#ifdef SVQC
+.float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies
+
void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
+ float explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR_PRI(okrpc, damage), WEP_CVAR_PRI(okrpc, edgedamage), WEP_CVAR_PRI(okrpc, radius), NULL, NULL, WEP_CVAR_PRI(okrpc, 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(okrpc, damage), 0);
+ }
delete(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))
+ 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 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%.
+ float fired_damage = WEP_CVAR_PRI(okrpc, damage2) - WEP_CVAR_PRI(okrpc, damage);
+ float hit_damage = WEP_CVAR_PRI(okrpc, damage2);
+ accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, fired_damage, hit_damage);
+ }
+ this.m_chainsaw_damage += WEP_CVAR_PRI(okrpc, damage2);
+ }
Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(okrpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(okrpc, force));
+ }
this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(okrpc, speedaccel) * sys_frametime));
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);
}
GameRules_scoring_add_team(player, SCORE, f);
}
-void GiveFrags (entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
+void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
{
// TODO route through PlayerScores instead
if(game_stopped) return;
MUTATOR_CALLHOOK(Unfreeze, targ);
}
-void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
float complainteamdamage = 0;
float mirrordamage = 0;
}
if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
- Damage (targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
+ Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
else
- Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
+ Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
}
}
}
return total_damage_to_creatures;
}
-float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
+float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
{
- return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
+ return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
}
bool Heal(entity targ, entity inflictor, float amount, float limit)