// 2. bfg effect
// NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_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);
{
d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
d = damage + (edgedamage - damage) * (d / dist);
- Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE, FALSE);
+ Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
//trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
}
{
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)
{
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, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
}
{
PROJECTILE_TOUCH;
if (other.takedamage == DAMAGE_AIM)
- if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype, FALSE) >= 0)
+ if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype) >= 0)
{
remove(self);
return;
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);
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
}
}
else if(req == WR_PRECACHE)