2 REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
5 .float bot_primary_fireballmooth; // whatever a mooth is
6 .vector fireball_impactvec;
7 .float fireball_primarytime;
11 void W_Fireball_SetAmmoCounter()
13 // set clip_load to the weapon we have switched to, if the gun uses reloading
14 if(!autocvar_g_balance_fireball_reload_ammo)
15 self.clip_load = 0; // also keeps crosshair ammo from displaying
18 self.clip_load = self.fireball_load;
19 self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display
23 void W_Fireball_ReloadedAndReady()
27 // now do the ammo transfer
28 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
29 while(self.clip_load < autocvar_g_balance_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have
34 // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
35 if(self.ammo_fuel < 1)
38 self.fireball_load = self.clip_load;
40 t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1;
41 ATTACK_FINISHED(self) = t;
45 void W_Fireball_Reload()
47 // return if reloading is disabled for this weapon
48 if(!autocvar_g_balance_fireball_reload_ammo)
51 if(!W_ReloadCheck(self.ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)))
56 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
58 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_fireball_reload_time + 1;
59 ATTACK_FINISHED(self) = t;
61 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_fireball_reload_time, W_Fireball_ReloadedAndReady);
63 self.old_clip_load = self.clip_load;
67 void W_Fireball_Explode (void)
75 self.event_damage = SUB_Null;
76 self.takedamage = DAMAGE_NO;
79 d = (self.owner.health + self.owner.armorvalue);
80 RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
81 if(self.realowner.health + self.realowner.armorvalue >= d)
84 modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_balance_fireball_primary_bfgradius, 0.2, 0.05, 0.25);
87 // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
88 for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain)
89 if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
91 // can we see fireball?
92 traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
93 if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
95 // can we see player who shot fireball?
96 traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
97 if(trace_ent != self.realowner)
98 if(/* trace_startsolid || */ trace_fraction != 1)
100 dist = vlen(self.origin - e.origin - e.view_ofs);
101 points = (1 - sqrt(dist / autocvar_g_balance_fireball_primary_bfgradius));
104 dir = normalize(e.origin + e.view_ofs - self.origin);
106 if(accuracy_isgooddamage(self.realowner, e))
107 accuracy_add(self.realowner, WEP_FIREBALL, 0, autocvar_g_balance_fireball_primary_bfgdamage * points);
109 Damage(e, self, self.realowner, autocvar_g_balance_fireball_primary_bfgdamage * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, autocvar_g_balance_fireball_primary_bfgforce * dir);
110 pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
117 void W_Fireball_TouchExplode (void)
120 W_Fireball_Explode ();
123 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
132 RandomSelection_Init();
133 for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
134 if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
137 p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
138 p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
139 p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
140 d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
143 e.fireball_impactvec = p;
144 RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
147 if(RandomSelection_chosen_ent)
149 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
150 d = damage + (edgedamage - damage) * (d / dist);
151 Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
152 //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
153 pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
157 void W_Fireball_Think()
159 if(time > self.pushltime)
162 self.projectiledeathtype |= HITTYPE_SPLASH;
163 W_Fireball_Explode();
167 W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_primary_laserradius, autocvar_g_balance_fireball_primary_laserdamage, autocvar_g_balance_fireball_primary_laseredgedamage, autocvar_g_balance_fireball_primary_laserburntime);
169 self.nextthink = time + 0.1;
172 void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
176 self.health = self.health - damage;
177 if (self.health <= 0)
180 W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
184 void W_Fireball_Attack1()
188 W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CHAN_WEAPON, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
190 pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
193 proj.classname = "plasma_prim";
194 proj.owner = proj.realowner = self;
195 proj.bot_dodge = TRUE;
196 proj.bot_dodgerating = autocvar_g_balance_fireball_primary_damage;
197 proj.pushltime = time + autocvar_g_balance_fireball_primary_lifetime;
198 proj.use = W_Fireball_Explode;
199 proj.think = W_Fireball_Think;
200 proj.nextthink = time;
201 proj.health = autocvar_g_balance_fireball_primary_health;
202 proj.team = self.team;
203 proj.event_damage = W_Fireball_Damage;
204 proj.takedamage = DAMAGE_YES;
205 proj.damageforcescale = autocvar_g_balance_fireball_primary_damageforcescale;
206 PROJECTILE_MAKETRIGGER(proj);
207 proj.projectiledeathtype = WEP_FIREBALL;
208 setorigin(proj, w_shotorg);
210 proj.movetype = MOVETYPE_FLY;
211 W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
212 proj.angles = vectoangles(proj.velocity);
213 proj.touch = W_Fireball_TouchExplode;
214 setsize(proj, '-16 -16 -16', '16 16 16');
215 proj.flags = FL_PROJECTILE;
217 CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
219 other = proj; MUTATOR_CALLHOOK(EditProjectile);
222 void W_Fireball_AttackEffect(float i, vector f_diff)
224 W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
225 w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
226 pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
229 void W_Fireball_Attack1_Frame4()
231 W_Fireball_Attack1();
232 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, w_ready);
235 void W_Fireball_Attack1_Frame3()
237 W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
238 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame4);
241 void W_Fireball_Attack1_Frame2()
243 W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
244 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame3);
247 void W_Fireball_Attack1_Frame1()
249 W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
250 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame2);
253 void W_Fireball_Attack1_Frame0()
255 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
256 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
258 if(autocvar_g_balance_fireball_reload_ammo)
260 self.clip_load -= autocvar_g_balance_fireball_primary_ammo;
261 self.fireball_load = self.clip_load;
264 self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo;
267 W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
268 sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
269 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
272 void W_Firemine_Think()
274 if(time > self.pushltime)
280 // make it "hot" once it leaves its owner
283 if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > autocvar_g_balance_fireball_secondary_laserradius)
293 W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_secondary_laserradius, autocvar_g_balance_fireball_secondary_laserdamage, autocvar_g_balance_fireball_secondary_laseredgedamage, autocvar_g_balance_fireball_secondary_laserburntime);
295 self.nextthink = time + 0.1;
298 void W_Firemine_Touch (void)
301 if (other.takedamage == DAMAGE_AIM)
302 if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0)
307 self.projectiledeathtype |= HITTYPE_BOUNCE;
310 void W_Fireball_Attack2()
316 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
317 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
319 if(autocvar_g_balance_fireball_reload_ammo)
321 self.clip_load -= autocvar_g_balance_fireball_secondary_ammo;
322 self.fireball_load = self.clip_load;
325 self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo;
328 c = mod(self.bulletcounter, 4);
332 f_diff = '-1.25 -3.75 0';
335 f_diff = '+1.25 -3.75 0';
338 f_diff = '-1.25 +3.75 0';
342 f_diff = '+1.25 +3.75 0';
345 W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CHAN_WEAPON, autocvar_g_balance_fireball_secondary_damage);
346 traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
347 w_shotorg = trace_endpos;
349 pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
352 proj.owner = proj.realowner = self;
353 proj.classname = "grenade";
354 proj.bot_dodge = TRUE;
355 proj.bot_dodgerating = autocvar_g_balance_fireball_secondary_damage;
356 proj.movetype = MOVETYPE_BOUNCE;
357 proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
358 proj.touch = W_Firemine_Touch;
359 PROJECTILE_MAKETRIGGER(proj);
360 setsize(proj, '-4 -4 -4', '4 4 4');
361 setorigin(proj, w_shotorg);
362 proj.think = W_Firemine_Think;
363 proj.nextthink = time;
364 proj.damageforcescale = autocvar_g_balance_fireball_secondary_damageforcescale;
365 proj.pushltime = time + autocvar_g_balance_fireball_secondary_lifetime;
366 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
368 proj.angles = vectoangles(proj.velocity);
369 proj.flags = FL_PROJECTILE;
371 CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
373 other = proj; MUTATOR_CALLHOOK(EditProjectile);
376 void spawnfunc_weapon_fireball (void)
378 weapon_defaultspawnfunc(WEP_FIREBALL);
381 float w_fireball(float req)
385 self.BUTTON_ATCK = FALSE;
386 self.BUTTON_ATCK2 = FALSE;
387 if (self.bot_primary_fireballmooth == 0)
389 if(bot_aim(autocvar_g_balance_fireball_primary_speed, 0, autocvar_g_balance_fireball_primary_lifetime, FALSE))
391 self.BUTTON_ATCK = TRUE;
392 if(random() < 0.02) self.bot_primary_fireballmooth = 0;
397 if(bot_aim(autocvar_g_balance_fireball_secondary_speed, autocvar_g_balance_fireball_secondary_speed_up, autocvar_g_balance_fireball_secondary_lifetime, TRUE))
399 self.BUTTON_ATCK2 = TRUE;
400 if(random() < 0.01) self.bot_primary_fireballmooth = 1;
404 else if (req == WR_THINK)
406 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
408 else if (self.BUTTON_ATCK)
410 if (time >= self.fireball_primarytime)
411 if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
413 W_Fireball_Attack1_Frame0();
414 self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
417 else if (self.BUTTON_ATCK2)
419 if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
421 W_Fireball_Attack2();
422 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
427 if(self.switchweapon == self.weapon)
429 if(self.weaponentity.state == WS_READY)
431 self.wish_reload = 0;
437 else if (req == WR_PRECACHE)
439 precache_model ("models/weapons/g_fireball.md3");
440 precache_model ("models/weapons/v_fireball.md3");
441 precache_model ("models/weapons/h_fireball.iqm");
442 precache_model ("models/sphere/sphere.md3");
443 precache_sound ("weapons/fireball_fire.wav");
444 precache_sound ("weapons/fireball_fire2.wav");
445 precache_sound ("weapons/fireball_prefire2.wav");
447 else if (req == WR_SETUP)
449 weapon_setup(WEP_FIREBALL);
450 W_Fireball_SetAmmoCounter();
452 else if (req == WR_CHECKAMMO1)
454 if(autocvar_g_balance_fireball_reload_ammo)
455 return self.fireball_load >= autocvar_g_balance_fireball_primary_ammo;
457 return self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
459 else if (req == WR_CHECKAMMO2)
461 if(autocvar_g_balance_fireball_reload_ammo)
462 return self.fireball_load >= autocvar_g_balance_fireball_secondary_ammo;
464 return self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
466 else if (req == WR_RESETPLAYER)
468 self.fireball_primarytime = time;
474 float w_fireball(float req)
476 if(req == WR_IMPACTEFFECT)
479 if(w_deathtype & HITTYPE_SECONDARY)
481 // firemine goes out silently
485 org2 = w_org + w_backoff * 16;
486 pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
488 sound(self, CHAN_PROJECTILE, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
491 else if(req == WR_PRECACHE)
493 precache_sound("weapons/fireball_impact2.wav");
495 else if (req == WR_SUICIDEMESSAGE)
497 if(w_deathtype & HITTYPE_SECONDARY)
498 w_deathtypestring = "%s forgot about some firemine";
500 w_deathtypestring = "%s should have used a smaller gun";
502 else if (req == WR_KILLMESSAGE)
504 if(w_deathtype & HITTYPE_SECONDARY)
506 if(w_deathtype & HITTYPE_HEADSHOT)
507 w_deathtypestring = "%s tried to catch %s's firemine";
509 w_deathtypestring = "%s fatefully ignored %s's firemine";
513 if(w_deathtype & HITTYPE_BOUNCE)
515 if(w_deathtype & HITTYPE_SPLASH) // BFG effect
516 w_deathtypestring = "%s could not hide from %s's fireball";
518 w_deathtypestring = "%s saw the pretty lights of %s's fireball";
520 else if(w_deathtype & HITTYPE_SPLASH)
521 w_deathtypestring = "%s got too close to %s's fireball";
523 w_deathtypestring = "%s tasted %s's fireball";
526 else if (req == WR_RELOAD)