#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);
}
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))
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));
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);
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);
}