Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
okrpc.qc
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1#include "okrpc.qh"
2
3#ifdef SVQC
4
5.float m_chainsaw_damage; // accumulated damage of the missile as it passes trough enemies
6
8{
9 this.event_damage = func_null;
10 this.takedamage = DAMAGE_NO;
11
12 float explosion_damage = RadiusDamage(this, this.realowner, WEP_CVAR_PRI(WEP_OVERKILL_RPC, damage), WEP_CVAR_PRI(WEP_OVERKILL_RPC, edgedamage), WEP_CVAR_PRI(WEP_OVERKILL_RPC, radius), NULL, NULL, WEP_CVAR_PRI(WEP_OVERKILL_RPC, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
13 if (explosion_damage > 0 && this.m_chainsaw_damage > 0)
14 {
15 // if chainsaw hit something, it removed fired damage (so that direct hit is 100%)
16 // now that we also damaged something by explosion we'd go over 100% so let's add the fired damage back
17 accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype), WEP_CVAR(WEP_OVERKILL_RPC, damage), 0, 0); // add to fired
18 }
19
20 delete(this);
21}
22
27
36
37void W_OverkillRocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
38{
39 if (GetResource(this, RES_HEALTH) <= 0)
40 return;
41
42 if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
43 return; // g_projectiles_damage says to halt
44
45 TakeResource(this, RES_HEALTH, damage);
46
47 if (GetResource(this, RES_HEALTH) <= 0)
49}
50
52{
53 if(this.cnt <= time)
54 {
55 delete(this);
56 return;
57 }
58
59 float myspeed = vlen(this.velocity);
60 float myspeed_accel = myspeed * sys_frametime;
61 vector mydir = normalize(this.velocity);
62
63 tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
65 {
67 {
68 if (this.m_chainsaw_damage == 0) // first hit
69 {
70 // The fired damage of the explosion is already counted in the statistics (when launching the chainsaw).
71 // We remove it here so that a direct hit that passes through and doesn't damage anything by the explosion later is still 100%.
72 float fired_damage = WEP_CVAR_PRI(WEP_OVERKILL_RPC, damage2) - WEP_CVAR_PRI(WEP_OVERKILL_RPC, damage);
73 float hit_damage = WEP_CVAR_PRI(WEP_OVERKILL_RPC, damage2);
74 accuracy_add(this.realowner, DEATH_WEAPONOF(this.projectiledeathtype), fired_damage, hit_damage, 0); // add to fired and hit
75 }
76 this.m_chainsaw_damage += WEP_CVAR_PRI(WEP_OVERKILL_RPC, damage2);
77 }
78 Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(WEP_OVERKILL_RPC, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(WEP_OVERKILL_RPC, force));
79 }
80
81 this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(WEP_OVERKILL_RPC, speedaccel) * sys_frametime));
82
84 this.nextthink = time;
85}
86
88{
89 entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
90
91 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(WEP_OVERKILL_RPC, ammo), weaponentity);
92 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_RPC_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(WEP_OVERKILL_RPC, damage), thiswep.m_id);
93 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
95
96 missile.owner = missile.realowner = actor;
97 missile.bot_dodge = true;
98 missile.bot_dodgerating = WEP_CVAR_PRI(WEP_OVERKILL_RPC, damage) * 2;
99
100 missile.takedamage = DAMAGE_YES;
101 missile.damageforcescale = WEP_CVAR_PRI(WEP_OVERKILL_RPC, damageforcescale);
102 SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(WEP_OVERKILL_RPC, health));
103 missile.event_damage = W_OverkillRocketPropelledChainsaw_Damage;
104 missile.damagedbycontents = true;
106 set_movetype(missile, MOVETYPE_FLY);
107
108 missile.projectiledeathtype = thiswep.m_id;
109 missile.weaponentity_fld = weaponentity;
110 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
111
112 setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
113 W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(WEP_OVERKILL_RPC, speed), 0);
114
116
118 missile.cnt = time + WEP_CVAR_PRI(WEP_OVERKILL_RPC, lifetime);
119 missile.nextthink = time;
120 missile.flags = FL_PROJECTILE;
121 IL_PUSH(g_projectiles, missile);
122 IL_PUSH(g_bot_dodge, missile);
123
124 CSQCProjectile(missile, true, PROJECTILE_RPC, false);
125
126 missile.m_chainsaw_damage = 0;
127
128 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
129}
130
131METHOD(OverkillRocketPropelledChainsaw, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
132{
133 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(WEP_OVERKILL_RPC, speed), 0, WEP_CVAR_PRI(WEP_OVERKILL_RPC, lifetime), false, true);
134}
135
136METHOD(OverkillRocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
137{
138 if ((WEP_CVAR_SEC(WEP_OVERKILL_RPC, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
139 {
140 // Secondary uses it's own refire timer if refire_type is 1.
141 actor.jump_interval = time + WEP_CVAR_PRI(WEP_BLASTER, refire) * W_WeaponRateFactor(actor);
142 makevectors(actor.v_angle);
143 W_Blaster_Attack(actor, weaponentity);
144 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
145 (actor.(weaponentity).wframe == WFRAME_FIRE2))
146 {
147 // Set secondary fire animation.
148 actor.(weaponentity).wframe = WFRAME_FIRE2;
150 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
151 {
152 wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
153 }
154 ));
156 }
157 }
158 if (WEP_CVAR(WEP_OVERKILL_RPC, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(WEP_OVERKILL_RPC, ammo))
159 {
160 // Forced reload
161 thiswep.wr_reload(thiswep, actor, weaponentity);
162 return;
163 }
164 if (fire & 1) // Primary attack
165 {
166 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_OVERKILL_RPC, refire)))
167 {
168 return;
169 }
170 W_OverkillRocketPropelledChainsaw_Attack(thiswep, actor, weaponentity);
171 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_OVERKILL_RPC, animtime), w_ready);
172 return;
173 }
174 if ((fire & 2) && (WEP_CVAR_SEC(WEP_OVERKILL_RPC, refire_type) == 0)) // Secondary attack
175 {
176 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_BLASTER, refire)))
177 {
178 return;
179 }
180 makevectors(actor.v_angle);
181 W_Blaster_Attack(actor, weaponentity);
182 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_PRI(WEP_BLASTER, animtime), w_ready);
183 }
184}
185
186METHOD(OverkillRocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
187{
188 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_OVERKILL_RPC, ammo);
189 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(WEP_OVERKILL_RPC, ammo);
190 return ammo_amount;
191}
192
193METHOD(OverkillRocketPropelledChainsaw, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
194{
195 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_BLASTER, ammo);
196 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(WEP_BLASTER, ammo);
197 return ammo_amount;
198}
199
200METHOD(OverkillRocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
201{
202 W_Reload(actor, weaponentity, WEP_CVAR_PRI(WEP_OVERKILL_RPC, ammo), SND_RELOAD);
203}
204
205METHOD(OverkillRocketPropelledChainsaw, wr_suicidemessage, Notification(entity thiswep))
206{
208 return WEAPON_OVERKILL_RPC_SUICIDE_SPLASH;
209 else
210 return WEAPON_OVERKILL_RPC_SUICIDE_DIRECT;
211}
212
214{
216 return WEAPON_OVERKILL_RPC_MURDER_SPLASH;
217 else
218 return WEAPON_OVERKILL_RPC_MURDER_DIRECT;
219}
220
221#endif
222
223#ifdef CSQC
224
225METHOD(OverkillRocketPropelledChainsaw, wr_impacteffect, void(entity thiswep, entity actor))
226{
227 vector org2 = w_org + w_backoff * 2;
228 pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
229 if(!w_issilent)
230 sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
231}
232
233#endif
234#ifdef MENUQC
237
239{
242 PAR(_("As the name suggests, the %s is a superweapon that fires a rocket propelled chainsaw which explodes on impact, dealing a lot of splash damage to any players close by."), COLORED_NAME(this));
243 PAR(_("Like with all %s weapons, the secondary fire shoots a laser which doesn't damage or push enemies, but can be used to push yourself around."), COLORED_NAME(MUTATOR_ok));
244 PAR(_("It is a superweapon found on some maps, meaning that it breaks down after some time."));
245 PAR(_("The primary fire consumes %s ammo, although you spawn with an infinite amount of it in %s."), COLORED_NAME(ITEM_Rockets), COLORED_NAME(MUTATOR_ok));
246 PAR(_("Since it is the only %s weapon which deals splash damage, the %s is a good choice of weapon for attacking groups of enemies."), COLORED_NAME(MUTATOR_ok), COLORED_NAME(this));
247 PAR(W_Guide_Keybinds(this));
249 return PAGE_TEXT;
250}
251
252#endif
void accuracy_add(entity this, Weapon w, float fired, float hit, float real)
update accuracy stats
Definition accuracy.qc:102
bool accuracy_isgooddamage(entity attacker, entity targ)
does this damage count towards accuracy stats?
Definition accuracy.qc:133
void animdecide_setaction(entity e, float action, float restart)
const int ANIMACTION_SHOOT
bool bot_aim(entity this,.entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, float applygravity, bool shot_accurate)
IntrusiveList g_bot_dodge
Definition api.qh:150
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
void W_Blaster_Attack(entity actor,.entity weaponentity)
Definition blaster.qc:54
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
void TakeResource(entity receiver, Resource res_type, float amount)
Takes an entity some resource.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:44
int m_id
Definition weapon.qh:45
string netname
Definition powerups.qc:20
float lifetime
Definition powerups.qc:23
float cnt
Definition powerups.qc:24
#define COLORED_NAME(this)
Definition color.qh:195
float radius
Definition impulse.qh:11
#define IS_PLAYER(s)
Definition player.qh:243
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition player.qh:150
float W_WeaponRateFactor(entity this)
const int FL_PROJECTILE
Definition constants.qh:85
entity trace_ent
const float MOVE_NORMAL
vector mins
vector velocity
float time
vector maxs
float nextthink
vector v_forward
vector origin
#define spawn
void UpdateCSQCProjectile(entity e)
void CSQCProjectile(entity e, float clientanimate, int type, float docull)
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition damage.qc:503
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
Definition damage.qc:981
IntrusiveList g_damagedbycontents
Definition damage.qh:135
vector w_org
int w_deathtype
float damageforcescale
vector w_backoff
float w_issilent
const int HITTYPE_BOUNCE
Definition all.qh:31
const int HITTYPE_SPLASH
Definition all.qh:30
#define DEATH_WEAPONOF(t)
Definition all.qh:45
float speed
Definition dynlight.qc:9
#define pointparticles(effect, org, vel, howmany)
Definition effect.qh:7
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define TC(T, sym)
Definition _all.inc:82
float vlen(vector v)
vector normalize(vector v)
#define LAMBDA(...)
Definition misc.qh:34
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
const int MOVETYPE_FLY
Definition movetypes.qh:134
var void func_null()
entity Notification
always last
Definition all.qh:81
void W_OverkillRocketPropelledChainsaw_Explode_think(entity this)
Definition okrpc.qc:23
void W_OverkillRocketPropelledChainsaw_Touch(entity this, entity toucher)
Definition okrpc.qc:28
void W_OverkillRocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition okrpc.qc:37
float m_chainsaw_damage
Definition okrpc.qc:5
void W_OverkillRocketPropelledChainsaw_Explode(entity this, entity directhitentity)
Definition okrpc.qc:7
void W_OverkillRocketPropelledChainsaw_Attack(Weapon thiswep, entity actor,.entity weaponentity)
Definition okrpc.qc:87
void W_OverkillRocketPropelledChainsaw_Think(entity this)
Definition okrpc.qc:51
#define METHOD(cname, name, prototype)
Definition oo.qh:269
#define NULL
Definition post.qh:14
#define makevectors
Definition post.qh:21
const int PROJECTILE_RPC
float health
Legacy fields for the resources. To be removed.
Definition resources.qh:9
#define setthink(e, f)
vector
Definition self.qh:92
entity entity toucher
Definition self.qh:72
#define settouch(e, f)
Definition self.qh:73
float sys_frametime
Definition common.qh:57
float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception)
Definition common.qc:45
void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
Definition common.qc:87
int projectiledeathtype
Definition common.qh:21
IntrusiveList g_projectiles
Definition common.qh:58
#define PROJECTILE_MAKETRIGGER(e)
Definition common.qh:34
float WarpZone_Projectile_Touch(entity this, entity toucher)
Definition server.qc:381
const float VOL_BASE
Definition sound.qh:36
const int CH_SHOTS
Definition sound.qh:14
const int CH_WEAPON_A
Definition sound.qh:7
const float ATTEN_NORM
Definition sound.qh:30
#define sound(e, c, s, v, a)
Definition sound.qh:52
#define PAGE_TEXT
Definition string.qh:643
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
Definition string.qh:649
#define PAGE_TEXT_INIT()
Definition string.qh:642
const int DAMAGE_YES
Definition subs.qh:80
const int DAMAGE_NO
Definition subs.qh:79
float takedamage
Definition subs.qh:78
float ammo
Definition sv_turrets.qh:43
entity realowner
vector w_shotdir
Definition tracing.qh:20
#define W_SetupShot_ProjectileSize(ent, wepent, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition tracing.qh:30
vector w_shotorg
Definition tracing.qh:19
#define W_SetupProjVelocity_Basic(ent, pspeed, pspread)
Definition tracing.qh:49
#define IS_SPEC(v)
Definition utils.qh:10
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:50
string W_Guide_Keybinds(Weapon wep)
Definition all.qc:836
string W_Guide_DPS_onlyOne_andDirectHit(string name, string fire)
Definition all.qc:922
void W_MuzzleFlash(Weapon thiswep, entity actor,.entity weaponentity, vector shotorg, vector shotdir)
Definition all.qc:728
#define WEP_CVAR_PRI(wep, name)
Definition all.qh:322
WFRAME wframe
Definition all.qh:414
#define WEP_CVAR(wep, name)
Definition all.qh:321
#define WEP_CVAR_SEC(wep, name)
Definition all.qh:323
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use,.entity weaponentity)
void W_Reload(entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
entity weaponentity_fld
float weapon_load[REGISTRY_MAX(Weapons)]