X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Ffireball.qc;h=37deb1452819a9238690130656b0c9dea9b7a989;hb=2300937585fd409c578a516ed5e051ba389646d4;hp=a6db7c9b71ce578845d5058793ed29a1444a340b;hpb=d271f27a5ac351a3a7b39636932f6d661492be1d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/fireball.qc b/qcsrc/common/weapons/weapon/fireball.qc index a6db7c9b7..37deb1452 100644 --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@ -62,64 +62,74 @@ REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball)); #ifdef SVQC spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); } -void W_Fireball_Explode() -{SELFPARAM(); +void W_Fireball_Explode(entity this, entity directhitentity) +{ entity e; float dist; float points; vector dir; float d; - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; + this.event_damage = func_null; + this.takedamage = DAMAGE_NO; // 1. dist damage - d = (self.realowner.health + self.realowner.armorvalue); - RadiusDamage(self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other); - if(self.realowner.health + self.realowner.armorvalue >= d) - if(!self.cnt) + 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, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25); + 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(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain) - if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self)) + 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, self.origin, MOVE_NORMAL, e); + 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, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e); - if(trace_ent != self.realowner) + 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(self.origin - e.origin - e.view_ofs); + 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 - self.origin); + dir = normalize(e.origin + e.view_ofs - this.origin); - if(accuracy_isgooddamage(self.realowner, e)) - accuracy_add(self.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points); + if(accuracy_isgooddamage(this.realowner, e)) + accuracy_add(this.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); + 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); } } - remove(self); + remove(this); +} + +void W_Fireball_Explode_think(entity this) +{ + W_Fireball_Explode(this, NULL); +} + +void W_Fireball_Explode_use(entity this, entity actor, entity trigger) +{ + W_Fireball_Explode(this, trigger); } -void W_Fireball_TouchExplode() +void W_Fireball_TouchExplode(entity this, entity toucher) { - PROJECTILE_TOUCH; - W_Fireball_Explode(); + PROJECTILE_TOUCH(this, toucher); + W_Fireball_Explode(this, toucher); } -void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime) -{SELFPARAM(); +void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime) +{ entity e; float d; vector p; @@ -128,14 +138,14 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, return; RandomSelection_Init(); - for(e = WarpZone_FindRadius(self.origin, dist, true); e; e = e.chain) - if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self)) + 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, self.origin) - p); + d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p); if(d < dist) { e.fireball_impactvec = p; @@ -144,27 +154,27 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, } if(RandomSelection_chosen_ent) { - d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec); + 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, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE); - //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); + 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); + Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1); } } -void W_Fireball_Think() -{SELFPARAM(); - if(time > self.pushltime) +void W_Fireball_Think(entity this) +{ + if(time > this.pushltime) { - self.cnt = 1; - self.projectiledeathtype |= HITTYPE_SPLASH; - W_Fireball_Explode(); + this.cnt = 1; + this.projectiledeathtype |= HITTYPE_SPLASH; + W_Fireball_Explode(this, NULL); return; } - W_Fireball_LaserPlay(0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime)); + 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)); - self.nextthink = time + 0.1; + this.nextthink = time + 0.1; } void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) @@ -179,28 +189,28 @@ void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float dam if(this.health <= 0) { this.cnt = 1; - WITHSELF(this, W_PrepareExplosionByDamage(attacker, W_Fireball_Explode)); + W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think); } } -void W_Fireball_Attack1() -{SELFPARAM(); +void W_Fireball_Attack1(entity actor) +{ entity proj; - W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage)); + 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)); Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); proj = new(plasma_prim); - proj.owner = proj.realowner = self; + proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage); proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime); - proj.use = W_Fireball_Explode; - proj.think = W_Fireball_Think; + proj.use = W_Fireball_Explode_use; + setthink(proj, W_Fireball_Think); proj.nextthink = time; proj.health = WEP_CVAR_PRI(fireball, health); - proj.team = self.team; + proj.team = actor.team; proj.event_damage = W_Fireball_Damage; proj.takedamage = DAMAGE_YES; proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale); @@ -211,99 +221,99 @@ void W_Fireball_Attack1() proj.movetype = MOVETYPE_FLY; W_SetupProjVelocity_PRI(proj, fireball); proj.angles = vectoangles(proj.velocity); - proj.touch = W_Fireball_TouchExplode; + settouch(proj, W_Fireball_TouchExplode); setsize(proj, '-16 -16 -16', '16 16 16'); proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH | MIF_PROXY; CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true); - MUTATOR_CALLHOOK(EditProjectile, self, proj); + MUTATOR_CALLHOOK(EditProjectile, actor, proj); } -void W_Fireball_AttackEffect(float i, vector f_diff) -{SELFPARAM(); - W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0); +void W_Fireball_AttackEffect(entity actor, float i, vector f_diff) +{ + W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0); w_shotorg += f_diff.x * v_up + f_diff.y * v_right; Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); } void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_Attack1(); + W_Fireball_Attack1(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready); } void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_AttackEffect(0, '+1.25 +3.75 0'); + W_Fireball_AttackEffect(actor, 0, '+1.25 +3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4); } void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_AttackEffect(0, '-1.25 +3.75 0'); + W_Fireball_AttackEffect(actor, 0, '-1.25 +3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3); } void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_AttackEffect(1, '+1.25 -3.75 0'); + W_Fireball_AttackEffect(actor, 1, '+1.25 -3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2); } void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire) -{SELFPARAM(); - W_Fireball_AttackEffect(0, '-1.25 -3.75 0'); - sound(self, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM); +{ + W_Fireball_AttackEffect(actor, 0, '-1.25 -3.75 0'); + sound(actor, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1); } -void W_Fireball_Firemine_Think() -{SELFPARAM(); - if(time > self.pushltime) +void W_Fireball_Firemine_Think(entity this) +{ + if(time > this.pushltime) { - remove(self); + remove(this); return; } // make it "hot" once it leaves its owner - if(self.owner) + if(this.owner) { - if(vdist(self.origin - self.owner.origin - self.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius))) + if(vdist(this.origin - this.owner.origin - this.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius))) { - self.cnt += 1; - if(self.cnt == 3) - self.owner = world; + this.cnt += 1; + if(this.cnt == 3) + this.owner = NULL; } else - self.cnt = 0; + this.cnt = 0; } - W_Fireball_LaserPlay(0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime)); + 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)); - self.nextthink = time + 0.1; + this.nextthink = time + 0.1; } -void W_Fireball_Firemine_Touch() -{SELFPARAM(); - PROJECTILE_TOUCH; - if(other.takedamage == DAMAGE_AIM) - if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0) +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) { - remove(self); + remove(this); return; } - self.projectiledeathtype |= HITTYPE_BOUNCE; + this.projectiledeathtype |= HITTYPE_BOUNCE; } -void W_Fireball_Attack2() -{SELFPARAM(); +void W_Fireball_Attack2(entity actor) +{ entity proj; vector f_diff; float c; - c = self.bulletcounter % 4; + c = actor.bulletcounter % 4; switch(c) { case 0: @@ -320,23 +330,23 @@ void W_Fireball_Attack2() f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, SND_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_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 2, SND_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, actor); w_shotorg = trace_endpos; Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); proj = new(grenade); - proj.owner = proj.realowner = self; + proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage); proj.movetype = MOVETYPE_BOUNCE; proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY; - proj.touch = W_Fireball_Firemine_Touch; + settouch(proj, W_Fireball_Firemine_Touch); PROJECTILE_MAKETRIGGER(proj); setsize(proj, '-4 -4 -4', '4 4 4'); setorigin(proj, w_shotorg); - proj.think = W_Fireball_Firemine_Think; + setthink(proj, W_Fireball_Firemine_Think); proj.nextthink = time; proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale); proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime); @@ -348,28 +358,27 @@ void W_Fireball_Attack2() CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true); - MUTATOR_CALLHOOK(EditProjectile, self, proj); + MUTATOR_CALLHOOK(EditProjectile, actor, proj); } -METHOD(Fireball, wr_aim, void(entity thiswep)) +METHOD(Fireball, wr_aim, void(entity thiswep, entity actor)) { - SELFPARAM(); - PHYS_INPUT_BUTTON_ATCK(self) = false; - PHYS_INPUT_BUTTON_ATCK2(self) = false; - if(self.bot_primary_fireballmooth == 0) + PHYS_INPUT_BUTTON_ATCK(actor) = false; + PHYS_INPUT_BUTTON_ATCK2(actor) = false; + if(actor.bot_primary_fireballmooth == 0) { - if(bot_aim(self, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false)) + if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false)) { - PHYS_INPUT_BUTTON_ATCK(self) = true; - if(random() < 0.02) self.bot_primary_fireballmooth = 0; + PHYS_INPUT_BUTTON_ATCK(actor) = true; + if(random() < 0.02) actor.bot_primary_fireballmooth = 0; } } else { - if(bot_aim(self, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true)) + 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(self) = true; - if(random() < 0.01) self.bot_primary_fireballmooth = 1; + PHYS_INPUT_BUTTON_ATCK2(actor) = true; + if(random() < 0.01) actor.bot_primary_fireballmooth = 1; } } } @@ -381,35 +390,33 @@ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponenti if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire))) { W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire); - actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(); + actor.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(); + W_Fireball_Attack2(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready); } } } -METHOD(Fireball, wr_setup, void(entity thiswep)) +METHOD(Fireball, wr_setup, void(entity thiswep, entity actor)) { - SELFPARAM(); - self.ammo_field = ammo_none; + actor.ammo_field = ammo_none; } -METHOD(Fireball, wr_checkammo1, bool(entity thiswep)) +METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor)) { return true; // infinite ammo } -METHOD(Fireball, wr_checkammo2, bool(entity thiswep)) +METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor)) { return true; // fireball has infinite ammo } -METHOD(Fireball, wr_resetplayer, void(entity thiswep)) +METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor)) { - SELFPARAM(); - self.fireball_primarytime = time; + actor.fireball_primarytime = time; } METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep)) { @@ -429,9 +436,8 @@ METHOD(Fireball, wr_killmessage, Notification(entity thiswep)) #endif #ifdef CSQC -METHOD(Fireball, wr_impacteffect, void(entity thiswep)) +METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor)) { - SELFPARAM(); vector org2; if(w_deathtype & HITTYPE_SECONDARY) { @@ -442,7 +448,7 @@ METHOD(Fireball, wr_impacteffect, void(entity thiswep)) org2 = w_org + w_backoff * 16; pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) - sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom + sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom } }