#ifndef IMPLEMENTATION CLASS(Fireball, Weapon) /* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none) /* impulse */ ATTRIB(Fireball, impulse, int, 9) /* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0'); /* modelname */ ATTRIB(Fireball, mdl, string, "fireball"); #ifndef MENUQC /* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM); #endif /* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball"); /* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65); /* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball"); /* refname */ ATTRIB(Fireball, netname, 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, fireball, NEW(Fireball)); #ifdef SVQC .float bot_primary_fireballmooth; // whatever a mooth is .vector fireball_impactvec; .float fireball_primarytime; #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); } void W_Fireball_Explode(entity this, entity directhitentity) { entity e; float dist; float points; vector dir; float d; this.event_damage = func_null; this.takedamage = DAMAGE_NO; // 1. dist damage d = (this.realowner.health + this.realowner.armorvalue); RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, directhitentity); if(this.realowner.health + this.realowner.armorvalue >= d) if(!this.cnt) { modeleffect_spawn("models/sphere/sphere.md3", 0, 0, this.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25); // 2. bfg effect // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here. for(e = findradius(this.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain) if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this)) { // can we see fireball? traceline(e.origin + e.view_ofs, this.origin, MOVE_NORMAL, e); if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway continue; // can we see player who shot fireball? traceline(e.origin + e.view_ofs, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e); if(trace_ent != this.realowner) if(/* trace_startsolid || */ trace_fraction != 1) continue; dist = vlen(this.origin - e.origin - e.view_ofs); points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius))); if(points <= 0) continue; dir = normalize(e.origin + e.view_ofs - this.origin); if(accuracy_isgooddamage(this.realowner, e)) accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points); Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir); Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1); } } remove(this); } void W_Fireball_Explode_think(entity this) { W_Fireball_Explode(this, NULL); } void W_Fireball_Explode_use(entity this, entity actor, entity trigger) { W_Fireball_Explode(this, trigger); } void W_Fireball_TouchExplode(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); W_Fireball_Explode(this, toucher); } void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime) { entity e; float d; vector p; if(damage <= 0) return; RandomSelection_Init(); for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain) if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this)) { p = e.origin; p.x += e.mins.x + random() * (e.maxs.x - e.mins.x); p.y += e.mins.y + random() * (e.maxs.y - e.mins.y); p.z += e.mins.z + random() * (e.maxs.z - e.mins.z); d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p); if(d < dist) { e.fireball_impactvec = p; RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e)); } } if(RandomSelection_chosen_ent) { d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec); d = damage + (edgedamage - damage) * (d / dist); Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype | HITTYPE_BOUNCE); //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec); Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1); } } void W_Fireball_Think(entity this) { if(time > this.pushltime) { this.cnt = 1; this.projectiledeathtype |= HITTYPE_SPLASH; W_Fireball_Explode(this, NULL); return; } W_Fireball_LaserPlay(this, 0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime)); this.nextthink = time + 0.1; } 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, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt this.health = this.health - damage; if(this.health <= 0) { this.cnt = 1; W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think); } } void W_Fireball_Attack1(entity actor) { entity proj; W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage)); Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); proj = new(plasma_prim); proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage); proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime); proj.use = W_Fireball_Explode_use; setthink(proj, W_Fireball_Think); proj.nextthink = time; proj.health = WEP_CVAR_PRI(fireball, health); proj.team = actor.team; proj.event_damage = W_Fireball_Damage; proj.takedamage = DAMAGE_YES; proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_FIREBALL.m_id; setorigin(proj, w_shotorg); set_movetype(proj, MOVETYPE_FLY); W_SetupProjVelocity_PRI(proj, fireball); proj.angles = vectoangles(proj.velocity); settouch(proj, 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); MUTATOR_CALLHOOK(EditProjectile, actor, proj); } void W_Fireball_AttackEffect(entity actor, float i, vector f_diff) { W_SetupShot_ProjectileSize(actor, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0); w_shotorg += f_diff.x * v_up + f_diff.y * v_right; Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); } void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire) { W_Fireball_Attack1(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready); } void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire) { W_Fireball_AttackEffect(actor, 0, '+1.25 +3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4); } void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { W_Fireball_AttackEffect(actor, 0, '-1.25 +3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3); } void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire) { W_Fireball_AttackEffect(actor, 1, '+1.25 -3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2); } void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire) { W_Fireball_AttackEffect(actor, 0, '-1.25 -3.75 0'); sound(actor, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1); } void W_Fireball_Firemine_Think(entity this) { if(time > this.pushltime) { remove(this); return; } // make it "hot" once it leaves its owner if(this.owner) { if(vdist(this.origin - this.owner.origin - this.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius))) { this.cnt += 1; if(this.cnt == 3) this.owner = NULL; } else this.cnt = 0; } W_Fireball_LaserPlay(this, 0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime)); this.nextthink = time + 0.1; } void W_Fireball_Firemine_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); if(toucher.takedamage == DAMAGE_AIM) if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0) { remove(this); return; } this.projectiledeathtype |= HITTYPE_BOUNCE; } void W_Fireball_Attack2(entity actor) { entity proj; vector f_diff; float c; c = actor.bulletcounter % 4; switch(c) { case 0: f_diff = '-1.25 -3.75 0'; break; case 1: f_diff = '+1.25 -3.75 0'; break; case 2: f_diff = '-1.25 +3.75 0'; break; case 3: default: f_diff = '+1.25 +3.75 0'; break; } W_SetupShot_ProjectileSize(actor, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage)); traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor); w_shotorg = trace_endpos; Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); proj = new(grenade); proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage); set_movetype(proj, MOVETYPE_BOUNCE); proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY; settouch(proj, W_Fireball_Firemine_Touch); PROJECTILE_MAKETRIGGER(proj); setsize(proj, '-4 -4 -4', '4 4 4'); setorigin(proj, w_shotorg); setthink(proj, W_Fireball_Firemine_Think); proj.nextthink = time; proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale); proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime); W_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); MUTATOR_CALLHOOK(EditProjectile, actor, proj); } METHOD(Fireball, wr_aim, void(entity thiswep, entity actor)) { PHYS_INPUT_BUTTON_ATCK(actor) = false; PHYS_INPUT_BUTTON_ATCK2(actor) = false; if(actor.bot_primary_fireballmooth == 0) { if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false)) { PHYS_INPUT_BUTTON_ATCK(actor) = true; if(random() < 0.02) actor.bot_primary_fireballmooth = 0; } } else { if(bot_aim(actor, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true)) { PHYS_INPUT_BUTTON_ATCK2(actor) = true; if(random() < 0.01) actor.bot_primary_fireballmooth = 1; } } } METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(fire & 1) { if(time >= actor.fireball_primarytime) if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire))) { W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire); actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor); } } else if(fire & 2) { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire))) { W_Fireball_Attack2(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready); } } } METHOD(Fireball, wr_setup, void(entity thiswep, entity actor)) { actor.ammo_field = ammo_none; } METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor)) { return true; // infinite ammo } METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor)) { return true; // fireball has infinite ammo } METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor)) { actor.fireball_primarytime = time; } METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_FIREBALL_SUICIDE_FIREMINE; else return WEAPON_FIREBALL_SUICIDE_BLAST; } METHOD(Fireball, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_FIREBALL_MURDER_FIREMINE; else return WEAPON_FIREBALL_MURDER_BLAST; } #endif #ifdef CSQC METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2; if(w_deathtype & HITTYPE_SECONDARY) { // firemine goes out silently } else { org2 = w_org + w_backoff * 16; pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom } } #endif #endif