#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
/* WEP_##id */ FIREBALL,
-/* function */ w_fireball,
-/* ammotype */ 0,
+/* function */ W_Fireball,
+/* ammotype */ ammo_none,
/* impulse */ 9,
/* flags */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
/* rating */ BOT_PICKUP_RATING_MID,
+/* color */ '1 0.5 0',
/* model */ "fireball",
/* netname */ "fireball",
/* fullname */ _("Fireball")
);
-#define FIREBALL_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, animtime) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, refire) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, damage) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, damageforcescale) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, speed) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, spread) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, lifetime) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, laserburntime) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, laserdamage) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, laseredgedamage) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, laserradius) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, edgedamage) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, force) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, radius) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, health) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, refire2) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, bfgdamage) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, bfgforce) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, bfgradius) \
- w_cvar(WEP_FIREBALL, fireball, MO_SEC, damagetime) \
- w_cvar(WEP_FIREBALL, fireball, MO_SEC, speed_up) \
- w_cvar(WEP_FIREBALL, fireball, MO_SEC, speed_z) \
- w_prop(WEP_FIREBALL, fireball, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_FIREBALL, fireball, float, reloading_time, reload_time) \
- w_prop(WEP_FIREBALL, fireball, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_FIREBALL, fireball, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_FIREBALL, fireball, string, weaponreplace, weaponreplace) \
- w_prop(WEP_FIREBALL, fireball, float, weaponstart, weaponstart)
+#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball)
+#define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, damageforcescale) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, laserburntime) \
+ w_cvar(id, sn, BOTH, laserdamage) \
+ w_cvar(id, sn, BOTH, laseredgedamage) \
+ w_cvar(id, sn, BOTH, laserradius) \
+ w_cvar(id, sn, PRI, edgedamage) \
+ w_cvar(id, sn, PRI, force) \
+ w_cvar(id, sn, PRI, radius) \
+ w_cvar(id, sn, PRI, health) \
+ w_cvar(id, sn, PRI, refire2) \
+ w_cvar(id, sn, PRI, bfgdamage) \
+ w_cvar(id, sn, PRI, bfgforce) \
+ w_cvar(id, sn, PRI, bfgradius) \
+ w_cvar(id, sn, SEC, damagetime) \
+ w_cvar(id, sn, SEC, speed_up) \
+ w_cvar(id, sn, SEC, speed_z) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
setorigin(proj, w_shotorg);
proj.movetype = MOVETYPE_FLY;
- WEP_SETUPPROJVELOCITY_PRI(proj, fireball);
+ W_SetupProjVelocity_PRI(proj, fireball);
proj.angles = vectoangles(proj.velocity);
proj.touch = W_Fireball_TouchExplode;
setsize(proj, '-16 -16 -16', '16 16 16');
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
}
-void W_Firemine_Think()
+void W_Fireball_Firemine_Think()
{
if(time > self.pushltime)
{
self.nextthink = time + 0.1;
}
-void W_Firemine_Touch (void)
+void W_Fireball_Firemine_Touch (void)
{
PROJECTILE_TOUCH;
if (other.takedamage == DAMAGE_AIM)
proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
proj.movetype = MOVETYPE_BOUNCE;
proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
- proj.touch = W_Firemine_Touch;
+ proj.touch = W_Fireball_Firemine_Touch;
PROJECTILE_MAKETRIGGER(proj);
setsize(proj, '-4 -4 -4', '4 4 4');
setorigin(proj, w_shotorg);
- proj.think = W_Firemine_Think;
+ proj.think = W_Fireball_Firemine_Think;
proj.nextthink = time;
proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
- WEP_SETUPPROJVELOCITY_UP_SEC(proj, fireball);
+ W_SetupProjVelocity_UP_SEC(proj, fireball);
proj.angles = vectoangles(proj.velocity);
proj.flags = FL_PROJECTILE;
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
-float w_fireball(float req)
+float W_Fireball(float req)
{
switch(req)
{
}
#endif
#ifdef CSQC
-float w_fireball(float req)
+float W_Fireball(float req)
{
switch(req)
{