2 REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
5 .float bot_primary_fireballmooth; // whatever a mooth is
6 .vector fireball_impactvec;
7 .float fireball_primarytime;
11 void W_Fireball_SetAmmoCounter()
13 // set clip_load to the weapon we have switched to, if the gun uses reloading
14 if(!autocvar_g_balance_fireball_reload_ammo)
15 self.clip_load = 0; // also keeps crosshair ammo from displaying
18 self.clip_load = self.fireball_load;
19 self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display
23 void W_Fireball_ReloadedAndReady()
27 // now do the ammo transfer
28 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
29 while(self.clip_load < autocvar_g_balance_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have
34 // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
35 if(self.ammo_fuel < 1)
38 self.fireball_load = self.clip_load;
40 t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1;
41 ATTACK_FINISHED(self) = t;
45 void W_Fireball_Reload()
47 // return if reloading is disabled for this weapon
48 if(!autocvar_g_balance_fireball_reload_ammo)
51 if(!W_ReloadCheck(self.ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)))
56 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
58 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_fireball_reload_time + 1;
59 ATTACK_FINISHED(self) = t;
61 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_fireball_reload_time, W_Fireball_ReloadedAndReady);
63 self.old_clip_load = self.clip_load;
67 void W_Fireball_Explode (void)
75 self.event_damage = SUB_Null;
76 self.takedamage = DAMAGE_NO;
79 d = (self.owner.health + self.owner.armorvalue);
80 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);
81 if(self.realowner.health + self.realowner.armorvalue >= d)
84 modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_balance_fireball_primary_bfgradius, 0.2, 0.05, 0.25);
87 // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
88 for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain)
89 if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
91 // can we see fireball?
92 traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
93 if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
95 // can we see player who shot fireball?
96 traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
97 if(trace_ent != self.realowner)
98 if(/* trace_startsolid || */ trace_fraction != 1)
100 dist = vlen(self.origin - e.origin - e.view_ofs);
101 points = (1 - sqrt(dist / autocvar_g_balance_fireball_primary_bfgradius));
104 dir = normalize(e.origin + e.view_ofs - self.origin);
106 if(accuracy_isgooddamage(self.realowner, e))
107 accuracy_add(self.realowner, WEP_FIREBALL, 0, autocvar_g_balance_fireball_primary_bfgdamage * points);
109 Damage(e, self, self.realowner, autocvar_g_balance_fireball_primary_bfgdamage * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, autocvar_g_balance_fireball_primary_bfgforce * dir);
110 pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
117 void W_Fireball_TouchExplode (void)
120 W_Fireball_Explode ();
123 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
132 RandomSelection_Init();
133 for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
134 if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
137 p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
138 p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
139 p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
140 d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
143 e.fireball_impactvec = p;
144 RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
147 if(RandomSelection_chosen_ent)
149 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
150 d = damage + (edgedamage - damage) * (d / dist);
151 Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
152 //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
153 pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
157 void W_Fireball_Think()
159 if(time > self.pushltime)
162 self.projectiledeathtype |= HITTYPE_SPLASH;
163 W_Fireball_Explode();
167 W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_primary_laserradius, autocvar_g_balance_fireball_primary_laserdamage, autocvar_g_balance_fireball_primary_laseredgedamage, autocvar_g_balance_fireball_primary_laserburntime);
169 self.nextthink = time + 0.1;
172 void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
176 self.health = self.health - damage;
177 if (self.health <= 0)
180 W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
184 void W_Fireball_Attack1()
188 W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CHAN_WEAPON, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
190 pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
193 proj.classname = "plasma_prim";
194 proj.owner = proj.realowner = self;
195 proj.bot_dodge = TRUE;
196 proj.bot_dodgerating = autocvar_g_balance_fireball_primary_damage;
197 proj.pushltime = time + autocvar_g_balance_fireball_primary_lifetime;
198 proj.use = W_Fireball_Explode;
199 proj.think = W_Fireball_Think;
200 proj.nextthink = time;
201 proj.health = autocvar_g_balance_fireball_primary_health;
202 proj.team = self.team;
203 proj.event_damage = W_Fireball_Damage;
204 proj.takedamage = DAMAGE_YES;
205 proj.damageforcescale = autocvar_g_balance_fireball_primary_damageforcescale;
206 PROJECTILE_MAKETRIGGER(proj);
207 proj.projectiledeathtype = WEP_FIREBALL;
208 setorigin(proj, w_shotorg);
210 proj.movetype = MOVETYPE_FLY;
211 W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
212 proj.angles = vectoangles(proj.velocity);
213 proj.touch = W_Fireball_TouchExplode;
214 setsize(proj, '-16 -16 -16', '16 16 16');
215 proj.flags = FL_PROJECTILE;
217 CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
219 other = proj; MUTATOR_CALLHOOK(EditProjectile);
222 void W_Fireball_AttackEffect(float i, vector f_diff)
224 W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
225 w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
226 pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
229 void W_Fireball_Attack1_Frame4()
231 W_Fireball_Attack1();
232 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, w_ready);
235 void W_Fireball_Attack1_Frame3()
237 W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
238 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame4);
241 void W_Fireball_Attack1_Frame2()
243 W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
244 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame3);
247 void W_Fireball_Attack1_Frame1()
249 W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
250 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame2);
253 void W_Fireball_Attack1_Frame0()
255 // if there's not enough ammo for this attack (but we still have the weapon), reload
256 if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < autocvar_g_balance_fireball_primary_ammo)
262 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
263 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
265 if(autocvar_g_balance_fireball_reload_ammo)
267 self.clip_load -= autocvar_g_balance_fireball_primary_ammo;
268 self.fireball_load = self.clip_load;
271 self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo;
274 W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
275 sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
276 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
279 void W_Firemine_Think()
281 if(time > self.pushltime)
287 // make it "hot" once it leaves its owner
290 if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > autocvar_g_balance_fireball_secondary_laserradius)
300 W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_secondary_laserradius, autocvar_g_balance_fireball_secondary_laserdamage, autocvar_g_balance_fireball_secondary_laseredgedamage, autocvar_g_balance_fireball_secondary_laserburntime);
302 self.nextthink = time + 0.1;
305 void W_Firemine_Touch (void)
308 if (other.takedamage == DAMAGE_AIM)
309 if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0)
314 self.projectiledeathtype |= HITTYPE_BOUNCE;
317 void W_Fireball_Attack2()
323 // if there's not enough ammo for this attack (but we still have the weapon), reload
324 if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < autocvar_g_balance_fireball_secondary_ammo)
330 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
331 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
333 if(autocvar_g_balance_fireball_reload_ammo)
335 self.clip_load -= autocvar_g_balance_fireball_secondary_ammo;
336 self.fireball_load = self.clip_load;
339 self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo;
342 c = mod(self.bulletcounter, 4);
346 f_diff = '-1.25 -3.75 0';
349 f_diff = '+1.25 -3.75 0';
352 f_diff = '-1.25 +3.75 0';
356 f_diff = '+1.25 +3.75 0';
359 W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CHAN_WEAPON, autocvar_g_balance_fireball_secondary_damage);
360 traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
361 w_shotorg = trace_endpos;
363 pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
366 proj.owner = proj.realowner = self;
367 proj.classname = "grenade";
368 proj.bot_dodge = TRUE;
369 proj.bot_dodgerating = autocvar_g_balance_fireball_secondary_damage;
370 proj.movetype = MOVETYPE_BOUNCE;
371 proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
372 proj.touch = W_Firemine_Touch;
373 PROJECTILE_MAKETRIGGER(proj);
374 setsize(proj, '-4 -4 -4', '4 4 4');
375 setorigin(proj, w_shotorg);
376 proj.think = W_Firemine_Think;
377 proj.nextthink = time;
378 proj.damageforcescale = autocvar_g_balance_fireball_secondary_damageforcescale;
379 proj.pushltime = time + autocvar_g_balance_fireball_secondary_lifetime;
380 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
382 proj.angles = vectoangles(proj.velocity);
383 proj.flags = FL_PROJECTILE;
385 CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
387 other = proj; MUTATOR_CALLHOOK(EditProjectile);
390 void spawnfunc_weapon_fireball (void)
392 weapon_defaultspawnfunc(WEP_FIREBALL);
395 float w_fireball(float req)
399 self.BUTTON_ATCK = FALSE;
400 self.BUTTON_ATCK2 = FALSE;
401 if (self.bot_primary_fireballmooth == 0)
403 if(bot_aim(autocvar_g_balance_fireball_primary_speed, 0, autocvar_g_balance_fireball_primary_lifetime, FALSE))
405 self.BUTTON_ATCK = TRUE;
406 if(random() < 0.02) self.bot_primary_fireballmooth = 0;
411 if(bot_aim(autocvar_g_balance_fireball_secondary_speed, autocvar_g_balance_fireball_secondary_speed_up, autocvar_g_balance_fireball_secondary_lifetime, TRUE))
413 self.BUTTON_ATCK2 = TRUE;
414 if(random() < 0.01) self.bot_primary_fireballmooth = 1;
418 else if (req == WR_THINK)
420 if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload
422 else if (self.BUTTON_ATCK)
424 if (time >= self.fireball_primarytime)
425 if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
427 W_Fireball_Attack1_Frame0();
428 self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
431 else if (self.BUTTON_ATCK2)
433 if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
435 W_Fireball_Attack2();
436 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
441 if(self.switchweapon == self.weapon)
443 if(self.weaponentity.state == WS_READY)
445 self.wish_reload = 0;
451 else if (req == WR_PRECACHE)
453 precache_model ("models/weapons/g_fireball.md3");
454 precache_model ("models/weapons/v_fireball.md3");
455 precache_model ("models/weapons/h_fireball.iqm");
456 precache_model ("models/sphere/sphere.md3");
457 precache_sound ("weapons/fireball_fire.wav");
458 precache_sound ("weapons/fireball_fire2.wav");
459 precache_sound ("weapons/fireball_prefire2.wav");
461 else if (req == WR_SETUP)
463 weapon_setup(WEP_FIREBALL);
464 W_Fireball_SetAmmoCounter();
466 else if (req == WR_CHECKAMMO1)
468 if(autocvar_g_balance_fireball_reload_ammo)
469 return self.fireball_load >= autocvar_g_balance_fireball_primary_ammo;
471 return self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
473 else if (req == WR_CHECKAMMO2)
475 if(autocvar_g_balance_fireball_reload_ammo)
476 return self.fireball_load >= autocvar_g_balance_fireball_secondary_ammo;
478 return self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
480 else if (req == WR_RESETPLAYER)
482 self.fireball_primarytime = time;
488 float w_fireball(float req)
490 if(req == WR_IMPACTEFFECT)
493 if(w_deathtype & HITTYPE_SECONDARY)
495 // firemine goes out silently
499 org2 = w_org + w_backoff * 16;
500 pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
502 sound(self, CHAN_PROJECTILE, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
505 else if(req == WR_PRECACHE)
507 precache_sound("weapons/fireball_impact2.wav");
509 else if (req == WR_SUICIDEMESSAGE)
511 if(w_deathtype & HITTYPE_SECONDARY)
512 w_deathtypestring = "%s forgot about some firemine";
514 w_deathtypestring = "%s should have used a smaller gun";
516 else if (req == WR_KILLMESSAGE)
518 if(w_deathtype & HITTYPE_SECONDARY)
520 if(w_deathtype & HITTYPE_HEADSHOT)
521 w_deathtypestring = "%s tried to catch %s's firemine";
523 w_deathtypestring = "%s fatefully ignored %s's firemine";
527 if(w_deathtype & HITTYPE_BOUNCE)
529 if(w_deathtype & HITTYPE_SPLASH) // BFG effect
530 w_deathtypestring = "%s could not hide from %s's fireball";
532 w_deathtypestring = "%s saw the pretty lights of %s's fireball";
534 else if(w_deathtype & HITTYPE_SPLASH)
535 w_deathtypestring = "%s got too close to %s's fireball";
537 w_deathtypestring = "%s tasted %s's fireball";
540 else if (req == WR_RELOAD)