]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/fireball.qc
Merge branch 'terencehill/minplayers_per_team' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qc
index 3f6830f33c271516446592883fed8ff4e08a6c06..6b52ba32abba8d81cf8a0714e820af6895c197b4 100644 (file)
@@ -14,9 +14,9 @@ void W_Fireball_Explode(entity this, entity directhitentity)
        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)
+       d = (GetResource(this.realowner, RES_HEALTH) + GetResource(this.realowner, RES_ARMOR));
+       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, this.weaponentity_fld, directhitentity);
+       if(GetResource(this.realowner, RES_HEALTH) + GetResource(this.realowner, RES_ARMOR) >= 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);
@@ -42,9 +42,9 @@ void W_Fireball_Explode(entity this, entity directhitentity)
                        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);
+                               accuracy_add(this.realowner, WEP_FIREBALL, 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);
+                       Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, this.weaponentity_fld, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
                        Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
                }
        }
@@ -117,16 +117,16 @@ void W_Fireball_Think(entity this)
        this.nextthink = time + 0.1;
 }
 
-void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(this.health <= 0)
+       if(GetResource(this, RES_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)
+       TakeResource(this, RES_HEALTH, damage);
+       if(GetResource(this, RES_HEALTH) <= 0)
        {
                this.cnt = 1;
                W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think);
@@ -135,7 +135,7 @@ void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float dam
 
 void W_Fireball_Attack1(entity actor, .entity weaponentity)
 {
-       W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage), WEP_FIREBALL.m_id);
 
        Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -147,13 +147,14 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity)
        proj.use = W_Fireball_Explode_use;
        setthink(proj, W_Fireball_Think);
        proj.nextthink = time;
-       proj.health = WEP_CVAR_PRI(fireball, health);
+       SetResourceExplicit(proj, RES_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;
+       proj.weaponentity_fld = weaponentity;
        setorigin(proj, w_shotorg);
 
        set_movetype(proj, MOVETYPE_FLY);
@@ -173,7 +174,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity)
 
 void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector f_diff)
 {
-       W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0);
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0, WEP_FIREBALL.m_id); // TODO: probably doesn't need deathtype, just a prefire effect
        w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
        Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 }
@@ -270,7 +271,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity)
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage), WEP_FIREBALL.m_id | HITTYPE_SECONDARY);
        traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor);
        w_shotorg = trace_endpos;