]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_rpc.qc
(Untested) Merge branch 'master' into Mario/overkill
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_rpc.qc
diff --git a/qcsrc/common/weapons/w_rpc.qc b/qcsrc/common/weapons/w_rpc.qc
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+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id     */ RPC,
+/* function     */ W_RocketPropelledChainsaw,
+/* ammotype     */ ammo_rockets,
+/* impulse      */ 7,
+/* flags        */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON,
+/* rating       */ BOT_PICKUP_RATING_HIGH,
+/* color     */ '1 1 0',
+/* modelname */ "ok_rl",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairrocketlauncher 0.5875",
+/* wepimg    */ "weaponrpc",
+/* refname   */ "rpc",
+/* wepname      */ _("Rocket Propelled Chainsaw")
+);
+
+#define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc)
+#define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, NONE, ammo) \
+       w_cvar(id, sn, NONE, animtime) \
+       w_cvar(id, sn, NONE, damage) \
+       w_cvar(id, sn, NONE, damage2) \
+       w_cvar(id, sn, NONE, damageforcescale) \
+       w_cvar(id, sn, NONE, edgedamage) \
+       w_cvar(id, sn, NONE, force) \
+       w_cvar(id, sn, NONE, health) \
+       w_cvar(id, sn, NONE, lifetime) \
+       w_cvar(id, sn, NONE, radius) \
+       w_cvar(id, sn, NONE, refire) \
+       w_cvar(id, sn, NONE, speed) \
+       w_cvar(id, sn, NONE, speedaccel) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+
+#ifdef SVQC
+RPC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_rpc() { weapon_defaultspawnfunc(WEP_RPC); }
+
+void W_RocketPropelledChainsaw_Explode()
+{
+       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 (void)
+{
+       if(WarpZone_Projectile_Touch())
+               if(wasfreed(self))
+                       return;
+
+       W_RocketPropelledChainsaw_Explode();
+}
+
+void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+       if (self.health <= 0)
+               return;
+
+       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+               return; // g_projectiles_damage says to halt
+
+       self.health = self.health - damage;
+
+       if (self.health <= 0)
+               W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode);
+}
+
+void W_RocketPropelledChainsaw_Think()
+{
+       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 (void)
+{
+       entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
+       entity flash = spawn ();
+
+       W_DecreaseAmmo(WEP_CVAR(rpc, ammo));
+       W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(rpc, damage));
+       pointparticles(particleeffectnum("rocketlauncher_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;
+       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);
+
+       missile.touch = W_RocketPropelledChainsaw_Touch;
+
+       missile.think = 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, "models/flash.md3"); // precision set below
+       SUB_SetFade (flash, time, 0.1);
+       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+       W_AttachToShotorg(flash, '5 0 0');
+       missile.pos1 = missile.velocity;
+
+       other = missile; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+float W_RocketPropelledChainsaw(float req)
+{
+       float ammo_amount = FALSE;
+       switch(req)
+       {
+               case WR_AIM:
+               {
+                       self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), FALSE);
+                       return TRUE;
+               }
+               case WR_THINK:
+               {
+                       if(WEP_CVAR(rpc, reload_ammo) && self.clip_load < WEP_CVAR(rpc, ammo))
+                               WEP_ACTION(self.weapon, WR_RELOAD);
+                       else
+                       {
+                               if (self.BUTTON_ATCK)
+                               {
+                                       if(weapon_prepareattack(0, WEP_CVAR(rpc, refire)))
+                                       {
+                                               W_RocketPropelledChainsaw_Attack();
+                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
+                                       }
+                               }
+
+                               if (self.BUTTON_ATCK2)
+                               {
+                                       // to-do
+                               }
+                       }
+
+                       return TRUE;
+               }
+               case WR_INIT:
+               {
+                       precache_model ("models/flash.md3");
+                       precache_model("models/weapons/h_ok_rl.iqm");
+                       precache_model("models/weapons/v_ok_rl.md3");
+                       precache_model("models/weapons/g_ok_rl.md3");
+                       precache_sound ("weapons/rocket_fire.wav");
+                       RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
+                       return TRUE;
+               }
+               case WR_CHECKAMMO1:
+               {
+                       ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
+                       ammo_amount += self.(weapon_load[WEP_RPC]) >= WEP_CVAR(rpc, ammo);
+                       return ammo_amount;
+               }
+               case WR_CHECKAMMO2:
+               {
+                       return FALSE;
+               }
+               case WR_CONFIG:
+               {
+                       RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
+               case WR_RELOAD:
+               {
+                       W_Reload(WEP_CVAR(rpc, ammo), "weapons/reload.wav");
+                       return TRUE;
+               }
+               case WR_SUICIDEMESSAGE:
+               {
+                       if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
+                               return WEAPON_RPC_SUICIDE_SPLASH;
+                       else
+                               return WEAPON_RPC_SUICIDE_DIRECT;
+               }
+               case WR_KILLMESSAGE:
+               {
+                       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;
+               }
+       }
+
+       return FALSE;
+}
+#endif
+
+#ifdef CSQC
+float W_RocketPropelledChainsaw(float req)
+{
+       switch(req)
+       {
+               case WR_IMPACTEFFECT:
+               {
+                       vector org2;
+                       org2 = w_org + w_backoff * 12;
+                       pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
+                       if(!w_issilent)
+                               sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+
+                       return TRUE;
+               }
+               case WR_INIT:
+               {
+                       precache_sound("weapons/rocket_impact.wav");
+                       return TRUE;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
+       }
+
+       return FALSE;
+}
+#endif
+#endif