2 REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", "Fireball");
5 .float bot_primary_fireballmooth; // whatever a mooth is
6 .vector fireball_impactvec;
7 .float fireball_primarytime;
9 void W_Fireball_Explode (void)
17 self.event_damage = SUB_Null;
18 self.takedamage = DAMAGE_NO;
21 d = (self.owner.health + self.owner.armorvalue);
22 RadiusDamage (self, self.realowner, cvar("g_balance_fireball_primary_damage"), cvar("g_balance_fireball_primary_edgedamage"), cvar("g_balance_fireball_primary_radius"), world, cvar("g_balance_fireball_primary_force"), self.projectiledeathtype, other);
23 if(self.realowner.health + self.realowner.armorvalue >= d)
26 modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, cvar("g_balance_fireball_primary_bfgradius"), 0.2, 0.05, 0.25);
29 // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
30 for(e = findradius(self.origin, cvar("g_balance_fireball_primary_bfgradius")); e; e = e.chain)
31 if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
33 // can we see fireball?
34 traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
35 if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
37 // can we see player who shot fireball?
38 traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
39 if(trace_ent != self.realowner)
40 if(/* trace_startsolid || */ trace_fraction != 1)
42 dist = vlen(self.origin - e.origin - e.view_ofs);
43 points = (1 - sqrt(dist / cvar("g_balance_fireball_primary_bfgradius")));
46 dir = normalize(e.origin + e.view_ofs - self.origin);
47 Damage(e, self, self.realowner, cvar("g_balance_fireball_primary_bfgdamage") * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, cvar("g_balance_fireball_primary_bfgforce") * dir);
48 pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
50 Damage_RecordDamage(self.owner, self.projectiledeathtype, cvar("g_balance_fireball_primary_bfgdamage") * points);
57 void W_Fireball_TouchExplode (void)
60 W_Fireball_Explode ();
63 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
72 RandomSelection_Init();
73 for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
74 if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
77 p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
78 p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
79 p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
80 d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
83 e.fireball_impactvec = p;
84 RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
87 if(RandomSelection_chosen_ent)
89 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
90 d = damage + (edgedamage - damage) * (d / dist);
91 Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
92 //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
93 pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
97 void W_Fireball_Think()
99 if(time > self.pushltime)
102 self.projectiledeathtype |= HITTYPE_SPLASH;
103 W_Fireball_Explode();
107 W_Fireball_LaserPlay(0.1, cvar("g_balance_fireball_primary_laserradius"), cvar("g_balance_fireball_primary_laserdamage"), cvar("g_balance_fireball_primary_laseredgedamage"), cvar("g_balance_fireball_primary_laserburntime"));
109 self.nextthink = time + 0.1;
112 void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
116 self.health = self.health - damage;
117 if (self.health <= 0)
120 W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
124 void W_Fireball_Attack1()
128 W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", cvar("g_balance_fireball_primary_damage") + cvar("g_balance_fireball_primary_bfgdamage"));
130 pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
133 proj.classname = "plasma_prim";
134 proj.owner = proj.realowner = self;
135 proj.bot_dodge = TRUE;
136 proj.bot_dodgerating = cvar("g_balance_fireball_primary_damage");
137 proj.pushltime = time + cvar("g_balance_fireball_primary_lifetime");
138 proj.use = W_Fireball_Explode;
139 proj.think = W_Fireball_Think;
140 proj.nextthink = time;
141 proj.health = cvar("g_balance_fireball_primary_health");
142 proj.team = self.team;
143 proj.event_damage = W_Fireball_Damage;
144 proj.takedamage = DAMAGE_YES;
145 proj.damageforcescale = cvar("g_balance_fireball_primary_damageforcescale");
146 PROJECTILE_MAKETRIGGER(proj);
147 proj.projectiledeathtype = WEP_FIREBALL;
148 setorigin(proj, w_shotorg);
150 proj.movetype = MOVETYPE_FLY;
151 W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
152 proj.angles = vectoangles(proj.velocity);
153 proj.touch = W_Fireball_TouchExplode;
154 setsize(proj, '-16 -16 -16', '16 16 16');
155 proj.flags = FL_PROJECTILE;
157 CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
159 other = proj; MUTATOR_CALLHOOK(EditProjectile);
162 void W_Fireball_AttackEffect(float i, vector f_diff)
164 W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0);
165 w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
166 pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
169 void W_Fireball_Attack1_Frame4()
171 W_Fireball_Attack1();
172 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), w_ready);
175 void W_Fireball_Attack1_Frame3()
177 W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
178 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame4);
181 void W_Fireball_Attack1_Frame2()
183 W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
184 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame3);
187 void W_Fireball_Attack1_Frame1()
189 W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
190 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame2);
193 void W_Fireball_Attack1_Frame0()
195 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
196 self.ammo_fuel = self.ammo_fuel - cvar("g_balance_fireball_primary_ammo");
198 W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
199 sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
200 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_primary_animtime"), W_Fireball_Attack1_Frame1);
203 void W_Firemine_Think()
205 if(time > self.pushltime)
211 // make it "hot" once it leaves its owner
214 if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > cvar("g_balance_fireball_secondary_laserradius"))
224 W_Fireball_LaserPlay(0.1, cvar("g_balance_fireball_secondary_laserradius"), cvar("g_balance_fireball_secondary_laserdamage"), cvar("g_balance_fireball_secondary_laseredgedamage"), cvar("g_balance_fireball_secondary_laserburntime"));
226 self.nextthink = time + 0.1;
229 void W_Firemine_Touch (void)
232 if (other.takedamage == DAMAGE_AIM)
233 if(Fire_AddDamage(other, self.realowner, cvar("g_balance_fireball_secondary_damage"), cvar("g_balance_fireball_secondary_damagetime"), self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0)
238 self.projectiledeathtype |= HITTYPE_BOUNCE;
241 void W_Fireball_Attack2()
247 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
248 self.ammo_fuel = self.ammo_fuel - cvar("g_balance_fireball_secondary_ammo");
250 c = mod(self.bulletcounter, 4);
254 f_diff = '-1.25 -3.75 0';
257 f_diff = '+1.25 -3.75 0';
260 f_diff = '-1.25 +3.75 0';
264 f_diff = '+1.25 +3.75 0';
267 W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", cvar("g_balance_fireball_secondary_damage"));
268 traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
269 w_shotorg = trace_endpos;
271 pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
274 proj.owner = proj.realowner = self;
275 proj.classname = "grenade";
276 proj.bot_dodge = TRUE;
277 proj.bot_dodgerating = cvar("g_balance_fireball_secondary_damage");
278 proj.movetype = MOVETYPE_BOUNCE;
279 proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
280 proj.touch = W_Firemine_Touch;
281 PROJECTILE_MAKETRIGGER(proj);
282 setsize(proj, '-4 -4 -4', '4 4 4');
283 setorigin(proj, w_shotorg);
284 proj.think = W_Firemine_Think;
285 proj.nextthink = time;
286 proj.damageforcescale = cvar("g_balance_fireball_secondary_damageforcescale");
287 proj.pushltime = time + cvar("g_balance_fireball_secondary_lifetime");
288 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
290 proj.angles = vectoangles(proj.velocity);
291 proj.flags = FL_PROJECTILE;
293 CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
295 other = proj; MUTATOR_CALLHOOK(EditProjectile);
298 void spawnfunc_weapon_fireball (void)
300 weapon_defaultspawnfunc(WEP_FIREBALL);
303 float w_fireball(float req)
307 self.BUTTON_ATCK = FALSE;
308 self.BUTTON_ATCK2 = FALSE;
309 if (self.bot_primary_fireballmooth == 0)
311 if(bot_aim(cvar("g_balance_fireball_primary_speed"), 0, cvar("g_balance_fireball_primary_lifetime"), FALSE))
313 self.BUTTON_ATCK = TRUE;
314 if(random() < 0.02) self.bot_primary_fireballmooth = 0;
319 if(bot_aim(cvar("g_balance_fireball_secondary_speed"), cvar("g_balance_fireball_secondary_speed_up"), cvar("g_balance_fireball_secondary_lifetime"), TRUE))
321 self.BUTTON_ATCK2 = TRUE;
322 if(random() < 0.01) self.bot_primary_fireballmooth = 1;
326 else if (req == WR_THINK)
328 if (self.BUTTON_ATCK)
329 if (time >= self.fireball_primarytime)
330 if (weapon_prepareattack(0, cvar("g_balance_fireball_primary_refire")))
332 W_Fireball_Attack1_Frame0();
333 self.fireball_primarytime = time + cvar("g_balance_fireball_primary_refire2");
335 if (self.BUTTON_ATCK2)
336 if (weapon_prepareattack(1, cvar("g_balance_fireball_secondary_refire")))
338 W_Fireball_Attack2();
339 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_fireball_secondary_animtime"), w_ready);
342 else if (req == WR_PRECACHE)
344 precache_model ("models/weapons/g_fireball.md3");
345 precache_model ("models/weapons/v_fireball.md3");
346 precache_model ("models/weapons/h_fireball.iqm");
347 precache_model ("models/sphere/sphere.md3");
348 precache_sound ("weapons/fireball_fire.wav");
349 precache_sound ("weapons/fireball_fire2.wav");
350 precache_sound ("weapons/fireball_prefire2.wav");
352 else if (req == WR_SETUP)
353 weapon_setup(WEP_FIREBALL);
354 else if (req == WR_CHECKAMMO1)
355 return self.ammo_fuel >= cvar("g_balance_fireball_primary_ammo");
356 else if (req == WR_CHECKAMMO2)
357 return self.ammo_fuel >= cvar("g_balance_fireball_secondary_ammo");
358 else if (req == WR_RESETPLAYER)
360 self.fireball_primarytime = time;
366 float w_fireball(float req)
368 if(req == WR_IMPACTEFFECT)
371 if(w_deathtype & HITTYPE_SECONDARY)
373 // firemine goes out silently
377 org2 = w_org + w_backoff * 16;
378 pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
380 sound(self, CHAN_PROJECTILE, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
383 else if(req == WR_PRECACHE)
385 precache_sound("weapons/fireball_impact2.wav");
387 else if (req == WR_SUICIDEMESSAGE)
389 if(w_deathtype & HITTYPE_SECONDARY)
390 w_deathtypestring = "%s forgot about some firemine";
392 w_deathtypestring = "%s should have used a smaller gun";
394 else if (req == WR_KILLMESSAGE)
396 if(w_deathtype & HITTYPE_SECONDARY)
398 if(w_deathtype & HITTYPE_HEADSHOT)
399 w_deathtypestring = "%s tried to catch %s's firemine";
401 w_deathtypestring = "%s fatefully ignored %s's firemine";
405 if(w_deathtype & HITTYPE_BOUNCE)
407 if(w_deathtype & HITTYPE_SPLASH) // BFG effect
408 w_deathtypestring = "%s could not hide from %s's fireball";
410 w_deathtypestring = "%s saw the pretty lights of %s's fireball";
412 else if(w_deathtype & HITTYPE_SPLASH)
413 w_deathtypestring = "%s got too close to %s's fireball";
415 w_deathtypestring = "%s tasted %s's fireball";