+ {
+ 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;
+ }
+ 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)
+{
+ if(req == WR_IMPACTEFFECT)
+ {
+ vector org2;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ // firemine goes out silently
+ }
+ else
+ {
+ org2 = w_org + w_backoff * 16;
+ pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
+ }
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/fireball_impact2.wav");
+ }