this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, directhitentity);
+ 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);
delete(this);
}
tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
if(IS_PLAYER(trace_ent))
- Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force));
+ 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));
- this.velocity = mydir * (myspeed + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
+ this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(rpc, speedaccel) * sys_frametime));
UpdateCSQCProjectile(this);
this.nextthink = time;
entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
entity flash = spawn ();
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity);
- W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(rpc, ammo), weaponentity);
+ W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage));
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(rpc, damage) * 2;
+ missile.bot_dodgerating = WEP_CVAR_PRI(rpc, damage) * 2;
missile.takedamage = DAMAGE_YES;
- missile.damageforcescale = WEP_CVAR(rpc, damageforcescale);
- missile.health = WEP_CVAR(rpc, health);
+ missile.damageforcescale = WEP_CVAR_PRI(rpc, damageforcescale);
+ missile.health = WEP_CVAR_PRI(rpc, health);
missile.event_damage = W_RocketPropelledChainsaw_Damage;
missile.damagedbycontents = true;
IL_PUSH(g_damagedbycontents, missile);
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(rpc, speed), 0);
+ W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(rpc, speed), 0);
settouch(missile, W_RocketPropelledChainsaw_Touch);
setthink(missile, W_RocketPropelledChainsaw_Think);
- missile.cnt = time + WEP_CVAR(rpc, lifetime);
+ missile.cnt = time + WEP_CVAR_PRI(rpc, lifetime);
missile.nextthink = time;
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
METHOD(RocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(rpc, speed), 0, WEP_CVAR(rpc, lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(rpc, speed), 0, WEP_CVAR_PRI(rpc, lifetime), false);
}
METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(WEP_CVAR(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(rpc, ammo)) {
- thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- {
- if (fire & 1)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(rpc, refire)))
- {
- W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(rpc, animtime), w_ready);
- }
- }
-
- if (fire & 2)
- {
- // to-do
- }
- }
+ if ((WEP_CVAR_SEC(rpc, 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(rpc, refire) * W_WeaponRateFactor(actor);
+ // Ugly hack to reuse the fire mode of the blaster.
+ makevectors(actor.v_angle);
+ Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+ actor.(weaponentity).m_weapon = WEP_BLASTER;
+ W_Blaster_Attack(
+ actor,
+ weaponentity,
+ WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+ WEP_CVAR_SEC(rpc, shotangle),
+ WEP_CVAR_SEC(rpc, damage),
+ WEP_CVAR_SEC(rpc, edgedamage),
+ WEP_CVAR_SEC(rpc, radius),
+ WEP_CVAR_SEC(rpc, force),
+ WEP_CVAR_SEC(rpc, speed),
+ WEP_CVAR_SEC(rpc, spread),
+ WEP_CVAR_SEC(rpc, delay),
+ WEP_CVAR_SEC(rpc, lifetime)
+ );
+ actor.(weaponentity).m_weapon = oldwep;
+ 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(rpc, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(rpc, 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(rpc, refire)))
+ {
+ return;
+ }
+ W_RocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(rpc, animtime), w_ready);
+ return;
+ }
+ if ((fire & 2) && (WEP_CVAR_SEC(rpc, refire_type) == 0)) // Secondary attack
+ {
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(rpc, refire)))
+ {
+ return;
+ }
+ // ugly instagib hack to reuse the fire mode of the laser
+ makevectors(actor.v_angle);
+ Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+ actor.(weaponentity).m_weapon = WEP_BLASTER;
+ W_Blaster_Attack(
+ actor,
+ weaponentity,
+ WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+ WEP_CVAR_SEC(rpc, shotangle),
+ WEP_CVAR_SEC(rpc, damage),
+ WEP_CVAR_SEC(rpc, edgedamage),
+ WEP_CVAR_SEC(rpc, radius),
+ WEP_CVAR_SEC(rpc, force),
+ WEP_CVAR_SEC(rpc, speed),
+ WEP_CVAR_SEC(rpc, spread),
+ WEP_CVAR_SEC(rpc, delay),
+ WEP_CVAR_SEC(rpc, lifetime)
+ );
+ actor.(weaponentity).m_weapon = oldwep;
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(rpc, animtime), w_ready);
+ }
}
METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(rpc, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo);
- return ammo_amount;
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rpc, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_PRI(rpc, ammo);
+ return ammo_amount;
}
METHOD(RocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- return false;
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rpc, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR_SEC(rpc, ammo);
+ return ammo_amount;
}
METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(actor, weaponentity, WEP_CVAR(rpc, ammo), SND_RELOAD);
+ W_Reload(actor, weaponentity, WEP_CVAR_PRI(rpc, ammo), SND_RELOAD);
}
METHOD(RocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))