]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/rpc.qc
Renamed hmg to okhmg.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / rpc.qc
index 545a6b4f6abe4ba6808a915833a62b966f2db4db..ceb4563b84bfd1b76992a32c9e486704a93ba04f 100644 (file)
@@ -7,7 +7,7 @@ void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity)
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
 
-       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);
+       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, this.weaponentity_fld, directhitentity);
 
        delete(this);
 }
@@ -26,7 +26,7 @@ void W_RocketPropelledChainsaw_Touch (entity this, entity toucher)
        W_RocketPropelledChainsaw_Explode(this, toucher);
 }
 
-void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        if (this.health <= 0)
                return;
@@ -48,15 +48,15 @@ void W_RocketPropelledChainsaw_Think(entity this)
                return;
        }
 
-       this.cnt = vlen(this.velocity);
-       this.wait = this.cnt * sys_frametime;
-       this.pos1 = normalize(this.velocity);
+       float myspeed = vlen(this.velocity);
+       float myspeed_accel = myspeed * sys_frametime;
+       vector mydir = normalize(this.velocity);
 
-       tracebox(this.origin, this.mins, this.maxs, this.origin + this.pos1 * (2 * this.wait), MOVE_NORMAL, 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_PRI(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR_PRI(rpc, force));
+               Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(rpc, force));
 
-       this.velocity = this.pos1 * (this.cnt + (WEP_CVAR_PRI(rpc, speedaccel) * sys_frametime));
+       this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(rpc, speedaccel) * sys_frametime));
 
        UpdateCSQCProjectile(this);
        this.nextthink = time;
@@ -68,7 +68,7 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea
        entity flash = spawn ();
 
        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));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage), WEP_RPC.m_id);
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
        PROJECTILE_MAKETRIGGER(missile);
 
@@ -85,6 +85,7 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea
        set_movetype(missile, MOVETYPE_FLY);
 
        missile.projectiledeathtype = WEP_RPC.m_id;
+       missile.weaponentity_fld = weaponentity;
        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
@@ -105,7 +106,6 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea
        SUB_SetFade (flash, time, 0.1);
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
-       missile.pos1 = missile.velocity;
 
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
@@ -121,25 +121,7 @@ METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .en
        {
                // 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;
+               BLASTER_SECONDARY_ATTACK(rpc, actor, weaponentity);
                if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
@@ -179,25 +161,7 @@ METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .en
                {
                        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;
+               BLASTER_SECONDARY_ATTACK(rpc, actor, weaponentity);
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(rpc, animtime), w_ready);
        }
 }