/* 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)
+
+#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(fireball)
+FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float bot_primary_fireballmooth; // whatever a mooth is
.vector fireball_impactvec;
.float fireball_primarytime;
{
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);
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");
- WEP_SET_PROPS(FIREBALL_SETTINGS(fireball), WEP_FIREBALL)
+ FIREBALL_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP:
}
case WR_CONFIG:
{
- WEP_CONFIG_SETTINGS(FIREBALL_SETTINGS(fireball))
+ FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_RESETPLAYER: