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()
55 self.event_damage = func_null;
56 self.takedamage = DAMAGE_NO;
58 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);
63 void W_RocketPropelledChainsaw_Touch ()
65 if(WarpZone_Projectile_Touch())
69 W_RocketPropelledChainsaw_Explode();
72 void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
77 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
78 return; // g_projectiles_damage says to halt
80 self.health = self.health - damage;
83 W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode);
86 void W_RocketPropelledChainsaw_Think()
94 self.cnt = vlen(self.velocity);
95 self.wait = self.cnt * sys_frametime;
96 self.pos1 = normalize(self.velocity);
98 tracebox(self.origin, self.mins, self.maxs, self.origin + self.pos1 * (2 * self.wait), MOVE_NORMAL, self);
99 if(IS_PLAYER(trace_ent))
100 Damage (trace_ent, self, self.realowner, WEP_CVAR(rpc, damage2), self.projectiledeathtype, self.origin, normalize(self.origin - other.origin) * WEP_CVAR(rpc, force));
102 self.velocity = self.pos1 * (self.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
104 UpdateCSQCProjectile(self);
105 self.nextthink = time;
108 void W_RocketPropelledChainsaw_Attack (Weapon thiswep)
110 entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
111 entity flash = spawn ();
113 W_DecreaseAmmo(thiswep, self, WEP_CVAR(rpc, ammo));
114 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, SND(ROCKET_FIRE), CH_WEAPON_A, WEP_CVAR(rpc, damage));
115 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
116 PROJECTILE_MAKETRIGGER(missile);
118 missile.owner = missile.realowner = self;
119 missile.bot_dodge = true;
120 missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
122 missile.takedamage = DAMAGE_YES;
123 missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
124 missile.health = WEP_CVAR(rpc, health);
125 missile.event_damage = W_RocketPropelledChainsaw_Damage;
126 missile.damagedbycontents = true;
127 missile.movetype = MOVETYPE_FLY;
129 missile.projectiledeathtype = WEP_RPC.m_id;
130 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
132 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
133 W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
135 missile.touch = W_RocketPropelledChainsaw_Touch;
137 missile.think = W_RocketPropelledChainsaw_Think;
138 missile.cnt = time + WEP_CVAR(rpc, lifetime);
139 missile.nextthink = time;
140 missile.flags = FL_PROJECTILE;
142 CSQCProjectile(missile, true, PROJECTILE_RPC, false);
144 setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
145 SUB_SetFade (flash, time, 0.1);
146 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
147 W_AttachToShotorg(self, flash, '5 0 0');
148 missile.pos1 = missile.velocity;
150 MUTATOR_CALLHOOK(EditProjectile, self, missile);
153 METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep))
155 self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
157 METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
159 if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
160 thiswep.wr_reload(thiswep);
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_checkammo1, bool(entity thiswep))
180 float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo);
181 ammo_amount += self.(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
184 METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep))
188 METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep))
190 W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
192 METHOD(RocketPropelledChainsaw, wr_suicidemessage, int(entity thiswep))
194 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
195 return WEAPON_RPC_SUICIDE_SPLASH;
197 return WEAPON_RPC_SUICIDE_DIRECT;
199 METHOD(RocketPropelledChainsaw, wr_killmessage, int(entity thiswep))
201 if(w_deathtype & HITTYPE_SECONDARY)
202 return WEAPON_BLASTER_MURDER;
203 else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
204 return WEAPON_RPC_MURDER_SPLASH;
206 return WEAPON_RPC_MURDER_DIRECT;
213 METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep))
216 org2 = w_org + w_backoff * 12;
217 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
219 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);