/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
/* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball");
/* refname */ ATTRIB(Fireball, netname, string, "fireball");
-/* wepname */ ATTRIB(Fireball, message, string, _("Fireball"));
+/* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bfgdamage, float, PRI) \
+ P(class, prefix, bfgforce, float, PRI) \
+ P(class, prefix, bfgradius, float, PRI) \
+ P(class, prefix, damageforcescale, float, BOTH) \
+ P(class, prefix, damagetime, float, SEC) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, PRI) \
+ P(class, prefix, force, float, PRI) \
+ P(class, prefix, health, float, PRI) \
+ P(class, prefix, laserburntime, float, BOTH) \
+ P(class, prefix, laserdamage, float, BOTH) \
+ P(class, prefix, laseredgedamage, float, BOTH) \
+ P(class, prefix, laserradius, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, radius, float, PRI) \
+ P(class, prefix, refire2, float, PRI) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, speed_up, float, SEC) \
+ P(class, prefix, speed_z, float, SEC) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Fireball, fireball)
+#undef X
+
ENDCLASS(Fireball)
-REGISTER_WEAPON(FIREBALL, NEW(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, 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, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
#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
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(WEP_FIREBALL.m_id); }
+spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
-void W_Fireball_Explode(void)
+void W_Fireball_Explode()
{SELFPARAM();
entity e;
float dist;
remove(self);
}
-void W_Fireball_TouchExplode(void)
+void W_Fireball_TouchExplode()
{
PROJECTILE_TOUCH;
W_Fireball_Explode();
}
}
-void W_Fireball_Think(void)
+void W_Fireball_Think()
{SELFPARAM();
if(time > self.pushltime)
{
self.nextthink = time + 0.1;
}
-void W_Fireball_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
return;
- if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- self.health = self.health - damage;
- if(self.health <= 0)
+ this.health = this.health - damage;
+ if(this.health <= 0)
{
- self.cnt = 1;
- W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
+ this.cnt = 1;
+ WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_Fireball_Explode));
}
}
-void W_Fireball_Attack1(void)
+void W_Fireball_Attack1()
{SELFPARAM();
entity proj;
Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- proj = spawn();
- proj.classname = "plasma_prim";
+ proj = new(plasma_prim);
proj.owner = proj.realowner = self;
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
}
-void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
W_Fireball_Attack1();
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
}
-void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
}
-void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
}
-void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
}
-void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{SELFPARAM();
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
sound(self, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
}
-void W_Fireball_Firemine_Think(void)
+void W_Fireball_Firemine_Think()
{SELFPARAM();
if(time > self.pushltime)
{
// make it "hot" once it leaves its owner
if(self.owner)
{
- if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > WEP_CVAR_SEC(fireball, laserradius))
+ if(vdist(self.origin - self.owner.origin - self.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius)))
{
self.cnt += 1;
if(self.cnt == 3)
self.nextthink = time + 0.1;
}
-void W_Fireball_Firemine_Touch(void)
+void W_Fireball_Firemine_Touch()
{SELFPARAM();
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM)
self.projectiledeathtype |= HITTYPE_BOUNCE;
}
-void W_Fireball_Attack2(void)
+void W_Fireball_Attack2()
{SELFPARAM();
entity proj;
vector f_diff;
Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- proj = spawn();
+ proj = new(grenade);
proj.owner = proj.realowner = self;
- proj.classname = "grenade";
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
proj.movetype = MOVETYPE_BOUNCE;
}
}
}
- METHOD(Fireball, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(fire1)
+ if(fire & 1)
{
if(time >= actor.fireball_primarytime)
- if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(fireball, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
{
- W_Fireball_Attack1_Frame0(thiswep, actor, fire1, fire2);
+ W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
}
}
- else if(fire2)
+ else if(fire & 2)
{
- if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(fireball, refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
{
W_Fireball_Attack2();
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
}
}
}
- METHOD(Fireball, wr_init, void(entity thiswep))
- {
- FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(Fireball, wr_setup, void(entity thiswep))
{
self.ammo_field = ammo_none;
{
return true; // fireball has infinite ammo
}
- METHOD(Fireball, wr_config, void(entity thiswep))
- {
- FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
METHOD(Fireball, wr_resetplayer, void(entity thiswep))
{
self.fireball_primarytime = time;
else
{
org2 = w_org + w_backoff * 16;
- pointparticles(particleeffectnum(EFFECT_FIREBALL_EXPLODE), org2, '0 0 0', 1);
+ pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
}