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Weapons: require explicit pickup model
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rpc.qc
1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id      */ RPC,
4 /* function      */ W_RocketPropelledChainsaw,
5 /* ammotype      */ ammo_rockets,
6 /* impulse       */ 7,
7 /* flags         */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON,
8 /* rating        */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '0.5 0.5 0',
10 /* modelname */ "ok_rl",
11 /* model     */ MDL_RPC_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairrocketlauncher 0.7",
14 /* wepimg    */ "weaponrpc",
15 /* refname   */ "rpc",
16 /* wepname       */ _("Rocket Propelled Chainsaw")
17 );
18
19 #define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc)
20 #define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21         w_cvar(id, sn, NONE, ammo) \
22         w_cvar(id, sn, NONE, animtime) \
23         w_cvar(id, sn, NONE, damage) \
24         w_cvar(id, sn, NONE, damage2) \
25         w_cvar(id, sn, NONE, damageforcescale) \
26         w_cvar(id, sn, NONE, edgedamage) \
27         w_cvar(id, sn, NONE, force) \
28         w_cvar(id, sn, NONE, health) \
29         w_cvar(id, sn, NONE, lifetime) \
30         w_cvar(id, sn, NONE, radius) \
31         w_cvar(id, sn, NONE, refire) \
32         w_cvar(id, sn, NONE, speed) \
33         w_cvar(id, sn, NONE, speedaccel) \
34         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
35         w_prop(id, sn, float,  reloading_time, reload_time) \
36         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
37         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
38         w_prop(id, sn, string, weaponreplace, weaponreplace) \
39         w_prop(id, sn, float,  weaponstart, weaponstart) \
40         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
41         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
42
43 #ifdef SVQC
44 RPC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
45 #endif
46 #endif
47 #ifdef IMPLEMENTATION
48 #ifdef SVQC
49 void spawnfunc_weapon_rpc() { weapon_defaultspawnfunc(WEP_RPC.m_id); }
50
51 void W_RocketPropelledChainsaw_Explode()
52 {SELFPARAM();
53         self.event_damage = func_null;
54         self.takedamage = DAMAGE_NO;
55
56         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);
57
58         remove (self);
59 }
60
61 void W_RocketPropelledChainsaw_Touch (void)
62 {SELFPARAM();
63         if(WarpZone_Projectile_Touch())
64                 if(wasfreed(self))
65                         return;
66
67         W_RocketPropelledChainsaw_Explode();
68 }
69
70 void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
71 {SELFPARAM();
72         if (self.health <= 0)
73                 return;
74
75         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
76                 return; // g_projectiles_damage says to halt
77
78         self.health = self.health - damage;
79
80         if (self.health <= 0)
81                 W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode);
82 }
83
84 void W_RocketPropelledChainsaw_Think()
85 {SELFPARAM();
86         if(self.cnt <= time)
87         {
88                 remove(self);
89                 return;
90         }
91
92         self.cnt = vlen(self.velocity);
93         self.wait = self.cnt * sys_frametime;
94         self.pos1 = normalize(self.velocity);
95
96         tracebox(self.origin, self.mins, self.maxs, self.origin + self.pos1 * (2 * self.wait), MOVE_NORMAL, self);
97         if(IS_PLAYER(trace_ent))
98                 Damage (trace_ent, self, self.realowner, WEP_CVAR(rpc, damage2), self.projectiledeathtype, self.origin, normalize(self.origin - other.origin) * WEP_CVAR(rpc, force));
99
100         self.velocity = self.pos1 * (self.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
101
102         UpdateCSQCProjectile(self);
103         self.nextthink = time;
104 }
105
106 void W_RocketPropelledChainsaw_Attack (void)
107 {SELFPARAM();
108         entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
109         entity flash = spawn ();
110
111         W_DecreaseAmmo(WEP_CVAR(rpc, ammo));
112         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(rpc, damage));
113         Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
114         PROJECTILE_MAKETRIGGER(missile);
115
116         missile.owner = missile.realowner = self;
117         missile.bot_dodge = true;
118         missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
119
120         missile.takedamage = DAMAGE_YES;
121         missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
122         missile.health = WEP_CVAR(rpc, health);
123         missile.event_damage = W_RocketPropelledChainsaw_Damage;
124         missile.damagedbycontents = true;
125         missile.movetype = MOVETYPE_FLY;
126
127         missile.projectiledeathtype = WEP_RPC.m_id;
128         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
129
130         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
131         W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
132
133         missile.touch = W_RocketPropelledChainsaw_Touch;
134
135         missile.think = W_RocketPropelledChainsaw_Think;
136         missile.cnt = time + WEP_CVAR(rpc, lifetime);
137         missile.nextthink = time;
138         missile.flags = FL_PROJECTILE;
139
140         CSQCProjectile(missile, true, PROJECTILE_RPC, false);
141
142         setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
143         SUB_SetFade (flash, time, 0.1);
144         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
145         W_AttachToShotorg(flash, '5 0 0');
146         missile.pos1 = missile.velocity;
147
148         MUTATOR_CALLHOOK(EditProjectile, self, missile);
149 }
150
151 bool W_RocketPropelledChainsaw(entity thiswep, int req)
152 {SELFPARAM();
153         float ammo_amount = false;
154         switch(req)
155         {
156                 case WR_AIM:
157                 {
158                         self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
159                         return true;
160                 }
161                 case WR_THINK:
162                 {
163                         if(WEP_CVAR(rpc, reload_ammo) && self.clip_load < WEP_CVAR(rpc, ammo))
164                                 _WEP_ACTION(self.weapon, WR_RELOAD);
165                         else
166                         {
167                                 if (self.BUTTON_ATCK)
168                                 {
169                                         if(weapon_prepareattack(0, WEP_CVAR(rpc, refire)))
170                                         {
171                                                 W_RocketPropelledChainsaw_Attack();
172                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
173                                         }
174                                 }
175
176                                 if (self.BUTTON_ATCK2)
177                                 {
178                                         // to-do
179                                 }
180                         }
181
182                         return true;
183                 }
184                 case WR_INIT:
185                 {
186                         RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
187                         return true;
188                 }
189                 case WR_CHECKAMMO1:
190                 {
191                         ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
192                         ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
193                         return ammo_amount;
194                 }
195                 case WR_CHECKAMMO2:
196                 {
197                         return false;
198                 }
199                 case WR_CONFIG:
200                 {
201                         RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
202                         return true;
203                 }
204                 case WR_RELOAD:
205                 {
206                         W_Reload(WEP_CVAR(rpc, ammo), SND(RELOAD));
207                         return true;
208                 }
209                 case WR_SUICIDEMESSAGE:
210                 {
211                         if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
212                                 return WEAPON_RPC_SUICIDE_SPLASH;
213                         else
214                                 return WEAPON_RPC_SUICIDE_DIRECT;
215                 }
216                 case WR_KILLMESSAGE:
217                 {
218                         if(w_deathtype & HITTYPE_SECONDARY)
219                                 return WEAPON_BLASTER_MURDER;
220                         else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
221                                 return WEAPON_RPC_MURDER_SPLASH;
222                         else
223                                 return WEAPON_RPC_MURDER_DIRECT;
224                 }
225         }
226
227         return false;
228 }
229 #endif
230
231 #ifdef CSQC
232 bool W_RocketPropelledChainsaw(entity thiswep, int req)
233 {SELFPARAM();
234         switch(req)
235         {
236                 case WR_IMPACTEFFECT:
237                 {
238                         vector org2;
239                         org2 = w_org + w_backoff * 12;
240                         pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), org2, '0 0 0', 1);
241                         if(!w_issilent)
242                                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
243
244                         return true;
245                 }
246                 case WR_INIT:
247                 {
248                         return true;
249                 }
250                 case WR_ZOOMRETICLE:
251                 {
252                         // no weapon specific image for this weapon
253                         return false;
254                 }
255         }
256
257         return false;
258 }
259 #endif
260 #endif