#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
+REGISTER_WEAPON(FIREBALL, w_fireball, 0, 9, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
#else
#ifdef SVQC
.float bot_primary_fireballmooth; // whatever a mooth is
vector dir;
float d;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
// 1. dist damage
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_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_ammo);
-
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
vector f_diff;
float c;
- W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_secondary_ammo, autocvar_g_balance_fireball_reload_ammo);
-
c = mod(self.bulletcounter, 4);
switch(c)
{
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);
float w_fireball(float req)
{
- float ammo_amount;
+ //float ammo_amount;
if (req == WR_AIM)
{
self.BUTTON_ATCK = FALSE;
}
else if (req == WR_THINK)
{
- if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload
- weapon_action(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK)
+ if (self.BUTTON_ATCK)
{
if (time >= self.fireball_primarytime)
if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
else if (req == WR_SETUP)
{
weapon_setup(WEP_FIREBALL);
- self.current_ammo = ammo_fuel;
+ self.current_ammo = ammo_none;
}
else if (req == WR_CHECKAMMO1)
{
- ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_primary_ammo;
- return ammo_amount;
+ return 1;
}
else if (req == WR_CHECKAMMO2)
{
- ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_FIREBALL]) >= autocvar_g_balance_fireball_secondary_ammo;
- return ammo_amount;
+ return 1;
}
else if (req == WR_RESETPLAYER)
{
self.fireball_primarytime = time;
}
- else if (req == WR_RELOAD)
+ else if (req == WR_SUICIDEMESSAGE)
{
- // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
- if(self.ammo_fuel < 1)
- self.ammo_fuel = 0;
-
- W_Reload(min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo), autocvar_g_balance_fireball_reload_ammo, autocvar_g_balance_fireball_reload_time, "weapons/reload.wav");
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_FIREBALL_SUICIDE_FIREMINE;
+ else
+ return WEAPON_FIREBALL_SUICIDE_BLAST;
+ }
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ return WEAPON_FIREBALL_MURDER_FIREMINE;
+ }
+ else
+ {
+ return WEAPON_FIREBALL_MURDER_BLAST;
+ }
}
return TRUE;
}
{
precache_sound("weapons/fireball_impact2.wav");
}
- else if (req == WR_SUICIDEMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = _("%s forgot about some firemine");
- else
- w_deathtypestring = _("%s should have used a smaller gun");
- }
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- if(w_deathtype & HITTYPE_HEADSHOT)
- w_deathtypestring = _("%s tried to catch %s's firemine");
- else
- w_deathtypestring = _("%s fatefully ignored %s's firemine");
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- {
- if(w_deathtype & HITTYPE_SPLASH) // BFG effect
- w_deathtypestring = _("%s could not hide from %s's fireball");
- else // laser
- w_deathtypestring = _("%s saw the pretty lights of %s's fireball");
- }
- else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = _("%s got too close to %s's fireball");
- else
- w_deathtypestring = _("%s tasted %s's fireball");
- }
- }
return TRUE;
}
#endif