3 /* WEP_##id */ FIREBALL,
4 /* function */ W_Fireball,
5 /* ammotype */ ammo_none,
7 /* flags */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* modelname */ "fireball",
11 /* model */ MDL_FIREBALL_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairfireball",
14 /* wepimg */ "weaponfireball",
15 /* refname */ "fireball",
16 /* wepname */ _("Fireball")
19 #define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball)
20 #define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21 w_cvar(id, sn, BOTH, animtime) \
22 w_cvar(id, sn, BOTH, refire) \
23 w_cvar(id, sn, BOTH, damage) \
24 w_cvar(id, sn, BOTH, damageforcescale) \
25 w_cvar(id, sn, BOTH, speed) \
26 w_cvar(id, sn, BOTH, spread) \
27 w_cvar(id, sn, BOTH, lifetime) \
28 w_cvar(id, sn, BOTH, laserburntime) \
29 w_cvar(id, sn, BOTH, laserdamage) \
30 w_cvar(id, sn, BOTH, laseredgedamage) \
31 w_cvar(id, sn, BOTH, laserradius) \
32 w_cvar(id, sn, PRI, edgedamage) \
33 w_cvar(id, sn, PRI, force) \
34 w_cvar(id, sn, PRI, radius) \
35 w_cvar(id, sn, PRI, health) \
36 w_cvar(id, sn, PRI, refire2) \
37 w_cvar(id, sn, PRI, bfgdamage) \
38 w_cvar(id, sn, PRI, bfgforce) \
39 w_cvar(id, sn, PRI, bfgradius) \
40 w_cvar(id, sn, SEC, damagetime) \
41 w_cvar(id, sn, SEC, speed_up) \
42 w_cvar(id, sn, SEC, speed_z) \
43 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
44 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
45 w_prop(id, sn, string, weaponreplace, weaponreplace) \
46 w_prop(id, sn, float, weaponstart, weaponstart) \
47 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
48 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
51 FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
52 .float bot_primary_fireballmooth; // whatever a mooth is
53 .vector fireball_impactvec;
54 .float fireball_primarytime;
59 void spawnfunc_weapon_fireball(void) { weapon_defaultspawnfunc(WEP_FIREBALL.m_id); }
61 void W_Fireball_Explode(void)
69 self.event_damage = func_null;
70 self.takedamage = DAMAGE_NO;
73 d = (self.realowner.health + self.realowner.armorvalue);
74 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);
75 if(self.realowner.health + self.realowner.armorvalue >= d)
78 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);
81 // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
82 for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
83 if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
85 // can we see fireball?
86 traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
87 if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
89 // can we see player who shot fireball?
90 traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
91 if(trace_ent != self.realowner)
92 if(/* trace_startsolid || */ trace_fraction != 1)
94 dist = vlen(self.origin - e.origin - e.view_ofs);
95 points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
98 dir = normalize(e.origin + e.view_ofs - self.origin);
100 if(accuracy_isgooddamage(self.realowner, e))
101 accuracy_add(self.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
103 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);
104 Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
111 void W_Fireball_TouchExplode(void)
114 W_Fireball_Explode();
117 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
126 RandomSelection_Init();
127 for(e = WarpZone_FindRadius(self.origin, dist, true); e; e = e.chain)
128 if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
131 p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
132 p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
133 p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
134 d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
137 e.fireball_impactvec = p;
138 RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
141 if(RandomSelection_chosen_ent)
143 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
144 d = damage + (edgedamage - damage) * (d / dist);
145 Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
146 //trailparticles(self, particleeffectnum(EFFECT_FIREBALL_LASER), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
147 Send_Effect(EFFECT_FIREBALL_LASER, self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
151 void W_Fireball_Think(void)
153 if(time > self.pushltime)
156 self.projectiledeathtype |= HITTYPE_SPLASH;
157 W_Fireball_Explode();
161 W_Fireball_LaserPlay(0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime));
163 self.nextthink = time + 0.1;
166 void W_Fireball_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
171 if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
172 return; // g_projectiles_damage says to halt
174 self.health = self.health - damage;
178 W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
182 void W_Fireball_Attack1(void)
186 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));
188 Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
191 proj.classname = "plasma_prim";
192 proj.owner = proj.realowner = self;
193 proj.bot_dodge = true;
194 proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
195 proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime);
196 proj.use = W_Fireball_Explode;
197 proj.think = W_Fireball_Think;
198 proj.nextthink = time;
199 proj.health = WEP_CVAR_PRI(fireball, health);
200 proj.team = self.team;
201 proj.event_damage = W_Fireball_Damage;
202 proj.takedamage = DAMAGE_YES;
203 proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
204 PROJECTILE_MAKETRIGGER(proj);
205 proj.projectiledeathtype = WEP_FIREBALL.m_id;
206 setorigin(proj, w_shotorg);
208 proj.movetype = MOVETYPE_FLY;
209 W_SetupProjVelocity_PRI(proj, fireball);
210 proj.angles = vectoangles(proj.velocity);
211 proj.touch = W_Fireball_TouchExplode;
212 setsize(proj, '-16 -16 -16', '16 16 16');
213 proj.flags = FL_PROJECTILE;
214 proj.missile_flags = MIF_SPLASH | MIF_PROXY;
216 CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
218 MUTATOR_CALLHOOK(EditProjectile, self, proj);
221 void W_Fireball_AttackEffect(float i, vector f_diff)
223 W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 0, "", 0, 0);
224 w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
225 Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
228 void W_Fireball_Attack1_Frame4(void)
230 W_Fireball_Attack1();
231 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
234 void W_Fireball_Attack1_Frame3(void)
236 W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
237 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
240 void W_Fireball_Attack1_Frame2(void)
242 W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
243 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
246 void W_Fireball_Attack1_Frame1(void)
248 W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
249 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
252 void W_Fireball_Attack1_Frame0(void)
254 W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
255 sound(self, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
256 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
259 void W_Fireball_Firemine_Think(void)
261 if(time > self.pushltime)
267 // make it "hot" once it leaves its owner
270 if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > WEP_CVAR_SEC(fireball, laserradius))
280 W_Fireball_LaserPlay(0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime));
282 self.nextthink = time + 0.1;
285 void W_Fireball_Firemine_Touch(void)
288 if(other.takedamage == DAMAGE_AIM)
289 if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
294 self.projectiledeathtype |= HITTYPE_BOUNCE;
297 void W_Fireball_Attack2(void)
303 c = self.bulletcounter % 4;
307 f_diff = '-1.25 -3.75 0';
310 f_diff = '+1.25 -3.75 0';
313 f_diff = '-1.25 +3.75 0';
317 f_diff = '+1.25 +3.75 0';
320 W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, SND(FIREBALL_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
321 traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
322 w_shotorg = trace_endpos;
324 Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
327 proj.owner = proj.realowner = self;
328 proj.classname = "grenade";
329 proj.bot_dodge = true;
330 proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
331 proj.movetype = MOVETYPE_BOUNCE;
332 proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY;
333 proj.touch = W_Fireball_Firemine_Touch;
334 PROJECTILE_MAKETRIGGER(proj);
335 setsize(proj, '-4 -4 -4', '4 4 4');
336 setorigin(proj, w_shotorg);
337 proj.think = W_Fireball_Firemine_Think;
338 proj.nextthink = time;
339 proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
340 proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
341 W_SetupProjVelocity_UP_SEC(proj, fireball);
343 proj.angles = vectoangles(proj.velocity);
344 proj.flags = FL_PROJECTILE;
345 proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
347 CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
349 MUTATOR_CALLHOOK(EditProjectile, self, proj);
352 bool W_Fireball(entity thiswep, int req)
358 self.BUTTON_ATCK = false;
359 self.BUTTON_ATCK2 = false;
360 if(self.bot_primary_fireballmooth == 0)
362 if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
364 self.BUTTON_ATCK = true;
365 if(random() < 0.02) self.bot_primary_fireballmooth = 0;
370 if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
372 self.BUTTON_ATCK2 = true;
373 if(random() < 0.01) self.bot_primary_fireballmooth = 1;
383 if(time >= self.fireball_primarytime)
384 if(weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
386 W_Fireball_Attack1_Frame0();
387 self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
390 else if(self.BUTTON_ATCK2)
392 if(weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
394 W_Fireball_Attack2();
395 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
403 FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
408 self.ammo_field = ammo_none;
414 return true; // fireball has infinite ammo
418 FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
423 self.fireball_primarytime = time;
426 case WR_SUICIDEMESSAGE:
428 if(w_deathtype & HITTYPE_SECONDARY)
429 return WEAPON_FIREBALL_SUICIDE_FIREMINE;
431 return WEAPON_FIREBALL_SUICIDE_BLAST;
435 if(w_deathtype & HITTYPE_SECONDARY)
436 return WEAPON_FIREBALL_MURDER_FIREMINE;
438 return WEAPON_FIREBALL_MURDER_BLAST;
445 bool W_Fireball(entity thiswep, int req)
449 case WR_IMPACTEFFECT:
452 if(w_deathtype & HITTYPE_SECONDARY)
454 // firemine goes out silently
458 org2 = w_org + w_backoff * 16;
459 pointparticles(particleeffectnum(EFFECT_FIREBALL_EXPLODE), org2, '0 0 0', 1);
461 sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
472 // no weapon specific image for this weapon