2 CLASS(RocketPropelledChainsaw, Weapon)
3 /* ammotype */ ATTRIB(RocketPropelledChainsaw, ammo_field, .int, ammo_rockets)
4 /* impulse */ ATTRIB(RocketPropelledChainsaw, impulse, int, 7)
5 /* flags */ ATTRIB(RocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON);
6 /* rating */ ATTRIB(RocketPropelledChainsaw, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(RocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0');
8 /* modelname */ ATTRIB(RocketPropelledChainsaw, mdl, string, "ok_rl");
10 /* model */ ATTRIB(RocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM);
12 /* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher");
13 /* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc");
15 /* refname */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc");
16 /* wepname */ ATTRIB(RocketPropelledChainsaw, m_name, string, _("Rocket Propelled Chainsaw"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, NONE) \
21 P(class, prefix, animtime, float, NONE) \
22 P(class, prefix, damage2, float, NONE) \
23 P(class, prefix, damageforcescale, float, NONE) \
24 P(class, prefix, damage, float, NONE) \
25 P(class, prefix, edgedamage, float, NONE) \
26 P(class, prefix, force, float, NONE) \
27 P(class, prefix, health, float, NONE) \
28 P(class, prefix, lifetime, float, NONE) \
29 P(class, prefix, radius, float, NONE) \
30 P(class, prefix, refire, float, NONE) \
31 P(class, prefix, reload_ammo, float, NONE) \
32 P(class, prefix, reload_time, float, NONE) \
33 P(class, prefix, speedaccel, float, NONE) \
34 P(class, prefix, speed, float, NONE) \
35 P(class, prefix, switchdelay_drop, float, NONE) \
36 P(class, prefix, switchdelay_raise, float, NONE) \
37 P(class, prefix, weaponreplace, string, NONE) \
38 P(class, prefix, weaponstartoverride, float, NONE) \
39 P(class, prefix, weaponstart, float, NONE) \
40 P(class, prefix, weaponthrowable, float, NONE) \
42 W_PROPS(X, RocketPropelledChainsaw, rpc)
45 ENDCLASS(RocketPropelledChainsaw)
46 REGISTER_WEAPON(RPC, rpc, NEW(RocketPropelledChainsaw));
51 spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); }
53 void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity)
55 this.event_damage = func_null;
56 this.takedamage = DAMAGE_NO;
58 RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, directhitentity);
63 void W_RocketPropelledChainsaw_Explode_think(entity this)
65 W_RocketPropelledChainsaw_Explode(this, NULL);
68 void W_RocketPropelledChainsaw_Touch (entity this, entity toucher)
70 if(WarpZone_Projectile_Touch(this, toucher))
74 W_RocketPropelledChainsaw_Explode(this, toucher);
77 void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
82 if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
83 return; // g_projectiles_damage says to halt
85 this.health = this.health - damage;
88 W_PrepareExplosionByDamage(this, attacker, W_RocketPropelledChainsaw_Explode_think);
91 void W_RocketPropelledChainsaw_Think(entity this)
99 this.cnt = vlen(this.velocity);
100 this.wait = this.cnt * sys_frametime;
101 this.pos1 = normalize(this.velocity);
103 tracebox(this.origin, this.mins, this.maxs, this.origin + this.pos1 * (2 * this.wait), MOVE_NORMAL, this);
104 if(IS_PLAYER(trace_ent))
105 Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR(rpc, force));
107 this.velocity = this.pos1 * (this.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
109 UpdateCSQCProjectile(this);
110 this.nextthink = time;
113 void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor)
115 entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
116 entity flash = spawn ();
118 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo));
119 W_SetupShot_ProjectileSize (actor, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage));
120 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
121 PROJECTILE_MAKETRIGGER(missile);
123 missile.owner = missile.realowner = actor;
124 missile.bot_dodge = true;
125 missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
127 missile.takedamage = DAMAGE_YES;
128 missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
129 missile.health = WEP_CVAR(rpc, health);
130 missile.event_damage = W_RocketPropelledChainsaw_Damage;
131 missile.damagedbycontents = true;
132 set_movetype(missile, MOVETYPE_FLY);
134 missile.projectiledeathtype = WEP_RPC.m_id;
135 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
137 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
138 W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
140 settouch(missile, W_RocketPropelledChainsaw_Touch);
142 setthink(missile, W_RocketPropelledChainsaw_Think);
143 missile.cnt = time + WEP_CVAR(rpc, lifetime);
144 missile.nextthink = time;
145 missile.flags = FL_PROJECTILE;
147 CSQCProjectile(missile, true, PROJECTILE_RPC, false);
149 setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
150 SUB_SetFade (flash, time, 0.1);
151 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
152 W_AttachToShotorg(actor, flash, '5 0 0');
153 missile.pos1 = missile.velocity;
155 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
158 METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor))
160 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
163 METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
165 if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
166 thiswep.wr_reload(thiswep, actor, weaponentity);
171 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
173 W_RocketPropelledChainsaw_Attack(thiswep, actor);
174 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
185 METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor))
187 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
188 ammo_amount += actor.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
192 METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor))
197 METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
199 W_Reload(actor, WEP_CVAR(rpc, ammo), SND_RELOAD);
202 METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
204 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
205 return WEAPON_RPC_SUICIDE_SPLASH;
207 return WEAPON_RPC_SUICIDE_DIRECT;
210 METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
212 if(w_deathtype & HITTYPE_SECONDARY)
213 return WEAPON_BLASTER_MURDER;
214 else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
215 return WEAPON_RPC_MURDER_SPLASH;
217 return WEAPON_RPC_MURDER_DIRECT;
224 METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
227 org2 = w_org + w_backoff * 12;
228 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
230 sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);