+#include "fireball.qh"
#ifndef IMPLEMENTATION
CLASS(Fireball, Weapon)
-/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none)
-/* impulse */ ATTRIB(Fireball, impulse, int, 9)
+/* 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
+#ifdef GAMEQC
/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
#endif
/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
#ifdef SVQC
.float bot_primary_fireballmooth; // whatever a mooth is
.vector fireball_impactvec;
-.float fireball_primarytime;
+.float fireball_primarytime[MAX_WEAPONSLOTS];
#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
-void W_Fireball_Explode(entity this)
+void W_Fireball_Explode(entity this, entity directhitentity)
{
entity e;
float dist;
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);
+ delete(this);
+}
+
+void W_Fireball_Explode_think(entity this)
+{
+ W_Fireball_Explode(this, NULL);
}
void W_Fireball_Explode_use(entity this, entity actor, entity trigger)
{
- WITHSELF(this, W_Fireball_Explode(this));
+ W_Fireball_Explode(this, trigger);
}
-void W_Fireball_TouchExplode(entity this)
+void W_Fireball_TouchExplode(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- W_Fireball_Explode(this);
+ PROJECTILE_TOUCH(this, toucher);
+ W_Fireball_Explode(this, toucher);
}
void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime)
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;
- RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
+ RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e));
}
}
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(entity this)
{
- if(time > self.pushltime)
+ if(time > this.pushltime)
{
- self.cnt = 1;
- self.projectiledeathtype |= HITTYPE_SPLASH;
- W_Fireball_Explode(this);
+ this.cnt = 1;
+ this.projectiledeathtype |= HITTYPE_SPLASH;
+ W_Fireball_Explode(this, NULL);
return;
}
- W_Fireball_LaserPlay(self, 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)
if(this.health <= 0)
{
this.cnt = 1;
- W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode);
+ W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think);
}
}
-void W_Fireball_Attack1(entity actor)
-{entity this = 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));
+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));
Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- proj = new(plasma_prim);
- proj.owner = proj.realowner = self;
+ entity 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);
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);
proj.projectiledeathtype = WEP_FIREBALL.m_id;
setorigin(proj, w_shotorg);
- proj.movetype = MOVETYPE_FLY;
+ set_movetype(proj, 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;
+ IL_PUSH(g_projectiles, proj);
+ IL_PUSH(g_bot_dodge, proj);
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(entity actor, float i, vector f_diff)
+void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector f_diff)
{
- W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-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);
+ W_Fireball_Attack1(actor, weaponentity);
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');
+ W_Fireball_AttackEffect(actor, weaponentity, 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');
+ W_Fireball_AttackEffect(actor, weaponentity, 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');
+ W_Fireball_AttackEffect(actor, weaponentity, 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');
+ W_Fireball_AttackEffect(actor, weaponentity, 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 > self.pushltime)
+ if(time > this.pushltime)
{
- remove(self);
+ delete(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(self, 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(entity this)
+void W_Fireball_Firemine_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- if(other.takedamage == DAMAGE_AIM)
- if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
+ 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);
+ delete(this);
return;
}
- self.projectiledeathtype |= HITTYPE_BOUNCE;
+ this.projectiledeathtype |= HITTYPE_BOUNCE;
}
-void W_Fireball_Attack2(entity actor)
-{entity this = actor;
+void W_Fireball_Attack2(entity actor, .entity weaponentity)
+{
entity proj;
vector f_diff;
float c;
- c = self.bulletcounter % 4;
+ c = actor.bulletcounter % 4;
switch(c)
{
case 0:
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, weaponentity, '-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;
+ set_movetype(proj, MOVETYPE_BOUNCE);
proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY;
settouch(proj, W_Fireball_Firemine_Touch);
PROJECTILE_MAKETRIGGER(proj);
proj.angles = vectoangles(proj.velocity);
proj.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, proj);
+ IL_PUSH(g_bot_dodge, proj);
proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
- MUTATOR_CALLHOOK(EditProjectile, self, proj);
+ MUTATOR_CALLHOOK(EditProjectile, actor, proj);
}
METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
{
- entity this = actor;
- 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;
}
}
}
{
if(fire & 1)
{
- if(time >= actor.fireball_primarytime)
+ int slot = weaponslot(weaponentity);
+ if(time >= actor.fireball_primarytime[slot])
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[slot] = 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);
+ W_Fireball_Attack2(actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
}
}
}
METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
{
- entity this = actor;
- self.ammo_field = ammo_none;
+ actor.ammo_field = ammo_none;
}
METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
{
}
METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
{
- entity this = actor;
- self.fireball_primarytime = time;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ actor.fireball_primarytime[slot] = time;
}
METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
{
METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
{
- entity this = actor;
vector org2;
if(w_deathtype & HITTYPE_SECONDARY)
{
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
}
}