+#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
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)
}
}
-void W_Fireball_Attack1(entity actor)
+void W_Fireball_Attack1(entity actor, .entity weaponentity)
{
- 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));
+ 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);
+ entity proj = new(plasma_prim);
proj.owner = proj.realowner = actor;
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
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, 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);
}
this.projectiledeathtype |= HITTYPE_BOUNCE;
}
-void W_Fireball_Attack2(entity actor)
+void W_Fireball_Attack2(entity actor, .entity weaponentity)
{
entity proj;
vector f_diff;
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));
+ 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;
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);
{
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);
+ 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_resetplayer, void(entity thiswep, entity actor))
{
- actor.fireball_primarytime = time;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ actor.fireball_primarytime[slot] = time;
}
METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
{