/* netname */ "fireball",
/* fullname */ _("Fireball")
);
-#define FIREBALL_SETTINGS(weapon) \
- WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
- WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
- WEP_ADD_CVAR(weapon, MO_BOTH, damageforcescale) \
- WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
- WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, laserburntime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, laserdamage) \
- WEP_ADD_CVAR(weapon, MO_BOTH, laseredgedamage) \
- WEP_ADD_CVAR(weapon, MO_BOTH, laserradius) \
- WEP_ADD_CVAR(weapon, MO_PRI, edgedamage) \
- WEP_ADD_CVAR(weapon, MO_PRI, force) \
- WEP_ADD_CVAR(weapon, MO_PRI, radius) \
- WEP_ADD_CVAR(weapon, MO_PRI, health) \
- WEP_ADD_CVAR(weapon, MO_PRI, refire2) \
- WEP_ADD_CVAR(weapon, MO_PRI, bfgdamage) \
- WEP_ADD_CVAR(weapon, MO_PRI, bfgforce) \
- WEP_ADD_CVAR(weapon, MO_PRI, bfgradius) \
- WEP_ADD_CVAR(weapon, MO_SEC, damagetime) \
- WEP_ADD_CVAR(weapon, MO_SEC, speed_up) \
- WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
- WEP_ADD_PROP(weapon, reloading_time, reload_time) \
- WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
- WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
-#ifdef SVQC
-FIREBALL_SETTINGS(fireball)
-void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_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) \
+ w_prop(WEP_FIREBALL, fireball, float, weaponstartoverride, weaponstartoverride)
+#ifdef SVQC
+FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float bot_primary_fireballmooth; // whatever a mooth is
.vector fireball_impactvec;
.float fireball_primarytime;
#endif
#else
#ifdef SVQC
+void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_FIREBALL); }
void W_Fireball_Explode (void)
{
// 2. bfg effect
// NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
- if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || IsDifferentTeam(e, self))
+ if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
{
// can we see fireball?
traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
RandomSelection_Init();
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 || IsDifferentTeam(e, self))
+ 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);
{
if(self.health <= 0)
return;
-
+
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)
{
setorigin(proj, w_shotorg);
proj.movetype = MOVETYPE_FLY;
- W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
+ WEP_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);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
void W_Fireball_Attack1_Frame0()
{
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
- sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_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);
}
proj.nextthink = time;
proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
- W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
+ WEP_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);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
precache_sound ("weapons/fireball_fire.wav");
precache_sound ("weapons/fireball_fire2.wav");
precache_sound ("weapons/fireball_prefire2.wav");
- #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
- #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_FIREBALL,weapon,prop,name)
- FIREBALL_SETTINGS(fireball)
- #undef WEP_ADD_CVAR
- #undef WEP_ADD_PROP
+ FIREBALL_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
{
- weapon_setup(WEP_FIREBALL);
self.current_ammo = ammo_none;
return TRUE;
}
}
case WR_CONFIG:
{
- WEP_CONFIG_SETTINGS(FIREBALL_SETTINGS(fireball))
+ FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_RESETPLAYER:
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
+ sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM * 0.25); // long range boom
}
return TRUE;