t/rpc-acc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / rpc.qc
index 09e6ce29e4f75aea8ea609f476430cb79a37c6db..643cfd4e31554018f7474963027bf761afcba778 100644 (file)
@@ -2,12 +2,19 @@
 
 #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;
 
-       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);
+       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);
 }
@@ -17,7 +24,7 @@ void W_RocketPropelledChainsaw_Explode_think(entity this)
        W_RocketPropelledChainsaw_Explode(this, NULL);
 }
 
-void W_RocketPropelledChainsaw_Touch (entity this, entity toucher)
+void W_RocketPropelledChainsaw_Touch(entity this, entity toucher)
 {
        if(WarpZone_Projectile_Touch(this, toucher))
                if(wasfreed(this))
@@ -53,8 +60,17 @@ void W_RocketPropelledChainsaw_Think(entity this)
        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))
-               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));
+       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));
 
@@ -62,13 +78,13 @@ void W_RocketPropelledChainsaw_Think(entity this)
        this.nextthink = time;
 }
 
-void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity weaponentity)
+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);
+       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);
 
@@ -106,6 +122,7 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea
        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);
 }