]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/fireball.qc
Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qc
index dff721aa1a540e194b70a016d6785fcc5d07f5f2..ef2eb91cad89e031398ab71de55ecdd3bf1010c3 100644 (file)
@@ -1,67 +1,6 @@
 #include "fireball.qh"
-#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");
-#ifdef GAMEQC
-/* 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)
 {
@@ -76,7 +15,7 @@ void W_Fireball_Explode(entity this, entity directhitentity)
 
        // 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);
+       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(this.realowner.health + this.realowner.armorvalue >= d)
        if(!this.cnt)
        {
@@ -105,7 +44,7 @@ void W_Fireball_Explode(entity this, entity directhitentity)
                        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);
+                       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);
                }
        }
@@ -178,7 +117,7 @@ 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)
                return;
@@ -196,7 +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);
 
@@ -215,6 +154,8 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity)
        proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
        PROJECTILE_MAKETRIGGER(proj);
        proj.projectiledeathtype = WEP_FIREBALL.m_id;
+       proj.weaponentity_fld = weaponentity;
+       proj.weaponentity_fld = weaponentity;
        setorigin(proj, w_shotorg);
 
        set_movetype(proj, MOVETYPE_FLY);
@@ -234,7 +175,7 @@ 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);
 }
@@ -331,7 +272,7 @@ 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;
 
@@ -456,4 +397,3 @@ METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-#endif