-#ifndef IMPLEMENTATION
-CLASS(Fireball, Weapon)
-/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none)
-/* impulse */ ATTRIB(Fireball, impulse, int, 9)
-/* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
-/* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
-/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
-#ifndef MENUQC
-/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
-#endif
-/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
-/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
-/* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball");
-/* refname */ ATTRIB(Fireball, netname, string, "fireball");
-/* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, bfgdamage, float, PRI) \
- P(class, prefix, bfgforce, float, PRI) \
- P(class, prefix, bfgradius, float, PRI) \
- P(class, prefix, damageforcescale, float, BOTH) \
- P(class, prefix, damagetime, float, SEC) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, edgedamage, float, PRI) \
- P(class, prefix, force, float, PRI) \
- P(class, prefix, health, float, PRI) \
- P(class, prefix, laserburntime, float, BOTH) \
- P(class, prefix, laserdamage, float, BOTH) \
- P(class, prefix, laseredgedamage, float, BOTH) \
- P(class, prefix, laserradius, float, BOTH) \
- P(class, prefix, lifetime, float, BOTH) \
- P(class, prefix, radius, float, PRI) \
- P(class, prefix, refire2, float, PRI) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, speed_up, float, SEC) \
- P(class, prefix, speed_z, float, SEC) \
- P(class, prefix, spread, float, BOTH) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Fireball, fireball)
-#undef X
-
-ENDCLASS(Fireball)
-REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
+#include "fireball.qh"
#ifdef SVQC
-.float bot_primary_fireballmooth; // whatever a mooth is
-.vector fireball_impactvec;
-.float fireball_primarytime[MAX_WEAPONSLOTS];
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
+spawnfunc(weapon_fireball)
+{
+ weapon_defaultspawnfunc(this, WEP_FIREBALL);
+}
void W_Fireball_Explode(entity this, entity directhitentity)
{
// 1. dist damage
d = (this.realowner.health + this.realowner.armorvalue);
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);
- if(this.realowner.health + this.realowner.armorvalue >= d)
- if(!this.cnt)
- {
- 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);
-
- // 2. bfg effect
- // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
- for(e = findradius(this.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
- if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
- {
- // can we see fireball?
- traceline(e.origin + e.view_ofs, this.origin, MOVE_NORMAL, e);
- if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
- continue;
- // can we see player who shot fireball?
- traceline(e.origin + e.view_ofs, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e);
- if(trace_ent != this.realowner)
- if(/* trace_startsolid || */ trace_fraction != 1)
- continue;
- dist = vlen(this.origin - e.origin - e.view_ofs);
- points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
- if(points <= 0)
- continue;
- dir = normalize(e.origin + e.view_ofs - this.origin);
-
- if(accuracy_isgooddamage(this.realowner, e))
- accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
-
- 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);
- Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
+ if (this.realowner.health + this.realowner.armorvalue >= d) {
+ if (!this.cnt) {
+ 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);
+
+ // 2. bfg effect
+ // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
+ for (e = findradius(this.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain) {
+ if (e != this.realowner) {
+ if (e.takedamage == DAMAGE_AIM) {
+ if (!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this)) {
+ // can we see fireball?
+ traceline(e.origin + e.view_ofs, this.origin, MOVE_NORMAL, e);
+ if ( /* trace_startsolid || */ trace_fraction != 1) { // startsolid should be never happening anyway
+ continue;
+ }
+ // can we see player who shot fireball?
+ traceline(e.origin + e.view_ofs, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e);
+ if (trace_ent != this.realowner) {
+ if ( /* trace_startsolid || */ trace_fraction != 1) {
+ continue;
+ }
+ }
+ dist = vlen(this.origin - e.origin - e.view_ofs);
+ points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
+ if (points <= 0) {
+ continue;
+ }
+ dir = normalize(e.origin + e.view_ofs - this.origin);
+
+ if (accuracy_isgooddamage(this.realowner, e)) {
+ accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
+ }
+
+ 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);
+ Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
+ }
+ }
+ }
+ }
}
}
float d;
vector p;
- if(damage <= 0)
+ if (damage <= 0) {
return;
+ }
RandomSelection_Init();
- for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
- if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
- {
- p = e.origin;
- p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
- p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
- p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
- d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
- if(d < dist)
- {
- e.fireball_impactvec = p;
- RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
+ for (e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain) {
+ if (e != this.realowner) {
+ if (e.takedamage == DAMAGE_AIM) {
+ if (!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this)) {
+ p = e.origin;
+ p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
+ p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
+ p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
+ d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
+ if (d < dist) {
+ e.fireball_impactvec = p;
+ RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e));
+ }
+ }
+ }
}
}
- if(RandomSelection_chosen_ent)
- {
+ if (RandomSelection_chosen_ent) {
d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
d = damage + (edgedamage - damage) * (d / dist);
Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype | HITTYPE_BOUNCE);
- //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
+ // trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
}
}
void W_Fireball_Think(entity this)
{
- if(time > this.pushltime)
- {
+ if (time > this.pushltime) {
this.cnt = 1;
this.projectiledeathtype |= HITTYPE_SPLASH;
W_Fireball_Explode(this, NULL);
void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
- if(this.health <= 0)
+ if (this.health <= 0) {
return;
+ }
- if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+ if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) { // no exceptions
return; // g_projectiles_damage says to halt
-
+ }
this.health = this.health - damage;
- if(this.health <= 0)
- {
+ if (this.health <= 0) {
this.cnt = 1;
W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think);
}
setsize(proj, '-16 -16 -16', '16 16 16');
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
- proj.missile_flags = MIF_SPLASH | MIF_PROXY;
+ IL_PUSH(g_bot_dodge, proj);
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY;
CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
void W_Fireball_Firemine_Think(entity this)
{
- if(time > this.pushltime)
- {
+ if (time > this.pushltime) {
delete(this);
return;
}
// make it "hot" once it leaves its owner
- if(this.owner)
- {
- if(vdist(this.origin - this.owner.origin - this.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius)))
- {
+ if (this.owner) {
+ if (vdist(this.origin - this.owner.origin - this.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius))) {
this.cnt += 1;
- if(this.cnt == 3)
+ if (this.cnt == 3) {
this.owner = NULL;
- }
- else
+ }
+ } else {
this.cnt = 0;
+ }
}
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));
void W_Fireball_Firemine_Touch(entity this, entity toucher)
{
PROJECTILE_TOUCH(this, toucher);
- if(toucher.takedamage == DAMAGE_AIM)
- if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
- {
- delete(this);
- return;
+ if (toucher.takedamage == DAMAGE_AIM) {
+ if (Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0) {
+ delete(this);
+ return;
+ }
}
this.projectiledeathtype |= HITTYPE_BOUNCE;
}
vector f_diff;
float c;
- c = actor.bulletcounter % 4;
- switch(c)
- {
+ c = actor.(weaponentity).bulletcounter % 4;
+ switch (c) {
case 0:
f_diff = '-1.25 -3.75 0';
break;
proj.angles = vectoangles(proj.velocity);
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
- proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
+ IL_PUSH(g_bot_dodge, proj);
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
MUTATOR_CALLHOOK(EditProjectile, actor, proj);
}
-METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
+METHOD(Fireball, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
- PHYS_INPUT_BUTTON_ATCK(actor) = false;
- PHYS_INPUT_BUTTON_ATCK2(actor) = false;
- if(actor.bot_primary_fireballmooth == 0)
- {
- if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
- {
- PHYS_INPUT_BUTTON_ATCK(actor) = true;
- if(random() < 0.02) actor.bot_primary_fireballmooth = 0;
- }
- }
- else
- {
- if(bot_aim(actor, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
- {
- PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- if(random() < 0.01) actor.bot_primary_fireballmooth = 1;
- }
- }
+ PHYS_INPUT_BUTTON_ATCK(actor) = false;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+ if (actor.bot_primary_fireballmooth == 0) {
+ if (bot_aim(actor, weaponentity, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false)) {
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
+ if (random() < 0.02) { actor.bot_primary_fireballmooth = 0; }
+ }
+ } else {
+ if (bot_aim(actor, weaponentity, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true)) {
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ if (random() < 0.01) { actor.bot_primary_fireballmooth = 1; }
+ }
+ }
}
METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(fire & 1)
- {
- int slot = weaponslot(weaponentity);
- if(time >= actor.fireball_primarytime[slot])
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
- {
- W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
- actor.fireball_primarytime[slot] = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
- }
- }
- else if(fire & 2)
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
- {
- W_Fireball_Attack2(actor, weaponentity);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
- }
- }
-}
-METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
-{
- actor.ammo_field = ammo_none;
+ if (fire & 1) {
+ if (time >= actor.(weaponentity).fireball_primarytime) {
+ if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire))) {
+ W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
+ actor.(weaponentity).fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
+ }
+ }
+ } else if (fire & 2) {
+ if (weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire))) {
+ W_Fireball_Attack2(actor, weaponentity);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+ }
+ }
}
-METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- return true; // infinite ammo
+ return true; // infinite ammo
}
-METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- return true; // fireball has infinite ammo
+ return true; // fireball has infinite ammo
}
METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
{
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- actor.fireball_primarytime[slot] = time;
+ for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).fireball_primarytime = time;
+ }
}
METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
{
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_FIREBALL_SUICIDE_FIREMINE;
- else
- return WEAPON_FIREBALL_SUICIDE_BLAST;
+ if (w_deathtype & HITTYPE_SECONDARY) {
+ return WEAPON_FIREBALL_SUICIDE_FIREMINE;
+ } else {
+ return WEAPON_FIREBALL_SUICIDE_BLAST;
+ }
}
METHOD(Fireball, wr_killmessage, Notification(entity thiswep))
{
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_FIREBALL_MURDER_FIREMINE;
- else
- return WEAPON_FIREBALL_MURDER_BLAST;
+ if (w_deathtype & HITTYPE_SECONDARY) {
+ return WEAPON_FIREBALL_MURDER_FIREMINE;
+ } else {
+ return WEAPON_FIREBALL_MURDER_BLAST;
+ }
}
#endif
METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- // firemine goes out silently
- }
- else
- {
- org2 = w_org + w_backoff * 16;
- pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
- if(!w_issilent)
- sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
- }
+ vector org2;
+ if (w_deathtype & HITTYPE_SECONDARY) {
+ // firemine goes out silently
+ } else {
+ org2 = w_org + w_backoff * 16;
+ pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
+ if (!w_issilent) {
+ sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
+ }
+ }
}
#endif
-#endif