5 .float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies
7 void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitentity)
9 this.event_damage = func_null;
10 this.takedamage = DAMAGE_NO;
12 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);
13 if (explosion_damage > 0 && this.m_chainsaw_damage > 0)
15 // if chainsaw hit something, it removed fired damage (so that direct hit is 100%)
16 // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back
17 accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, WEP_CVAR(okrpc, damage), 0);
23 void W_OverkillRocketPropelledChainsaw_Explode_think(entity this)
25 W_OverkillRocketPropelledChainsaw_Explode(this, NULL);
28 void W_OverkillRocketPropelledChainsaw_Touch (entity this, entity toucher)
30 if(WarpZone_Projectile_Touch(this, toucher))
34 W_OverkillRocketPropelledChainsaw_Explode(this, toucher);
37 void W_OverkillRocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
42 if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
43 return; // g_projectiles_damage says to halt
45 this.health = this.health - damage;
48 W_PrepareExplosionByDamage(this, attacker, W_OverkillRocketPropelledChainsaw_Explode_think);
51 void W_OverkillRocketPropelledChainsaw_Think(entity this)
59 float myspeed = vlen(this.velocity);
60 float myspeed_accel = myspeed * sys_frametime;
61 vector mydir = normalize(this.velocity);
63 tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
64 if (IS_PLAYER(trace_ent))
66 if (accuracy_isgooddamage(this.realowner, trace_ent))
68 if (this.m_chainsaw_damage == 0) // first hit
70 // The fired damage of the explosion is already counted in the statistics (when launching the chainsaw).
71 // We remove it here so that a direct hit that passes through and doesn't damage anything by the explosion later is still 100%.
72 float fired_damage = WEP_CVAR_PRI(okrpc, damage2) - WEP_CVAR_PRI(okrpc, damage);
73 float hit_damage = WEP_CVAR_PRI(okrpc, damage2);
74 accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype).m_id, fired_damage, hit_damage);
76 this.m_chainsaw_damage += WEP_CVAR_PRI(okrpc, damage2);
78 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));
81 this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(okrpc, speedaccel) * sys_frametime));
83 UpdateCSQCProjectile(this);
84 this.nextthink = time;
87 void W_OverkillRocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity weaponentity)
89 entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
90 entity flash = spawn ();
92 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity);
93 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), WEP_OVERKILL_RPC.m_id);
94 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
95 PROJECTILE_MAKETRIGGER(missile);
97 missile.owner = missile.realowner = actor;
98 missile.bot_dodge = true;
99 missile.bot_dodgerating = WEP_CVAR_PRI(okrpc, damage) * 2;
101 missile.takedamage = DAMAGE_YES;
102 missile.damageforcescale = WEP_CVAR_PRI(okrpc, damageforcescale);
103 missile.health = WEP_CVAR_PRI(okrpc, health);
104 missile.event_damage = W_OverkillRocketPropelledChainsaw_Damage;
105 missile.damagedbycontents = true;
106 IL_PUSH(g_damagedbycontents, missile);
107 set_movetype(missile, MOVETYPE_FLY);
109 missile.projectiledeathtype = WEP_OVERKILL_RPC.m_id;
110 missile.weaponentity_fld = weaponentity;
111 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
113 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
114 W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(okrpc, speed), 0);
116 settouch(missile, W_OverkillRocketPropelledChainsaw_Touch);
118 setthink(missile, W_OverkillRocketPropelledChainsaw_Think);
119 missile.cnt = time + WEP_CVAR_PRI(okrpc, lifetime);
120 missile.nextthink = time;
121 missile.flags = FL_PROJECTILE;
122 IL_PUSH(g_projectiles, missile);
123 IL_PUSH(g_bot_dodge, missile);
125 CSQCProjectile(missile, true, PROJECTILE_RPC, false);
127 setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
128 SUB_SetFade (flash, time, 0.1);
129 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
130 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
131 missile.m_chainsaw_damage = 0;
133 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
136 METHOD(OverkillRocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
138 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(okrpc, speed), 0, WEP_CVAR_PRI(okrpc, lifetime), false);
141 METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
143 if ((WEP_CVAR_SEC(okrpc, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
145 // Secondary uses it's own refire timer if refire_type is 1.
146 actor.jump_interval = time + WEP_CVAR_SEC(okrpc, refire) * W_WeaponRateFactor(actor);
147 BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity);
148 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
149 (actor.(weaponentity).wframe == WFRAME_FIRE2))
151 // Set secondary fire animation.
153 actor.(weaponentity).wframe = WFRAME_FIRE2;
154 a = actor.(weaponentity).anim_fire2;
155 a.z *= g_weaponratefactor;
156 FOREACH_CLIENT(true, LAMBDA(
157 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
159 wframe_send(it, actor.(weaponentity), a, true);
162 animdecide_setaction(actor, ANIMACTION_SHOOT, true);
165 if (WEP_CVAR(okrpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okrpc, ammo))
168 thiswep.wr_reload(thiswep, actor, weaponentity);
171 if (fire & 1) // Primary attack
173 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okrpc, refire)))
177 W_OverkillRocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
178 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okrpc, animtime), w_ready);
181 if ((fire & 2) && (WEP_CVAR_SEC(okrpc, refire_type) == 0)) // Secondary attack
183 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okrpc, refire)))
187 BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity);
188 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okrpc, animtime), w_ready);
192 METHOD(OverkillRocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
194 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okrpc, ammo);
195 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.m_id]) >= WEP_CVAR_PRI(okrpc, ammo);
199 METHOD(OverkillRocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
201 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okrpc, ammo);
202 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.m_id]) >= WEP_CVAR_SEC(okrpc, ammo);
206 METHOD(OverkillRocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
208 W_Reload(actor, weaponentity, WEP_CVAR_PRI(okrpc, ammo), SND_RELOAD);
211 METHOD(OverkillRocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
213 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
214 return WEAPON_OVERKILL_RPC_SUICIDE_SPLASH;
216 return WEAPON_OVERKILL_RPC_SUICIDE_DIRECT;
219 METHOD(OverkillRocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
221 if(w_deathtype & HITTYPE_SECONDARY)
222 return WEAPON_BLASTER_MURDER;
223 else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
224 return WEAPON_OVERKILL_RPC_MURDER_SPLASH;
226 return WEAPON_OVERKILL_RPC_MURDER_DIRECT;
233 METHOD(OverkillRocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
236 org2 = w_org + w_backoff * 12;
237 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
239 sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);