#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
+REGISTER_WEAPON(FIREBALL, w_fireball, 0, 9, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
#else
#ifdef SVQC
.float bot_primary_fireballmooth; // whatever a mooth is
{
if(self.health <= 0)
return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
self.health = self.health - damage;
if (self.health <= 0)
{
void W_Fireball_Attack1()
{
- local entity proj;
+ entity proj;
W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
void W_Fireball_Attack1_Frame0()
{
- W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_ammo);
-
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
void W_Fireball_Attack2()
{
- local entity proj;
+ entity proj;
vector f_diff;
float c;
- W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_secondary_ammo, autocvar_g_balance_fireball_reload_ammo);
-
c = mod(self.bulletcounter, 4);
switch(c)
{
float w_fireball(float req)
{
- float ammo_amount;
+ //float ammo_amount;
if (req == WR_AIM)
{
self.BUTTON_ATCK = FALSE;
}
else if (req == WR_THINK)
{
- 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
- weapon_action(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK)
+ if (self.BUTTON_ATCK)
{
if (time >= self.fireball_primarytime)
if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
else if (req == WR_SETUP)
{
weapon_setup(WEP_FIREBALL);
- self.current_ammo = ammo_fuel;
+ self.current_ammo = ammo_none;
}
else if (req == WR_CHECKAMMO1)
{
- ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_primary_ammo;
- return ammo_amount;
+ return 1;
}
else if (req == WR_CHECKAMMO2)
{
- ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_secondary_ammo;
- return ammo_amount;
+ return 1;
}
else if (req == WR_RESETPLAYER)
{
self.fireball_primarytime = time;
}
- else if (req == WR_RELOAD)
- {
- // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
- if(self.ammo_fuel < 1)
- self.ammo_fuel = 0;
-
- W_Reload(min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo), autocvar_g_balance_fireball_reload_ammo, autocvar_g_balance_fireball_reload_time, "weapons/reload.wav");
- }
return TRUE;
-};
+}
#endif
#ifdef CSQC
float w_fireball(float req)