--- /dev/null
+#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));
+
+#ifdef SVQC
+.float bot_primary_fireballmooth; // whatever a mooth is
+.vector fireball_impactvec;
+.float fireball_primarytime;
+#endif
+#endif
+#ifdef IMPLEMENTATION
+#ifdef SVQC
+spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
+
+void W_Fireball_Explode(entity this)
+{
+ entity e;
+ float dist;
+ float points;
+ vector dir;
+ float d;
+
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
+
+ // 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, other);
+ 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);
+ }
+ }
+
+ remove(this);
+}
+
+void W_Fireball_Explode_use(entity this, entity actor, entity trigger)
+{
+ W_Fireball_Explode(this);
+}
+
+void W_Fireball_TouchExplode(entity this)
+{
+ PROJECTILE_TOUCH(this);
+ W_Fireball_Explode(this);
+}
+
+void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime)
+{
+ entity e;
+ float d;
+ vector p;
+
+ 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));
+ }
+ }
+ 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);
+ 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)
+ {
+ this.cnt = 1;
+ this.projectiledeathtype |= HITTYPE_SPLASH;
+ W_Fireball_Explode(this);
+ return;
+ }
+
+ 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));
+
+ this.nextthink = time + 0.1;
+}
+
+void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.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)
+ {
+ this.cnt = 1;
+ W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode);
+ }
+}
+
+void W_Fireball_Attack1(entity actor)
+{
+ entity proj;
+
+ 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 = 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_use;
+ setthink(proj, W_Fireball_Think);
+ proj.nextthink = time;
+ proj.health = WEP_CVAR_PRI(fireball, health);
+ proj.team = actor.team;
+ proj.event_damage = W_Fireball_Damage;
+ proj.takedamage = DAMAGE_YES;
+ proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
+ PROJECTILE_MAKETRIGGER(proj);
+ proj.projectiledeathtype = WEP_FIREBALL.m_id;
+ setorigin(proj, w_shotorg);
+
+ proj.movetype = MOVETYPE_FLY;
+ W_SetupProjVelocity_PRI(proj, fireball);
+ proj.angles = vectoangles(proj.velocity);
+ 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, actor, proj);
+}
+
+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(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(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(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(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)
+{
+ 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(entity this)
+{
+ if(time > this.pushltime)
+ {
+ remove(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)))
+ {
+ this.cnt += 1;
+ if(this.cnt == 3)
+ this.owner = NULL;
+ }
+ 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));
+
+ this.nextthink = time + 0.1;
+}
+
+void W_Fireball_Firemine_Touch(entity this)
+{
+ PROJECTILE_TOUCH(this);
+ if(other.takedamage == DAMAGE_AIM)
+ if(Fire_AddDamage(other, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
+ {
+ remove(this);
+ return;
+ }
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
+}
+
+void W_Fireball_Attack2(entity actor)
+{
+ entity proj;
+ vector f_diff;
+ float c;
+
+ c = actor.bulletcounter % 4;
+ switch(c)
+ {
+ case 0:
+ f_diff = '-1.25 -3.75 0';
+ break;
+ case 1:
+ f_diff = '+1.25 -3.75 0';
+ break;
+ case 2:
+ f_diff = '-1.25 +3.75 0';
+ break;
+ case 3:
+ default:
+ f_diff = '+1.25 +3.75 0';
+ break;
+ }
+ 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 = 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;
+ settouch(proj, W_Fireball_Firemine_Touch);
+ PROJECTILE_MAKETRIGGER(proj);
+ setsize(proj, '-4 -4 -4', '4 4 4');
+ setorigin(proj, w_shotorg);
+ setthink(proj, W_Fireball_Firemine_Think);
+ proj.nextthink = time;
+ proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
+ proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
+ W_SetupProjVelocity_UP_SEC(proj, fireball);
+
+ proj.angles = vectoangles(proj.velocity);
+ proj.flags = FL_PROJECTILE;
+ 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))
+{
+ 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;
+ }
+ }
+}
+METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(fire & 1)
+ {
+ if(time >= actor.fireball_primarytime)
+ 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);
+ }
+ }
+ else if(fire & 2)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
+ {
+ W_Fireball_Attack2(actor);
+ 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;
+}
+METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ return true; // infinite ammo
+}
+METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ return true; // fireball has infinite ammo
+}
+METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
+{
+ actor.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;
+}
+METHOD(Fireball, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_FIREBALL_MURDER_FIREMINE;
+ else
+ return WEAPON_FIREBALL_MURDER_BLAST;
+}
+
+#endif
+#ifdef CSQC
+
+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
+ }
+}
+
+#endif
+#endif