#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ FIREBALL,
-/* function */ w_fireball,
-/* ammotype */ ammo_none, // WEAPONTODO
-/* impulse */ 9,
-/* flags */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* model */ "fireball",
-/* netname */ "fireball",
-/* fullname */ _("Fireball")
+/* WEP_##id */ FIREBALL,
+/* 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',
+/* modelname */ "fireball",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairfireball",
+/* wepimg */ "weaponfireball",
+/* refname */ "fireball",
+/* wepname */ _("Fireball")
);
#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, MO_BOTH, animtime) \
- w_cvar(id, sn, MO_BOTH, refire) \
- w_cvar(id, sn, MO_BOTH, damage) \
- w_cvar(id, sn, MO_BOTH, damageforcescale) \
- w_cvar(id, sn, MO_BOTH, speed) \
- w_cvar(id, sn, MO_BOTH, spread) \
- w_cvar(id, sn, MO_BOTH, lifetime) \
- w_cvar(id, sn, MO_BOTH, laserburntime) \
- w_cvar(id, sn, MO_BOTH, laserdamage) \
- w_cvar(id, sn, MO_BOTH, laseredgedamage) \
- w_cvar(id, sn, MO_BOTH, laserradius) \
- w_cvar(id, sn, MO_PRI, edgedamage) \
- w_cvar(id, sn, MO_PRI, force) \
- w_cvar(id, sn, MO_PRI, radius) \
- w_cvar(id, sn, MO_PRI, health) \
- w_cvar(id, sn, MO_PRI, refire2) \
- w_cvar(id, sn, MO_PRI, bfgdamage) \
- w_cvar(id, sn, MO_PRI, bfgforce) \
- w_cvar(id, sn, MO_PRI, bfgradius) \
- w_cvar(id, sn, MO_SEC, damagetime) \
- w_cvar(id, sn, MO_SEC, speed_up) \
- w_cvar(id, sn, MO_SEC, speed_z) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
+ 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)
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#else
#ifdef SVQC
-void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_FIREBALL); }
+void spawnfunc_weapon_fireball(void) { weapon_defaultspawnfunc(WEP_FIREBALL); }
-void W_Fireball_Explode (void)
+void W_Fireball_Explode(void)
{
entity e;
float dist;
// 1. dist damage
d = (self.realowner.health + self.realowner.armorvalue);
- 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);
+ 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);
if(self.realowner.health + self.realowner.armorvalue >= d)
if(!self.cnt)
{
}
}
- remove (self);
+ remove(self);
}
-void W_Fireball_TouchExplode (void)
+void W_Fireball_TouchExplode(void)
{
PROJECTILE_TOUCH;
- W_Fireball_Explode ();
+ W_Fireball_Explode();
}
void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
return;
RandomSelection_Init();
- for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
+ for(e = WarpZone_FindRadius(self.origin, dist, true); e; e = e.chain)
if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
{
p = e.origin;
- p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
- p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
- p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
+ p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
+ p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
+ p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
if(d < dist)
{
}
}
-void W_Fireball_Think()
+void W_Fireball_Think(void)
{
if(time > self.pushltime)
{
self.nextthink = time + 0.1;
}
-void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Fireball_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.health <= 0)
return;
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
self.health = self.health - damage;
- if (self.health <= 0)
+ if(self.health <= 0)
{
self.cnt = 1;
W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
}
}
-void W_Fireball_Attack1()
+void W_Fireball_Attack1(void)
{
entity proj;
- W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
+ W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- proj = spawn ();
+ proj = spawn();
proj.classname = "plasma_prim";
proj.owner = proj.realowner = self;
- proj.bot_dodge = TRUE;
+ proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime);
proj.use = W_Fireball_Explode;
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');
proj.flags = FL_PROJECTILE;
proj.missile_flags = MIF_SPLASH | MIF_PROXY;
- CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
+ CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
void W_Fireball_AttackEffect(float i, vector f_diff)
{
- W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
- w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
+ W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 0, "", 0, 0);
+ w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
}
-void W_Fireball_Attack1_Frame4()
+void W_Fireball_Attack1_Frame4(void)
{
W_Fireball_Attack1();
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
}
-void W_Fireball_Attack1_Frame3()
+void W_Fireball_Attack1_Frame3(void)
{
W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
}
-void W_Fireball_Attack1_Frame2()
+void W_Fireball_Attack1_Frame2(void)
{
W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
}
-void W_Fireball_Attack1_Frame1()
+void W_Fireball_Attack1_Frame1(void)
{
W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
}
-void W_Fireball_Attack1_Frame0()
+void W_Fireball_Attack1_Frame0(void)
{
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
- sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
}
-void W_Firemine_Think()
+void W_Fireball_Firemine_Think(void)
{
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)
+ if(other.takedamage == DAMAGE_AIM)
if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
{
remove(self);
self.projectiledeathtype |= HITTYPE_BOUNCE;
}
-void W_Fireball_Attack2()
+void W_Fireball_Attack2(void)
{
entity proj;
vector f_diff;
float c;
- c = mod(self.bulletcounter, 4);
+ c = self.bulletcounter % 4;
switch(c)
{
case 0:
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
- traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
+ traceline(w_shotorg, w_shotorg + f_diff.x * v_up + f_diff.y * v_right, MOVE_NORMAL, self);
w_shotorg = trace_endpos;
pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- proj = spawn ();
+ proj = spawn();
proj.owner = proj.realowner = self;
proj.classname = "grenade";
- proj.bot_dodge = TRUE;
+ proj.bot_dodge = true;
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;
proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
- CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
+ CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
-float w_fireball(float req)
+bool W_Fireball(int req)
{
switch(req)
{
case WR_AIM:
{
- self.BUTTON_ATCK = FALSE;
- self.BUTTON_ATCK2 = FALSE;
- if (self.bot_primary_fireballmooth == 0)
+ self.BUTTON_ATCK = false;
+ self.BUTTON_ATCK2 = false;
+ if(self.bot_primary_fireballmooth == 0)
{
- if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), FALSE))
+ if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
{
- self.BUTTON_ATCK = TRUE;
+ self.BUTTON_ATCK = true;
if(random() < 0.02) self.bot_primary_fireballmooth = 0;
}
}
else
{
- if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), TRUE))
+ if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
{
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
if(random() < 0.01) self.bot_primary_fireballmooth = 1;
}
}
-
- return TRUE;
+
+ return true;
}
case WR_THINK:
{
- if (self.BUTTON_ATCK)
+ if(self.BUTTON_ATCK)
{
- if (time >= self.fireball_primarytime)
- if (weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
+ if(time >= self.fireball_primarytime)
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
{
W_Fireball_Attack1_Frame0();
self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
}
}
- else if (self.BUTTON_ATCK2)
+ else if(self.BUTTON_ATCK2)
{
- if (weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
{
W_Fireball_Attack2();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
- precache_model ("models/weapons/g_fireball.md3");
- precache_model ("models/weapons/v_fireball.md3");
- precache_model ("models/weapons/h_fireball.iqm");
- precache_model ("models/sphere/sphere.md3");
- precache_sound ("weapons/fireball_fire.wav");
- precache_sound ("weapons/fireball_fire2.wav");
- precache_sound ("weapons/fireball_prefire2.wav");
- FIREBALL_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
- return TRUE;
+ precache_model("models/weapons/g_fireball.md3");
+ precache_model("models/weapons/v_fireball.md3");
+ precache_model("models/weapons/h_fireball.iqm");
+ precache_model("models/sphere/sphere.md3");
+ precache_sound("weapons/fireball_fire.wav");
+ precache_sound("weapons/fireball_fire2.wav");
+ precache_sound("weapons/fireball_prefire2.wav");
+ FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_SETUP:
{
- self.current_ammo = ammo_none;
- return TRUE;
+ self.ammo_field = ammo_none;
+ return true;
}
case WR_CHECKAMMO1:
case WR_CHECKAMMO2:
{
- return TRUE; // fireball has infinite ammo
+ return true; // fireball has infinite ammo
}
case WR_CONFIG:
{
- FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RESETPLAYER:
{
self.fireball_primarytime = time;
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_FIREBALL_MURDER_BLAST;
}
}
- return TRUE;
+ return false;
}
#endif
#ifdef CSQC
-float w_fireball(float req)
+bool W_Fireball(int req)
{
switch(req)
{
if(!w_issilent)
sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM * 0.25); // long range boom
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/fireball_impact2.wav");
- return TRUE;
+ return true;
+ }
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return false;
}
}
-
- return TRUE;
+ return false;
}
#endif
#endif