accuracy_add(self.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
Damage(e, self, self.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
- Send_Effect("fireball_bfgdamage", e.origin, -1 * dir, 1);
+ Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
}
}
d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
d = damage + (edgedamage - damage) * (d / dist);
Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
- //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
- Send_Effect("fireball_laser", self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
+ //trailparticles(self, particleeffectnum(EFFECT_FIREBALL_LASER), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
+ Send_Effect(EFFECT_FIREBALL_LASER, self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
}
}
{
entity proj;
- W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
+ W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 2, W_Sound("fireball_fire2"), CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
- Send_Effect("fireball_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
proj = spawn();
proj.classname = "plasma_prim";
{
W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 0, "", 0, 0);
w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
- Send_Effect("fireball_preattack_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
}
void W_Fireball_Attack1_Frame4(void)
void W_Fireball_Attack1_Frame0(void)
{
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
- sound(self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_WEAPON_SINGLE, W_Sound("fireball_prefire2"), VOL_BASE, ATTEN_NORM);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
}
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
- traceline(w_shotorg, w_shotorg + f_diff.x * v_up + f_diff.y * v_right, MOVE_NORMAL, self);
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, W_Sound("fireball_fire"), CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
+ traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
w_shotorg = trace_endpos;
- Send_Effect("fireball_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
proj = spawn();
proj.owner = proj.realowner = self;
}
case WR_INIT:
{
- precache_model("models/weapons/g_fireball.md3");
- precache_model("models/weapons/v_fireball.md3");
- precache_model("models/weapons/h_fireball.iqm");
+ precache_model(W_Model("g_fireball.md3"));
+ precache_model(W_Model("v_fireball.md3"));
+ precache_model(W_Model("h_fireball.iqm"));
precache_model("models/sphere/sphere.md3");
- precache_sound("weapons/fireball_fire.wav");
- precache_sound("weapons/fireball_fire2.wav");
- precache_sound("weapons/fireball_prefire2.wav");
+ precache_sound(W_Sound("fireball_fire"));
+ precache_sound(W_Sound("fireball_fire2"));
+ precache_sound(W_Sound("fireball_prefire2"));
FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
return true;
}
else
{
org2 = w_org + w_backoff * 16;
- pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_FIREBALL_EXPLODE), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM * 0.25); // long range boom
+ sound(self, CH_SHOTS, W_Sound("fireball_impact2"), VOL_BASE, ATTEN_NORM * 0.25); // long range boom
}
return true;
}
case WR_INIT:
{
- precache_sound("weapons/fireball_impact2.wav");
+ precache_sound(W_Sound("fireball_impact2"));
return true;
}
case WR_ZOOMRETICLE: