2 CLASS(Fireball, Weapon)
3 /* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none)
4 /* impulse */ ATTRIB(Fireball, impulse, int, 9)
5 /* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
8 /* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
10 /* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
12 /* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
13 /* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
14 /* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball");
15 /* refname */ ATTRIB(Fireball, netname, string, "fireball");
16 /* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, animtime, float, BOTH) \
21 P(class, prefix, bfgdamage, float, PRI) \
22 P(class, prefix, bfgforce, float, PRI) \
23 P(class, prefix, bfgradius, float, PRI) \
24 P(class, prefix, damageforcescale, float, BOTH) \
25 P(class, prefix, damagetime, float, SEC) \
26 P(class, prefix, damage, float, BOTH) \
27 P(class, prefix, edgedamage, float, PRI) \
28 P(class, prefix, force, float, PRI) \
29 P(class, prefix, health, float, PRI) \
30 P(class, prefix, laserburntime, float, BOTH) \
31 P(class, prefix, laserdamage, float, BOTH) \
32 P(class, prefix, laseredgedamage, float, BOTH) \
33 P(class, prefix, laserradius, float, BOTH) \
34 P(class, prefix, lifetime, float, BOTH) \
35 P(class, prefix, radius, float, PRI) \
36 P(class, prefix, refire2, float, PRI) \
37 P(class, prefix, refire, float, BOTH) \
38 P(class, prefix, speed, float, BOTH) \
39 P(class, prefix, speed_up, float, SEC) \
40 P(class, prefix, speed_z, float, SEC) \
41 P(class, prefix, spread, float, BOTH) \
42 P(class, prefix, switchdelay_drop, float, NONE) \
43 P(class, prefix, switchdelay_raise, float, NONE) \
44 P(class, prefix, weaponreplace, string,NONE) \
45 P(class, prefix, weaponstartoverride, float, NONE) \
46 P(class, prefix, weaponstart, float, NONE) \
47 P(class, prefix, weaponthrowable, float, NONE) \
49 W_PROPS(X, Fireball, fireball)
53 REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
56 .float bot_primary_fireballmooth; // whatever a mooth is
57 .vector fireball_impactvec;
58 .float fireball_primarytime;
63 spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
65 void W_Fireball_Explode(entity this, entity directhitentity)
73 this.event_damage = func_null;
74 this.takedamage = DAMAGE_NO;
77 d = (this.realowner.health + this.realowner.armorvalue);
78 RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, directhitentity);
79 if(this.realowner.health + this.realowner.armorvalue >= d)
82 modeleffect_spawn("models/sphere/sphere.md3", 0, 0, this.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
85 // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
86 for(e = findradius(this.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
87 if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
89 // can we see fireball?
90 traceline(e.origin + e.view_ofs, this.origin, MOVE_NORMAL, e);
91 if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
93 // can we see player who shot fireball?
94 traceline(e.origin + e.view_ofs, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e);
95 if(trace_ent != this.realowner)
96 if(/* trace_startsolid || */ trace_fraction != 1)
98 dist = vlen(this.origin - e.origin - e.view_ofs);
99 points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
102 dir = normalize(e.origin + e.view_ofs - this.origin);
104 if(accuracy_isgooddamage(this.realowner, e))
105 accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
107 Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
108 Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
115 void W_Fireball_Explode_think(entity this)
117 W_Fireball_Explode(this, NULL);
120 void W_Fireball_Explode_use(entity this, entity actor, entity trigger)
122 W_Fireball_Explode(this, trigger);
125 void W_Fireball_TouchExplode(entity this, entity toucher)
127 PROJECTILE_TOUCH(this, toucher);
128 W_Fireball_Explode(this, toucher);
131 void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime)
140 RandomSelection_Init();
141 for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
142 if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
145 p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
146 p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
147 p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
148 d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
151 e.fireball_impactvec = p;
152 RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
155 if(RandomSelection_chosen_ent)
157 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
158 d = damage + (edgedamage - damage) * (d / dist);
159 Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype | HITTYPE_BOUNCE);
160 //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
161 Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
165 void W_Fireball_Think(entity this)
167 if(time > this.pushltime)
170 this.projectiledeathtype |= HITTYPE_SPLASH;
171 W_Fireball_Explode(this, NULL);
175 W_Fireball_LaserPlay(this, 0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime));
177 this.nextthink = time + 0.1;
180 void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
185 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
186 return; // g_projectiles_damage says to halt
188 this.health = this.health - damage;
192 W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think);
196 void W_Fireball_Attack1(entity actor)
200 W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
202 Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
204 proj = new(plasma_prim);
205 proj.owner = proj.realowner = actor;
206 proj.bot_dodge = true;
207 proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
208 proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime);
209 proj.use = W_Fireball_Explode_use;
210 setthink(proj, W_Fireball_Think);
211 proj.nextthink = time;
212 proj.health = WEP_CVAR_PRI(fireball, health);
213 proj.team = actor.team;
214 proj.event_damage = W_Fireball_Damage;
215 proj.takedamage = DAMAGE_YES;
216 proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
217 PROJECTILE_MAKETRIGGER(proj);
218 proj.projectiledeathtype = WEP_FIREBALL.m_id;
219 setorigin(proj, w_shotorg);
221 set_movetype(proj, MOVETYPE_FLY);
222 W_SetupProjVelocity_PRI(proj, fireball);
223 proj.angles = vectoangles(proj.velocity);
224 settouch(proj, W_Fireball_TouchExplode);
225 setsize(proj, '-16 -16 -16', '16 16 16');
226 proj.flags = FL_PROJECTILE;
227 IL_PUSH(g_projectiles, proj);
228 proj.missile_flags = MIF_SPLASH | MIF_PROXY;
230 CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
232 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
235 void W_Fireball_AttackEffect(entity actor, float i, vector f_diff)
237 W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
238 w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
239 Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
242 void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
244 W_Fireball_Attack1(actor);
245 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
248 void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire)
250 W_Fireball_AttackEffect(actor, 0, '+1.25 +3.75 0');
251 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
254 void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
256 W_Fireball_AttackEffect(actor, 0, '-1.25 +3.75 0');
257 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
260 void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
262 W_Fireball_AttackEffect(actor, 1, '+1.25 -3.75 0');
263 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
266 void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire)
268 W_Fireball_AttackEffect(actor, 0, '-1.25 -3.75 0');
269 sound(actor, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
270 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
273 void W_Fireball_Firemine_Think(entity this)
275 if(time > this.pushltime)
281 // make it "hot" once it leaves its owner
284 if(vdist(this.origin - this.owner.origin - this.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius)))
294 W_Fireball_LaserPlay(this, 0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime));
296 this.nextthink = time + 0.1;
299 void W_Fireball_Firemine_Touch(entity this, entity toucher)
301 PROJECTILE_TOUCH(this, toucher);
302 if(toucher.takedamage == DAMAGE_AIM)
303 if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
308 this.projectiledeathtype |= HITTYPE_BOUNCE;
311 void W_Fireball_Attack2(entity actor)
317 c = actor.bulletcounter % 4;
321 f_diff = '-1.25 -3.75 0';
324 f_diff = '+1.25 -3.75 0';
327 f_diff = '-1.25 +3.75 0';
331 f_diff = '+1.25 +3.75 0';
334 W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
335 traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor);
336 w_shotorg = trace_endpos;
338 Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
341 proj.owner = proj.realowner = actor;
342 proj.bot_dodge = true;
343 proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
344 set_movetype(proj, MOVETYPE_BOUNCE);
345 proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY;
346 settouch(proj, W_Fireball_Firemine_Touch);
347 PROJECTILE_MAKETRIGGER(proj);
348 setsize(proj, '-4 -4 -4', '4 4 4');
349 setorigin(proj, w_shotorg);
350 setthink(proj, W_Fireball_Firemine_Think);
351 proj.nextthink = time;
352 proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
353 proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
354 W_SetupProjVelocity_UP_SEC(proj, fireball);
356 proj.angles = vectoangles(proj.velocity);
357 proj.flags = FL_PROJECTILE;
358 IL_PUSH(g_projectiles, proj);
359 proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
361 CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
363 MUTATOR_CALLHOOK(EditProjectile, actor, proj);
366 METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
368 PHYS_INPUT_BUTTON_ATCK(actor) = false;
369 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
370 if(actor.bot_primary_fireballmooth == 0)
372 if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
374 PHYS_INPUT_BUTTON_ATCK(actor) = true;
375 if(random() < 0.02) actor.bot_primary_fireballmooth = 0;
380 if(bot_aim(actor, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
382 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
383 if(random() < 0.01) actor.bot_primary_fireballmooth = 1;
387 METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
391 if(time >= actor.fireball_primarytime)
392 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
394 W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
395 actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
400 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
402 W_Fireball_Attack2(actor);
403 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
407 METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
409 actor.ammo_field = ammo_none;
411 METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
413 return true; // infinite ammo
415 METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
417 return true; // fireball has infinite ammo
419 METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
421 actor.fireball_primarytime = time;
423 METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
425 if(w_deathtype & HITTYPE_SECONDARY)
426 return WEAPON_FIREBALL_SUICIDE_FIREMINE;
428 return WEAPON_FIREBALL_SUICIDE_BLAST;
430 METHOD(Fireball, wr_killmessage, Notification(entity thiswep))
432 if(w_deathtype & HITTYPE_SECONDARY)
433 return WEAPON_FIREBALL_MURDER_FIREMINE;
435 return WEAPON_FIREBALL_MURDER_BLAST;
441 METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
444 if(w_deathtype & HITTYPE_SECONDARY)
446 // firemine goes out silently
450 org2 = w_org + w_backoff * 16;
451 pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
453 sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom