self.takedamage = DAMAGE_NO;
// 1. dist damage
- d = (self.owner.health + self.owner.armorvalue);
+ d = (self.realowner.health + self.realowner.armorvalue);
RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
if(self.realowner.health + self.realowner.armorvalue >= d)
if(!self.cnt)
// 2. bfg effect
// NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain)
- if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
+ if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self))
{
// can we see fireball?
traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
RandomSelection_Init();
for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
- if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
+ if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self))
{
p = e.origin;
p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
precache_sound ("weapons/fireball_fire.wav");
precache_sound ("weapons/fireball_fire2.wav");
precache_sound ("weapons/fireball_prefire2.wav");
- precache_sound ("weapons/reload.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_FIREBALL);
+ self.current_ammo = ammo_fuel;
}
else if (req == WR_CHECKAMMO1)
{
if(self.ammo_fuel < 1)
self.ammo_fuel = 0;
- W_Reload(ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo), autocvar_g_balance_fireball_reload_ammo, autocvar_g_balance_fireball_reload_time, "weapons/reload.wav");
+ W_Reload(min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo), autocvar_g_balance_fireball_reload_ammo, autocvar_g_balance_fireball_reload_time, "weapons/reload.wav");
}
return TRUE;
};