4 /* function */ W_RocketPropelledChainsaw,
5 /* ammotype */ ammo_rockets,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* color */ '0.5 0.5 0',
10 /* modelname */ "ok_rl",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairrocketlauncher 0.7",
13 /* wepimg */ "weaponrpc",
15 /* wepname */ _("Rocket Propelled Chainsaw")
18 #define RPC_SETTINGS(w_cvar,w_prop) RPC_SETTINGS_LIST(w_cvar, w_prop, RPC, rpc)
19 #define RPC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, NONE, ammo) \
21 w_cvar(id, sn, NONE, animtime) \
22 w_cvar(id, sn, NONE, damage) \
23 w_cvar(id, sn, NONE, damage2) \
24 w_cvar(id, sn, NONE, damageforcescale) \
25 w_cvar(id, sn, NONE, edgedamage) \
26 w_cvar(id, sn, NONE, force) \
27 w_cvar(id, sn, NONE, health) \
28 w_cvar(id, sn, NONE, lifetime) \
29 w_cvar(id, sn, NONE, radius) \
30 w_cvar(id, sn, NONE, refire) \
31 w_cvar(id, sn, NONE, speed) \
32 w_cvar(id, sn, NONE, speedaccel) \
33 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
34 w_prop(id, sn, float, reloading_time, reload_time) \
35 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
36 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
37 w_prop(id, sn, string, weaponreplace, weaponreplace) \
38 w_prop(id, sn, float, weaponstart, weaponstart) \
39 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
40 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
43 RPC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 void spawnfunc_weapon_rpc() { weapon_defaultspawnfunc(WEP_RPC); }
49 void W_RocketPropelledChainsaw_Explode()
51 self.event_damage = func_null;
52 self.takedamage = DAMAGE_NO;
54 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);
59 void W_RocketPropelledChainsaw_Touch (void)
61 if(WarpZone_Projectile_Touch())
65 W_RocketPropelledChainsaw_Explode();
68 void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
73 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
74 return; // g_projectiles_damage says to halt
76 self.health = self.health - damage;
79 W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode);
82 void W_RocketPropelledChainsaw_Think()
90 self.cnt = vlen(self.velocity);
91 self.wait = self.cnt * sys_frametime;
92 self.pos1 = normalize(self.velocity);
94 tracebox(self.origin, self.mins, self.maxs, self.origin + self.pos1 * (2 * self.wait), MOVE_NORMAL, self);
95 if(IS_PLAYER(trace_ent))
96 Damage (trace_ent, self, self.realowner, WEP_CVAR(rpc, damage2), self.projectiledeathtype, self.origin, normalize(self.origin - other.origin) * WEP_CVAR(rpc, force));
98 self.velocity = self.pos1 * (self.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
100 UpdateCSQCProjectile(self);
101 self.nextthink = time;
104 void W_RocketPropelledChainsaw_Attack (void)
106 entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(self);
107 entity flash = spawn ();
109 W_DecreaseAmmo(WEP_CVAR(rpc, ammo));
110 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', false, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, WEP_CVAR(rpc, damage));
111 Send_Effect("rocketlauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
112 PROJECTILE_MAKETRIGGER(missile);
114 missile.owner = missile.realowner = self;
115 missile.bot_dodge = true;
116 missile.bot_dodgerating = WEP_CVAR(rpc, damage) * 2;
118 missile.takedamage = DAMAGE_YES;
119 missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
120 missile.health = WEP_CVAR(rpc, health);
121 missile.event_damage = W_RocketPropelledChainsaw_Damage;
122 missile.damagedbycontents = true;
123 missile.movetype = MOVETYPE_FLY;
125 missile.projectiledeathtype = WEP_RPC;
126 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
128 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
129 W_SetupProjVelocity_Basic(missile, WEP_CVAR(rpc, speed), 0);
131 missile.touch = W_RocketPropelledChainsaw_Touch;
133 missile.think = W_RocketPropelledChainsaw_Think;
134 missile.cnt = time + WEP_CVAR(rpc, lifetime);
135 missile.nextthink = time;
136 missile.flags = FL_PROJECTILE;
138 CSQCProjectile(missile, true, PROJECTILE_RPC, false);
140 setmodel(flash, "models/flash.md3"); // precision set below
141 SUB_SetFade (flash, time, 0.1);
142 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
143 W_AttachToShotorg(flash, '5 0 0');
144 missile.pos1 = missile.velocity;
146 MUTATOR_CALLHOOK(EditProjectile, self, missile);
149 bool W_RocketPropelledChainsaw(int req)
151 float ammo_amount = false;
156 self.BUTTON_ATCK = bot_aim(WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
161 if(WEP_CVAR(rpc, reload_ammo) && self.clip_load < WEP_CVAR(rpc, ammo))
162 WEP_ACTION(self.weapon, WR_RELOAD);
165 if (self.BUTTON_ATCK)
167 if(weapon_prepareattack(0, WEP_CVAR(rpc, refire)))
169 W_RocketPropelledChainsaw_Attack();
170 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
174 if (self.BUTTON_ATCK2)
184 precache_model ("models/flash.md3");
185 precache_model("models/weapons/h_ok_rl.iqm");
186 precache_model("models/weapons/v_ok_rl.md3");
187 precache_model("models/weapons/g_ok_rl.md3");
188 precache_sound ("weapons/rocket_fire.wav");
189 RPC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
194 ammo_amount = self.WEP_AMMO(RPC) >= WEP_CVAR(rpc, ammo);
195 ammo_amount += self.(weapon_load[WEP_RPC]) >= WEP_CVAR(rpc, ammo);
204 RPC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
209 W_Reload(WEP_CVAR(rpc, ammo), "weapons/reload.wav");
212 case WR_SUICIDEMESSAGE:
214 if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
215 return WEAPON_RPC_SUICIDE_SPLASH;
217 return WEAPON_RPC_SUICIDE_DIRECT;
221 if(w_deathtype & HITTYPE_SECONDARY)
222 return WEAPON_BLASTER_MURDER;
223 else if((w_deathtype & HITTYPE_BOUNCE) || (w_deathtype & HITTYPE_SPLASH))
224 return WEAPON_RPC_MURDER_SPLASH;
226 return WEAPON_RPC_MURDER_DIRECT;
235 bool W_RocketPropelledChainsaw(int req)
239 case WR_IMPACTEFFECT:
242 org2 = w_org + w_backoff * 12;
243 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
245 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
251 precache_sound("weapons/rocket_impact.wav");
256 // no weapon specific image for this weapon