X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Ffireball.qc;h=ce070f75e8c9300804feb3265b6e5a88b1bab689;hb=fb1aa1d1d4d68123757d990a5097384d2291c1ef;hp=ee4b2e0847f27b032837872c4070e3026254113f;hpb=6acd27fcdb3e405b0eaa6b972880996e95f9808a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/fireball.qc b/qcsrc/common/weapons/weapon/fireball.qc index ee4b2e084..ce070f75e 100644 --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@ -14,9 +14,9 @@ void W_Fireball_Explode(entity this, entity directhitentity) this.takedamage = DAMAGE_NO; // 1. dist damage - d = (this.realowner.health + this.realowner.armorvalue); + d = (GetResource(this.realowner, RES_HEALTH) + GetResource(this.realowner, RES_ARMOR)); 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, this.weaponentity_fld, directhitentity); - if(this.realowner.health + this.realowner.armorvalue >= d) + if(GetResource(this.realowner, RES_HEALTH) + GetResource(this.realowner, RES_ARMOR) >= 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); @@ -42,7 +42,7 @@ void W_Fireball_Explode(entity this, entity directhitentity) 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); + accuracy_add(this.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points); Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, this.weaponentity_fld, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir); Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1); @@ -79,8 +79,11 @@ void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float 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)) { + if(e == this.realowner) continue; + if(e.takedamage != DAMAGE_AIM) continue; + if(IS_PLAYER(e) && this.realowner && SAME_TEAM(e, this)) continue; + 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); @@ -119,14 +122,14 @@ void W_Fireball_Think(entity this) void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { - if(this.health <= 0) + if(GetResource(this, RES_HEALTH) <= 0) return; 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) + TakeResource(this, RES_HEALTH, damage); + if(GetResource(this, RES_HEALTH) <= 0) { this.cnt = 1; W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think); @@ -137,7 +140,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity) { W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage), WEP_FIREBALL.m_id); - Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_MuzzleFlash(WEP_FIREBALL, actor, weaponentity, w_shotorg, w_shotdir); entity proj = new(plasma_prim); proj.owner = proj.realowner = actor; @@ -147,7 +150,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity) proj.use = W_Fireball_Explode_use; setthink(proj, W_Fireball_Think); proj.nextthink = time; - proj.health = WEP_CVAR_PRI(fireball, health); + SetResourceExplicit(proj, RES_HEALTH, WEP_CVAR_PRI(fireball, health)); proj.team = actor.team; proj.event_damage = W_Fireball_Damage; proj.takedamage = DAMAGE_YES; @@ -165,7 +168,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity) proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); - proj.missile_flags = MIF_SPLASH | MIF_PROXY; + proj.missile_flags = MIF_SPLASH | MIF_PROXY; CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true); @@ -275,7 +278,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity) 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); + W_MuzzleFlash(WEP_FIREBALL, actor, weaponentity, w_shotorg, w_shotdir); proj = new(grenade); proj.owner = proj.realowner = actor; @@ -297,7 +300,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity) proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); - proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC; + proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC; CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);