--- /dev/null
- 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);
+ #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;
+
- if(IS_PLAYER(trace_ent))
++ 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);
+ }
+
+ 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 (this.health <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ this.health = this.health - damage;
+
+ if (this.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).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));
+
+ 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), WEP_OVERKILL_RPC.m_id);
+ Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ 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);
+ missile.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 = WEP_OVERKILL_RPC.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);
+
+ 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.
+ vector a = '0 0 0';
+ actor.(weaponentity).wframe = WFRAME_FIRE2;
+ a = actor.(weaponentity).anim_fire2;
+ a.z *= g_weaponratefactor;
+ FOREACH_CLIENT(true, LAMBDA(
+ if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+ {
+ wframe_send(it, actor.(weaponentity), a, 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 = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okrpc, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.m_id]) >= WEP_CVAR_PRI(okrpc, ammo);
+ return ammo_amount;
+ }
+
+ METHOD(OverkillRocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+ {
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okrpc, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_RPC.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
#include <common/effects/all.qh>
#include "bot/api.qh"
#include "g_hook.qh"
- #include "mutators/_mod.qh"
+ #include <server/mutators/_mod.qh>
#include "scores.qh"
#include "spawnpoints.qh"
#include "../common/state.qh"
#include "../common/vehicles/all.qh"
#include "../common/items/_mod.qh"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+ #include "../common/mutators/mutator/instagib/sv_instagib.qh"
+ #include "../common/mutators/mutator/buffs/buffs.qh"
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
#include "../common/playerstats.qh"
#include "../common/teams.qh"
#include "../common/util.qh"
+ #include <common/gamemodes/rules.qh>
#include <common/weapons/_all.qh>
#include "../lib/csqcmodel/sv_model.qh"
#include "../lib/warpzone/common.qh"
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;
GameRules_scoring_add(targ, DEATHS, 1);
- if(targ != attacker) // not for suicides
- if(g_weaponarena_random)
- {
- // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
- Weapon culprit = DEATH_WEAPONOF(deathtype);
- if(!culprit) culprit = attacker.(weaponentity).m_weapon;
- else if(!(attacker.weapons & (culprit.m_wepset))) culprit = attacker.(weaponentity).m_weapon;
-
- if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
- {
- // no exchange
- }
- else
- {
- if(!GiveFrags_randomweapons)
- {
- GiveFrags_randomweapons = new(GiveFrags_randomweapons);
- }
-
- if(warmup_stage)
- GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
- else
- GiveFrags_randomweapons.weapons = start_weapons;
-
- // all others (including the culprit): remove
- GiveFrags_randomweapons.weapons &= ~attacker.weapons;
- GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
-
- // among the remaining ones, choose one by random
- W_RandomWeapons(GiveFrags_randomweapons, 1);
-
- if(GiveFrags_randomweapons.weapons)
- {
- attacker.weapons |= GiveFrags_randomweapons.weapons;
- attacker.weapons &= ~(culprit.m_wepset);
- }
- }
-
- // after a frag, choose another random weapon set
- if (!(attacker.weapons & WepSet_FromWeapon(attacker.(weaponentity).m_weapon)))
- W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker, weaponentity), weaponentity);
- }
-
// FIXME fix the mess this is (we have REAL points now!)
- if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
+ if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f, deathtype, attacker.(weaponentity)))
f = M_ARGV(2, float);
attacker.totalfrags += f;
return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
}
- entity buff_FirstFromFlags(int _buffs);
void Obituary(entity attacker, entity inflictor, entity targ, int deathtype, .entity weaponentity)
{
// Sanity check
WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
}
-void Unfreeze (entity targ)
+void Unfreeze(entity targ)
{
if(!STAT(FROZEN, targ))
return;
targ.iceblock = NULL;
}
-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;
}
// should this be changed at all? If so, in what way?
- MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
+ MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force, attacker.(weaponentity));
damage = M_ARGV(4, float);
mirrordamage = M_ARGV(5, float);
force = M_ARGV(6, vector);
}
}
- if(!g_instagib)
+ if(!MUTATOR_IS_ENABLED(mutator_instagib))
{
// apply strength multiplier
if (attacker.items & ITEM_Strength.m_itemid)
}
}
- float RadiusDamageForSource(entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe,
+ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe,
float inflictorselfdamage, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
// Returns total damage applies to creatures
{
}
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);
}
float Fire_IsBurning(entity e)