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"));
17 ENDCLASS(RocketPropelledChainsaw)
18 REGISTER_WEAPON(RPC, NEW(RocketPropelledChainsaw));
20 #define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc)
21 #define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, NONE, ammo) \
23 w_cvar(id, sn, NONE, animtime) \
24 w_cvar(id, sn, NONE, damage) \
25 w_cvar(id, sn, NONE, damage2) \
26 w_cvar(id, sn, NONE, damageforcescale) \
27 w_cvar(id, sn, NONE, edgedamage) \
28 w_cvar(id, sn, NONE, force) \
29 w_cvar(id, sn, NONE, health) \
30 w_cvar(id, sn, NONE, lifetime) \
31 w_cvar(id, sn, NONE, radius) \
32 w_cvar(id, sn, NONE, refire) \
33 w_cvar(id, sn, NONE, speed) \
34 w_cvar(id, sn, NONE, speedaccel) \
35 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
36 w_prop(id, sn, float, reloading_time, reload_time) \
37 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
38 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
39 w_prop(id, sn, string, weaponreplace, weaponreplace) \
40 w_prop(id, sn, float, weaponstart, weaponstart) \
41 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
42 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
45 RPC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
50 spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); }
52 void W_RocketPropelledChainsaw_Explode()
54 self.event_damage = func_null;
55 self.takedamage = DAMAGE_NO;
57 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);
62 void W_RocketPropelledChainsaw_Touch ()
64 if(WarpZone_Projectile_Touch())
68 W_RocketPropelledChainsaw_Explode();
71 void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
76 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
77 return; // g_projectiles_damage says to halt
79 self.health = self.health - damage;
82 W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode);
85 void W_RocketPropelledChainsaw_Think()
93 self.cnt = vlen(self.velocity);
94 self.wait = self.cnt * sys_frametime;
95 self.pos1 = normalize(self.velocity);
97 tracebox(self.origin, self.mins, self.maxs, self.origin + self.pos1 * (2 * self.wait), MOVE_NORMAL, self);
98 if(IS_PLAYER(trace_ent))
99 Damage (trace_ent, self, self.realowner, WEP_CVAR(rpc, damage2), self.projectiledeathtype, self.origin, normalize(self.origin - other.origin) * WEP_CVAR(rpc, force));
101 self.velocity = self.pos1 * (self.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
103 UpdateCSQCProjectile(self);
104 self.nextthink = time;
107 void W_RocketPropelledChainsaw_Attack (Weapon thiswep)
109 entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
110 entity flash = spawn ();
112 W_DecreaseAmmo(thiswep, self, WEP_CVAR(rpc, ammo));
113 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(rpc, damage));
114 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
115 PROJECTILE_MAKETRIGGER(missile);
117 missile.owner = missile.realowner = self;
118 missile.bot_dodge = true;
119 missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
121 missile.takedamage = DAMAGE_YES;
122 missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
123 missile.health = WEP_CVAR(rpc, health);
124 missile.event_damage = W_RocketPropelledChainsaw_Damage;
125 missile.damagedbycontents = true;
126 missile.movetype = MOVETYPE_FLY;
128 missile.projectiledeathtype = WEP_RPC.m_id;
129 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
131 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
132 W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
134 missile.touch = W_RocketPropelledChainsaw_Touch;
136 missile.think = W_RocketPropelledChainsaw_Think;
137 missile.cnt = time + WEP_CVAR(rpc, lifetime);
138 missile.nextthink = time;
139 missile.flags = FL_PROJECTILE;
141 CSQCProjectile(missile, true, PROJECTILE_RPC, false);
143 setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
144 SUB_SetFade (flash, time, 0.1);
145 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
146 W_AttachToShotorg(self, flash, '5 0 0');
147 missile.pos1 = missile.velocity;
149 MUTATOR_CALLHOOK(EditProjectile, self, missile);
152 METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
154 self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
156 METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
158 if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
159 Weapon w = get_weaponinfo(actor.weapon);
165 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
167 W_RocketPropelledChainsaw_Attack(thiswep);
168 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
178 METHOD(RocketPropelledChainsaw, wr_init, void(entity thiswep))
180 RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
182 METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep))
184 float ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
185 ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
188 METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
192 METHOD(RocketPropelledChainsaw, wr_config, void(entity thiswep))
194 RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
196 METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep))
198 W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
200 METHOD(RocketPropelledChainsaw, wr_suicidemessage, int(entity thiswep))
202 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
203 return WEAPON_RPC_SUICIDE_SPLASH;
205 return WEAPON_RPC_SUICIDE_DIRECT;
207 METHOD(RocketPropelledChainsaw, wr_killmessage, int(entity thiswep))
209 if(w_deathtype & HITTYPE_SECONDARY)
210 return WEAPON_BLASTER_MURDER;
211 else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
212 return WEAPON_RPC_MURDER_SPLASH;
214 return WEAPON_RPC_MURDER_DIRECT;
221 METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
224 org2 = w_org + w_backoff * 12;
225 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
227 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);