5 void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity)
7 this.event_damage = func_null;
8 this.takedamage = DAMAGE_NO;
10 RadiusDamage (this, this.realowner, WEP_CVAR_PRI(rpc, damage), WEP_CVAR_PRI(rpc, edgedamage), WEP_CVAR_PRI(rpc, radius), NULL, NULL, WEP_CVAR_PRI(rpc, force), this.projectiledeathtype, directhitentity);
15 void W_RocketPropelledChainsaw_Explode_think(entity this)
17 W_RocketPropelledChainsaw_Explode(this, NULL);
20 void W_RocketPropelledChainsaw_Touch (entity this, entity toucher)
22 if(WarpZone_Projectile_Touch(this, toucher))
26 W_RocketPropelledChainsaw_Explode(this, toucher);
29 void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
34 if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
35 return; // g_projectiles_damage says to halt
37 this.health = this.health - damage;
40 W_PrepareExplosionByDamage(this, attacker, W_RocketPropelledChainsaw_Explode_think);
43 void W_RocketPropelledChainsaw_Think(entity this)
51 float myspeed = vlen(this.velocity);
52 float myspeed_accel = myspeed * sys_frametime;
53 vector mydir = normalize(this.velocity);
55 tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
56 if(IS_PLAYER(trace_ent))
57 Damage (trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR_PRI(rpc, force));
59 this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(rpc, speedaccel) * sys_frametime));
61 UpdateCSQCProjectile(this);
62 this.nextthink = time;
65 void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity weaponentity)
67 entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
68 entity flash = spawn ();
70 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(rpc, ammo), weaponentity);
71 W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage));
72 Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
73 PROJECTILE_MAKETRIGGER(missile);
75 missile.owner = missile.realowner = actor;
76 missile.bot_dodge = true;
77 missile.bot_dodgerating = WEP_CVAR_PRI(rpc, damage) * 2;
79 missile.takedamage = DAMAGE_YES;
80 missile.damageforcescale = WEP_CVAR_PRI(rpc, damageforcescale);
81 missile.health = WEP_CVAR_PRI(rpc, health);
82 missile.event_damage = W_RocketPropelledChainsaw_Damage;
83 missile.damagedbycontents = true;
84 IL_PUSH(g_damagedbycontents, missile);
85 set_movetype(missile, MOVETYPE_FLY);
87 missile.projectiledeathtype = WEP_RPC.m_id;
88 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
90 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
91 W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(rpc, speed), 0);
93 settouch(missile, W_RocketPropelledChainsaw_Touch);
95 setthink(missile, W_RocketPropelledChainsaw_Think);
96 missile.cnt = time + WEP_CVAR_PRI(rpc, lifetime);
97 missile.nextthink = time;
98 missile.flags = FL_PROJECTILE;
99 IL_PUSH(g_projectiles, missile);
100 IL_PUSH(g_bot_dodge, missile);
102 CSQCProjectile(missile, true, PROJECTILE_RPC, false);
104 setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
105 SUB_SetFade (flash, time, 0.1);
106 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
107 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
109 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
112 METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
114 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(rpc, speed), 0, WEP_CVAR_PRI(rpc, lifetime), false);
117 METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
119 if ((WEP_CVAR_SEC(rpc, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
121 // Secondary uses it's own refire timer if refire_type is 1.
122 actor.jump_interval = time + WEP_CVAR_SEC(rpc, refire) * W_WeaponRateFactor(actor);
123 // Ugly hack to reuse the fire mode of the blaster.
124 makevectors(actor.v_angle);
125 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
126 actor.(weaponentity).m_weapon = WEP_BLASTER;
130 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
131 WEP_CVAR_SEC(rpc, shotangle),
132 WEP_CVAR_SEC(rpc, damage),
133 WEP_CVAR_SEC(rpc, edgedamage),
134 WEP_CVAR_SEC(rpc, radius),
135 WEP_CVAR_SEC(rpc, force),
136 WEP_CVAR_SEC(rpc, speed),
137 WEP_CVAR_SEC(rpc, spread),
138 WEP_CVAR_SEC(rpc, delay),
139 WEP_CVAR_SEC(rpc, lifetime)
141 actor.(weaponentity).m_weapon = oldwep;
142 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
143 (actor.(weaponentity).wframe == WFRAME_FIRE2))
145 // Set secondary fire animation.
147 actor.(weaponentity).wframe = WFRAME_FIRE2;
148 a = actor.(weaponentity).anim_fire2;
149 a.z *= g_weaponratefactor;
150 FOREACH_CLIENT(true, LAMBDA(
151 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
153 wframe_send(it, actor.(weaponentity), a, true);
156 animdecide_setaction(actor, ANIMACTION_SHOOT, true);
159 if (WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(rpc, ammo))
162 thiswep.wr_reload(thiswep, actor, weaponentity);
165 if (fire & 1) // Primary attack
167 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rpc, refire)))
171 W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
172 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(rpc, animtime), w_ready);
175 if ((fire & 2) && (WEP_CVAR_SEC(rpc, refire_type) == 0)) // Secondary attack
177 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(rpc, refire)))
181 // ugly instagib hack to reuse the fire mode of the laser
182 makevectors(actor.v_angle);
183 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
184 actor.(weaponentity).m_weapon = WEP_BLASTER;
188 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
189 WEP_CVAR_SEC(rpc, shotangle),
190 WEP_CVAR_SEC(rpc, damage),
191 WEP_CVAR_SEC(rpc, edgedamage),
192 WEP_CVAR_SEC(rpc, radius),
193 WEP_CVAR_SEC(rpc, force),
194 WEP_CVAR_SEC(rpc, speed),
195 WEP_CVAR_SEC(rpc, spread),
196 WEP_CVAR_SEC(rpc, delay),
197 WEP_CVAR_SEC(rpc, lifetime)
199 actor.(weaponentity).m_weapon = oldwep;
200 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(rpc, animtime), w_ready);
204 METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
206 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rpc, ammo);
207 ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_PRI(rpc, ammo);
211 METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
213 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rpc, ammo);
214 ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_SEC(rpc, ammo);
218 METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
220 W_Reload(actor, weaponentity, WEP_CVAR_PRI(rpc, ammo), SND_RELOAD);
223 METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
225 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
226 return WEAPON_RPC_SUICIDE_SPLASH;
228 return WEAPON_RPC_SUICIDE_DIRECT;
231 METHOD(RocketPropelledChainsaw, wr_killmessage, Notification(entity thiswep))
233 if(w_deathtype & HITTYPE_SECONDARY)
234 return WEAPON_BLASTER_MURDER;
235 else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
236 return WEAPON_RPC_MURDER_SPLASH;
238 return WEAPON_RPC_MURDER_DIRECT;
245 METHOD(RocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
248 org2 = w_org + w_backoff * 12;
249 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
251 sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);