#include "okrpc.qh" #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; 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), WEP_CVAR(okrpc, damage), 0); } delete(this); } void W_OverkillRocketPropelledChainsaw_Explode_think(entity this) { W_OverkillRocketPropelledChainsaw_Explode(this, NULL); } void W_OverkillRocketPropelledChainsaw_Touch (entity this, entity toucher) { if(WarpZone_Projectile_Touch(this, toucher)) if(wasfreed(this)) return; W_OverkillRocketPropelledChainsaw_Explode(this, toucher); } void W_OverkillRocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if (GetResource(this, RES_HEALTH) <= 0) return; if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt TakeResource(this, RES_HEALTH, damage); if (GetResource(this, RES_HEALTH) <= 0) W_PrepareExplosionByDamage(this, attacker, W_OverkillRocketPropelledChainsaw_Explode_think); } void W_OverkillRocketPropelledChainsaw_Think(entity this) { if(this.cnt <= time) { delete(this); return; } float myspeed = vlen(this.velocity); float myspeed_accel = myspeed * sys_frametime; 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 (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), 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)); UpdateCSQCProjectile(this); this.nextthink = time; } void W_OverkillRocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .entity weaponentity) { entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor); entity flash = spawn (); W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), thiswep.m_id); W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); PROJECTILE_MAKETRIGGER(missile); missile.owner = missile.realowner = actor; missile.bot_dodge = true; missile.bot_dodgerating = WEP_CVAR_PRI(okrpc, damage) * 2; missile.takedamage = DAMAGE_YES; missile.damageforcescale = WEP_CVAR_PRI(okrpc, damageforcescale); SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(okrpc, health)); missile.event_damage = W_OverkillRocketPropelledChainsaw_Damage; missile.damagedbycontents = true; IL_PUSH(g_damagedbycontents, missile); set_movetype(missile, MOVETYPE_FLY); missile.projectiledeathtype = thiswep.m_id; missile.weaponentity_fld = weaponentity; 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_PRI(okrpc, speed), 0); settouch(missile, W_OverkillRocketPropelledChainsaw_Touch); setthink(missile, W_OverkillRocketPropelledChainsaw_Think); missile.cnt = time + WEP_CVAR_PRI(okrpc, lifetime); missile.nextthink = time; missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); CSQCProjectile(missile, true, PROJECTILE_RPC, false); // TODO: move to client setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below 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); } METHOD(OverkillRocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(okrpc, speed), 0, WEP_CVAR_PRI(okrpc, lifetime), false); } METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if ((WEP_CVAR_SEC(okrpc, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval)) { // Secondary uses it's own refire timer if refire_type is 1. actor.jump_interval = time + WEP_CVAR_SEC(okrpc, refire) * W_WeaponRateFactor(actor); BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity); if ((actor.(weaponentity).wframe == WFRAME_IDLE) || (actor.(weaponentity).wframe == WFRAME_FIRE2)) { // Set secondary fire animation. actor.(weaponentity).wframe = WFRAME_FIRE2; FOREACH_CLIENT(true, LAMBDA( if (it == actor || (IS_SPEC(it) && it.enemy == actor)) { wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true); } )); animdecide_setaction(actor, ANIMACTION_SHOOT, true); } } if (WEP_CVAR(okrpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okrpc, ammo)) { // Forced reload thiswep.wr_reload(thiswep, actor, weaponentity); return; } if (fire & 1) // Primary attack { if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okrpc, refire))) { return; } W_OverkillRocketPropelledChainsaw_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okrpc, animtime), w_ready); return; } if ((fire & 2) && (WEP_CVAR_SEC(okrpc, refire_type) == 0)) // Secondary attack { if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okrpc, refire))) { return; } BLASTER_SECONDARY_ATTACK(okrpc, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okrpc, animtime), w_ready); } } METHOD(OverkillRocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okrpc, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(okrpc, ammo); return ammo_amount; } METHOD(OverkillRocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okrpc, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(okrpc, ammo); return ammo_amount; } METHOD(OverkillRocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, WEP_CVAR_PRI(okrpc, ammo), SND_RELOAD); } METHOD(OverkillRocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep)) { if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) return WEAPON_OVERKILL_RPC_SUICIDE_SPLASH; else return WEAPON_OVERKILL_RPC_SUICIDE_DIRECT; } METHOD(OverkillRocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_BLASTER_MURDER; else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH)) return WEAPON_OVERKILL_RPC_MURDER_SPLASH; else return WEAPON_OVERKILL_RPC_MURDER_DIRECT; } #endif #ifdef CSQC METHOD(OverkillRocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2; org2 = w_org + w_backoff * 12; pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); } #endif