2 CLASS(Fireball, Weapon)
3 /* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none)
4 /* impulse */ ATTRIB(Fireball, impulse, int, 9)
5 /* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH);
6 /* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
8 /* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
10 /* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
12 /* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
13 /* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
14 /* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball");
15 /* refname */ ATTRIB(Fireball, netname, string, "fireball");
16 /* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, animtime, float, BOTH) \
21 P(class, prefix, bfgdamage, float, PRI) \
22 P(class, prefix, bfgforce, float, PRI) \
23 P(class, prefix, bfgradius, float, PRI) \
24 P(class, prefix, damageforcescale, float, BOTH) \
25 P(class, prefix, damagetime, float, SEC) \
26 P(class, prefix, damage, float, BOTH) \
27 P(class, prefix, edgedamage, float, PRI) \
28 P(class, prefix, force, float, PRI) \
29 P(class, prefix, health, float, PRI) \
30 P(class, prefix, laserburntime, float, BOTH) \
31 P(class, prefix, laserdamage, float, BOTH) \
32 P(class, prefix, laseredgedamage, float, BOTH) \
33 P(class, prefix, laserradius, float, BOTH) \
34 P(class, prefix, lifetime, float, BOTH) \
35 P(class, prefix, radius, float, PRI) \
36 P(class, prefix, refire2, float, PRI) \
37 P(class, prefix, refire, float, BOTH) \
38 P(class, prefix, speed, float, BOTH) \
39 P(class, prefix, speed_up, float, SEC) \
40 P(class, prefix, speed_z, float, SEC) \
41 P(class, prefix, spread, float, BOTH) \
42 P(class, prefix, switchdelay_drop, float, NONE) \
43 P(class, prefix, switchdelay_raise, float, NONE) \
44 P(class, prefix, weaponreplace, string,NONE) \
45 P(class, prefix, weaponstartoverride, float, NONE) \
46 P(class, prefix, weaponstart, float, NONE) \
47 P(class, prefix, weaponthrowable, float, NONE) \
49 W_PROPS(X, Fireball, fireball)
53 REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
56 .float bot_primary_fireballmooth; // whatever a mooth is
57 .vector fireball_impactvec;
58 .float fireball_primarytime;
63 spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
65 void W_Fireball_Explode(entity this)
73 self.event_damage = func_null;
74 self.takedamage = DAMAGE_NO;
77 d = (self.realowner.health + self.realowner.armorvalue);
78 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);
79 if(self.realowner.health + self.realowner.armorvalue >= d)
82 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);
85 // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
86 for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
87 if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
89 // can we see fireball?
90 traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
91 if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
93 // can we see player who shot fireball?
94 traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
95 if(trace_ent != self.realowner)
96 if(/* trace_startsolid || */ trace_fraction != 1)
98 dist = vlen(self.origin - e.origin - e.view_ofs);
99 points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
102 dir = normalize(e.origin + e.view_ofs - self.origin);
104 if(accuracy_isgooddamage(self.realowner, e))
105 accuracy_add(self.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
107 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);
108 Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
115 void W_Fireball_Explode_use(entity this, entity actor, entity trigger)
117 WITHSELF(this, W_Fireball_Explode(this));
120 void W_Fireball_TouchExplode(entity this)
122 PROJECTILE_TOUCH(this);
123 W_Fireball_Explode(this);
126 void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime)
135 RandomSelection_Init();
136 for(e = WarpZone_FindRadius(self.origin, dist, true); e; e = e.chain)
137 if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
140 p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
141 p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
142 p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
143 d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
146 e.fireball_impactvec = p;
147 RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
150 if(RandomSelection_chosen_ent)
152 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
153 d = damage + (edgedamage - damage) * (d / dist);
154 Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
155 //trailparticles(self, particleeffectnum(EFFECT_FIREBALL_LASER), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
156 Send_Effect(EFFECT_FIREBALL_LASER, self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
160 void W_Fireball_Think(entity this)
162 if(time > self.pushltime)
165 self.projectiledeathtype |= HITTYPE_SPLASH;
166 W_Fireball_Explode(this);
170 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));
172 self.nextthink = time + 0.1;
175 void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
180 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
181 return; // g_projectiles_damage says to halt
183 this.health = this.health - damage;
187 W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode);
191 void W_Fireball_Attack1(entity actor)
192 {entity this = actor;
195 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));
197 Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
199 proj = new(plasma_prim);
200 proj.owner = proj.realowner = self;
201 proj.bot_dodge = true;
202 proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
203 proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime);
204 proj.use = W_Fireball_Explode_use;
205 setthink(proj, W_Fireball_Think);
206 proj.nextthink = time;
207 proj.health = WEP_CVAR_PRI(fireball, health);
208 proj.team = self.team;
209 proj.event_damage = W_Fireball_Damage;
210 proj.takedamage = DAMAGE_YES;
211 proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
212 PROJECTILE_MAKETRIGGER(proj);
213 proj.projectiledeathtype = WEP_FIREBALL.m_id;
214 setorigin(proj, w_shotorg);
216 proj.movetype = MOVETYPE_FLY;
217 W_SetupProjVelocity_PRI(proj, fireball);
218 proj.angles = vectoangles(proj.velocity);
219 settouch(proj, W_Fireball_TouchExplode);
220 setsize(proj, '-16 -16 -16', '16 16 16');
221 proj.flags = FL_PROJECTILE;
222 proj.missile_flags = MIF_SPLASH | MIF_PROXY;
224 CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
226 MUTATOR_CALLHOOK(EditProjectile, self, proj);
229 void W_Fireball_AttackEffect(entity actor, float i, vector f_diff)
231 W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
232 w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
233 Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
236 void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
238 W_Fireball_Attack1(actor);
239 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
242 void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire)
244 W_Fireball_AttackEffect(actor, 0, '+1.25 +3.75 0');
245 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
248 void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
250 W_Fireball_AttackEffect(actor, 0, '-1.25 +3.75 0');
251 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
254 void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
256 W_Fireball_AttackEffect(actor, 1, '+1.25 -3.75 0');
257 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
260 void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire)
262 W_Fireball_AttackEffect(actor, 0, '-1.25 -3.75 0');
263 sound(actor, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
264 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
267 void W_Fireball_Firemine_Think(entity this)
269 if(time > self.pushltime)
275 // make it "hot" once it leaves its owner
278 if(vdist(self.origin - self.owner.origin - self.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius)))
288 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));
290 self.nextthink = time + 0.1;
293 void W_Fireball_Firemine_Touch(entity this)
295 PROJECTILE_TOUCH(this);
296 if(other.takedamage == DAMAGE_AIM)
297 if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
302 self.projectiledeathtype |= HITTYPE_BOUNCE;
305 void W_Fireball_Attack2(entity actor)
306 {entity this = actor;
311 c = self.bulletcounter % 4;
315 f_diff = '-1.25 -3.75 0';
318 f_diff = '+1.25 -3.75 0';
321 f_diff = '-1.25 +3.75 0';
325 f_diff = '+1.25 +3.75 0';
328 W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
329 traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
330 w_shotorg = trace_endpos;
332 Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
335 proj.owner = proj.realowner = self;
336 proj.bot_dodge = true;
337 proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
338 proj.movetype = MOVETYPE_BOUNCE;
339 proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY;
340 settouch(proj, W_Fireball_Firemine_Touch);
341 PROJECTILE_MAKETRIGGER(proj);
342 setsize(proj, '-4 -4 -4', '4 4 4');
343 setorigin(proj, w_shotorg);
344 setthink(proj, W_Fireball_Firemine_Think);
345 proj.nextthink = time;
346 proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
347 proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
348 W_SetupProjVelocity_UP_SEC(proj, fireball);
350 proj.angles = vectoangles(proj.velocity);
351 proj.flags = FL_PROJECTILE;
352 proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
354 CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
356 MUTATOR_CALLHOOK(EditProjectile, self, proj);
359 METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
362 PHYS_INPUT_BUTTON_ATCK(self) = false;
363 PHYS_INPUT_BUTTON_ATCK2(self) = false;
364 if(self.bot_primary_fireballmooth == 0)
366 if(bot_aim(self, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
368 PHYS_INPUT_BUTTON_ATCK(self) = true;
369 if(random() < 0.02) self.bot_primary_fireballmooth = 0;
374 if(bot_aim(self, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
376 PHYS_INPUT_BUTTON_ATCK2(self) = true;
377 if(random() < 0.01) self.bot_primary_fireballmooth = 1;
381 METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
385 if(time >= actor.fireball_primarytime)
386 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
388 W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
389 actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
394 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
396 W_Fireball_Attack2(actor);
397 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
401 METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
404 self.ammo_field = ammo_none;
406 METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
408 return true; // infinite ammo
410 METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
412 return true; // fireball has infinite ammo
414 METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
417 self.fireball_primarytime = time;
419 METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
421 if(w_deathtype & HITTYPE_SECONDARY)
422 return WEAPON_FIREBALL_SUICIDE_FIREMINE;
424 return WEAPON_FIREBALL_SUICIDE_BLAST;
426 METHOD(Fireball, wr_killmessage, Notification(entity thiswep))
428 if(w_deathtype & HITTYPE_SECONDARY)
429 return WEAPON_FIREBALL_MURDER_FIREMINE;
431 return WEAPON_FIREBALL_MURDER_BLAST;
437 METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
441 if(w_deathtype & HITTYPE_SECONDARY)
443 // firemine goes out silently
447 org2 = w_org + w_backoff * 16;
448 pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
450 sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom