]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_fireball.qc
On second thought, undo all that shit... this system is WAYYY too hacky to
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_fireball.qc
index 3d84e8e7de9f16214c70cd46b614949b33ee70c6..ab90c38b773ba36fd7f1a7315f5cb08ce1cf7887 100644 (file)
@@ -1,20 +1,58 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
 /* WEP_##id  */ FIREBALL,
-/* function  */ w_fireball,
-/* ammotype  */ 0,
+/* function  */ W_Fireball,
+/* ammotype  */ ammo_none,
 /* impulse   */ 9,
 /* flags     */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
 /* rating    */ BOT_PICKUP_RATING_MID,
-/* model     */ "fireball",
-/* shortname */ "fireball",
-/* fullname  */ _("Fireball")
+/* color     */ '1 0.5 0',
+/* modelname */ "fireball",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairfireball",
+/* refname   */ "fireball",
+/* wepname   */ _("Fireball")
 );
-#else
+
+#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball)
+#define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, damageforcescale) \
+       w_cvar(id, sn, BOTH, speed) \
+       w_cvar(id, sn, BOTH, spread) \
+       w_cvar(id, sn, BOTH, lifetime) \
+       w_cvar(id, sn, BOTH, laserburntime) \
+       w_cvar(id, sn, BOTH, laserdamage) \
+       w_cvar(id, sn, BOTH, laseredgedamage) \
+       w_cvar(id, sn, BOTH, laserradius) \
+       w_cvar(id, sn, PRI,  edgedamage) \
+       w_cvar(id, sn, PRI,  force) \
+       w_cvar(id, sn, PRI,  radius) \
+       w_cvar(id, sn, PRI,  health) \
+       w_cvar(id, sn, PRI,  refire2) \
+       w_cvar(id, sn, PRI,  bfgdamage) \
+       w_cvar(id, sn, PRI,  bfgforce) \
+       w_cvar(id, sn, PRI,  bfgradius) \
+       w_cvar(id, sn, SEC,  damagetime) \
+       w_cvar(id, sn, SEC,  speed_up) \
+       w_cvar(id, sn, SEC,  speed_z) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
+
 #ifdef SVQC
+FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float bot_primary_fireballmooth; // whatever a mooth is
 .vector fireball_impactvec;
 .float fireball_primarytime;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_FIREBALL); }
 
 void W_Fireball_Explode (void)
 {
@@ -29,16 +67,16 @@ void W_Fireball_Explode (void)
 
        // 1. dist damage
        d = (self.realowner.health + self.realowner.armorvalue);
-       RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
+       RadiusDamage (self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other);
        if(self.realowner.health + self.realowner.armorvalue >= d)
        if(!self.cnt)
        {
-               modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_balance_fireball_primary_bfgradius, 0.2, 0.05, 0.25);
+               modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.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(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain)
-               if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || IsDifferentTeam(e, self))
+               for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
+               if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
                {
                        // can we see fireball?
                        traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
@@ -50,15 +88,15 @@ void W_Fireball_Explode (void)
                        if(/* trace_startsolid || */ trace_fraction != 1)
                                continue;
                        dist = vlen(self.origin - e.origin - e.view_ofs);
-                       points = (1 - sqrt(dist / autocvar_g_balance_fireball_primary_bfgradius));
+                       points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
                        if(points <= 0)
                                continue;
                        dir = normalize(e.origin + e.view_ofs - self.origin);
 
                        if(accuracy_isgooddamage(self.realowner, e))
-                               accuracy_add(self.realowner, WEP_FIREBALL, 0, autocvar_g_balance_fireball_primary_bfgdamage * points);
+                               accuracy_add(self.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
 
-                       Damage(e, self, self.realowner, autocvar_g_balance_fireball_primary_bfgdamage * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, autocvar_g_balance_fireball_primary_bfgforce * dir);
+                       Damage(e, self, self.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
                        pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
                }
        }
@@ -83,7 +121,7 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage,
 
        RandomSelection_Init();
        for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
-       if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || IsDifferentTeam(e, self))
+       if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
        {
                p = e.origin;
                p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
@@ -116,7 +154,7 @@ void W_Fireball_Think()
                return;
        }
 
-       W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_primary_laserradius, autocvar_g_balance_fireball_primary_laserdamage, autocvar_g_balance_fireball_primary_laseredgedamage, autocvar_g_balance_fireball_primary_laserburntime);
+       W_Fireball_LaserPlay(0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime));
 
        self.nextthink = time + 0.1;
 }
@@ -125,10 +163,10 @@ void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float d
 {
        if(self.health <= 0)
                return;
-               
+
        if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
-               
+
        self.health = self.health - damage;
        if (self.health <= 0)
        {
@@ -141,7 +179,7 @@ void W_Fireball_Attack1()
 {
        entity proj;
 
-       W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
+       W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
 
        pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
@@ -149,28 +187,28 @@ void W_Fireball_Attack1()
        proj.classname = "plasma_prim";
        proj.owner = proj.realowner = self;
        proj.bot_dodge = TRUE;
-       proj.bot_dodgerating = autocvar_g_balance_fireball_primary_damage;
-       proj.pushltime = time + autocvar_g_balance_fireball_primary_lifetime;
+       proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
+       proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime);
        proj.use = W_Fireball_Explode;
        proj.think = W_Fireball_Think;
        proj.nextthink = time;
-       proj.health = autocvar_g_balance_fireball_primary_health;
+       proj.health = WEP_CVAR_PRI(fireball, health);
        proj.team = self.team;
        proj.event_damage = W_Fireball_Damage;
        proj.takedamage = DAMAGE_YES;
-       proj.damageforcescale = autocvar_g_balance_fireball_primary_damageforcescale;
+       proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
        PROJECTILE_MAKETRIGGER(proj);
        proj.projectiledeathtype = WEP_FIREBALL;
        setorigin(proj, w_shotorg);
 
        proj.movetype = MOVETYPE_FLY;
-       W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
+       W_SetupProjVelocity_PRI(proj, fireball);
        proj.angles = vectoangles(proj.velocity);
        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);
@@ -186,35 +224,35 @@ void W_Fireball_AttackEffect(float i, vector f_diff)
 void W_Fireball_Attack1_Frame4()
 {
        W_Fireball_Attack1();
-       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, w_ready);
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
 }
 
 void W_Fireball_Attack1_Frame3()
 {
        W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
-       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame4);
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
 }
 
 void W_Fireball_Attack1_Frame2()
 {
        W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
-       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame3);
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
 }
 
 void W_Fireball_Attack1_Frame1()
 {
        W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
-       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame2);
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
 }
 
 void W_Fireball_Attack1_Frame0()
 {
        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);
+       sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
 }
 
-void W_Firemine_Think()
+void W_Fireball_Firemine_Think()
 {
        if(time > self.pushltime)
        {
@@ -225,7 +263,7 @@ void W_Firemine_Think()
        // make it "hot" once it leaves its owner
        if(self.owner)
        {
-               if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > autocvar_g_balance_fireball_secondary_laserradius)
+               if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > WEP_CVAR_SEC(fireball, laserradius))
                {
                        self.cnt += 1;
                        if(self.cnt == 3)
@@ -235,16 +273,16 @@ void W_Firemine_Think()
                        self.cnt = 0;
        }
 
-       W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_secondary_laserradius, autocvar_g_balance_fireball_secondary_laserdamage, autocvar_g_balance_fireball_secondary_laseredgedamage, autocvar_g_balance_fireball_secondary_laserburntime);
+       W_Fireball_LaserPlay(0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime));
 
        self.nextthink = time + 0.1;
 }
 
-void W_Firemine_Touch (void)
+void W_Fireball_Firemine_Touch (void)
 {
        PROJECTILE_TOUCH;
        if (other.takedamage == DAMAGE_AIM)
-       if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype) >= 0)
+       if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
        {
                remove(self);
                return;
@@ -275,7 +313,7 @@ void W_Fireball_Attack2()
                        f_diff = '+1.25 +3.75 0';
                        break;
        }
-       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, autocvar_g_balance_fireball_secondary_damage);
+       W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", 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, self);
        w_shotorg = trace_endpos;
 
@@ -285,147 +323,159 @@ void W_Fireball_Attack2()
        proj.owner = proj.realowner = self;
        proj.classname = "grenade";
        proj.bot_dodge = TRUE;
-       proj.bot_dodgerating = autocvar_g_balance_fireball_secondary_damage;
+       proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
        proj.movetype = MOVETYPE_BOUNCE;
        proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
-       proj.touch = W_Firemine_Touch;
+       proj.touch = W_Fireball_Firemine_Touch;
        PROJECTILE_MAKETRIGGER(proj);
        setsize(proj, '-4 -4 -4', '4 4 4');
        setorigin(proj, w_shotorg);
-       proj.think = W_Firemine_Think;
+       proj.think = W_Fireball_Firemine_Think;
        proj.nextthink = time;
-       proj.damageforcescale = autocvar_g_balance_fireball_secondary_damageforcescale;
-       proj.pushltime = time + autocvar_g_balance_fireball_secondary_lifetime;
-       W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
+       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);
 
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
 }
 
-void spawnfunc_weapon_fireball (void)
+float W_Fireball(float req)
 {
-       weapon_defaultspawnfunc(WEP_FIREBALL);
-}
-
-float w_fireball(float req)
-{
-       //float ammo_amount;
-       if (req == WR_AIM)
+       switch(req)
        {
-               self.BUTTON_ATCK = FALSE;
-               self.BUTTON_ATCK2 = FALSE;
-               if (self.bot_primary_fireballmooth == 0)
+               case WR_AIM:
                {
-                       if(bot_aim(autocvar_g_balance_fireball_primary_speed, 0, autocvar_g_balance_fireball_primary_lifetime, FALSE))
+                       self.BUTTON_ATCK = FALSE;
+                       self.BUTTON_ATCK2 = FALSE;
+                       if (self.bot_primary_fireballmooth == 0)
                        {
-                               self.BUTTON_ATCK = TRUE;
-                               if(random() < 0.02) self.bot_primary_fireballmooth = 0;
+                               if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), FALSE))
+                               {
+                                       self.BUTTON_ATCK = TRUE;
+                                       if(random() < 0.02) self.bot_primary_fireballmooth = 0;
+                               }
                        }
-               }
-               else
-               {
-                       if(bot_aim(autocvar_g_balance_fireball_secondary_speed, autocvar_g_balance_fireball_secondary_speed_up, autocvar_g_balance_fireball_secondary_lifetime, TRUE))
+                       else
                        {
-                               self.BUTTON_ATCK2 = TRUE;
-                               if(random() < 0.01) self.bot_primary_fireballmooth = 1;
+                               if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), TRUE))
+                               {
+                                       self.BUTTON_ATCK2 = TRUE;
+                                       if(random() < 0.01) self.bot_primary_fireballmooth = 1;
+                               }
                        }
+                       
+                       return TRUE;
                }
-       }
-       else if (req == WR_THINK)
-       {
-               if (self.BUTTON_ATCK)
+               case WR_THINK:
                {
-                       if (time >= self.fireball_primarytime)
-                       if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
+                       if (self.BUTTON_ATCK)
                        {
-                               W_Fireball_Attack1_Frame0();
-                               self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2 * W_WeaponRateFactor();
+                               if (time >= self.fireball_primarytime)
+                               if (weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
+                               {
+                                       W_Fireball_Attack1_Frame0();
+                                       self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
+                               }
                        }
-               }
-               else if (self.BUTTON_ATCK2)
-               {
-                       if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
+                       else if (self.BUTTON_ATCK2)
                        {
-                               W_Fireball_Attack2();
-                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
+                               if (weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
+                               {
+                                       W_Fireball_Attack2();
+                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+                               }
                        }
+                       
+                       return TRUE;
                }
-       }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/weapons/g_fireball.md3");
-               precache_model ("models/weapons/v_fireball.md3");
-               precache_model ("models/weapons/h_fireball.iqm");
-               precache_model ("models/sphere/sphere.md3");
-               precache_sound ("weapons/fireball_fire.wav");
-               precache_sound ("weapons/fireball_fire2.wav");
-               precache_sound ("weapons/fireball_prefire2.wav");
-               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
-       }
-       else if (req == WR_SETUP)
-       {
-               weapon_setup(WEP_FIREBALL);
-               self.current_ammo = ammo_none;
-       }
-       else if (req == WR_CHECKAMMO1)
-       {
-               return 1;
-       }
-       else if (req == WR_CHECKAMMO2)
-       {
-               return 1;
-       }
-       else if (req == WR_RESETPLAYER)
-       {
-               self.fireball_primarytime = time;
-       }
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               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)
+               case WR_INIT:
                {
-                       return WEAPON_FIREBALL_MURDER_FIREMINE;
+                       precache_model ("models/weapons/g_fireball.md3");
+                       precache_model ("models/weapons/v_fireball.md3");
+                       precache_model ("models/weapons/h_fireball.iqm");
+                       precache_model ("models/sphere/sphere.md3");
+                       precache_sound ("weapons/fireball_fire.wav");
+                       precache_sound ("weapons/fireball_fire2.wav");
+                       precache_sound ("weapons/fireball_prefire2.wav");
+                       FIREBALL_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
+                       return TRUE;
                }
-               else
+               case WR_SETUP:
+               {
+                       self.ammo_field = ammo_none;
+                       return TRUE;
+               }
+               case WR_CHECKAMMO1:
+               case WR_CHECKAMMO2:
+               {
+                       return TRUE; // fireball has infinite ammo
+               }
+               case WR_CONFIG:
+               {
+                       FIREBALL_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
+               case WR_RESETPLAYER:
                {
-                       return WEAPON_FIREBALL_MURDER_BLAST;
+                       self.fireball_primarytime = time;
+                       return TRUE;
+               }
+               case WR_SUICIDEMESSAGE:
+               {
+                       if(w_deathtype & HITTYPE_SECONDARY)
+                               return WEAPON_FIREBALL_SUICIDE_FIREMINE;
+                       else
+                               return WEAPON_FIREBALL_SUICIDE_BLAST;
+               }
+               case WR_KILLMESSAGE:
+               {
+                       if(w_deathtype & HITTYPE_SECONDARY)
+                               return WEAPON_FIREBALL_MURDER_FIREMINE;
+                       else
+                               return WEAPON_FIREBALL_MURDER_BLAST;
                }
        }
        return TRUE;
 }
 #endif
 #ifdef CSQC
-float w_fireball(float req)
+float W_Fireball(float req)
 {
-       if(req == WR_IMPACTEFFECT)
+       switch(req)
        {
-               vector org2;
-               if(w_deathtype & HITTYPE_SECONDARY)
+               case WR_IMPACTEFFECT:
                {
-                       // firemine goes out silently
+                       vector org2;
+                       if(w_deathtype & HITTYPE_SECONDARY)
+                       {
+                               // firemine goes out silently
+                       }
+                       else
+                       {
+                               org2 = w_org + w_backoff * 16;
+                               pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
+                               if(!w_issilent)
+                                       sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM * 0.25); // long range boom
+                       }
+                       
+                       return TRUE;
                }
-               else
+               case WR_INIT:
                {
-                       org2 = w_org + w_backoff * 16;
-                       pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
-                       if(!w_issilent)
-                               sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
+                       precache_sound("weapons/fireball_impact2.wav");
+                       return TRUE;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
                }
-       }
-       else if(req == WR_PRECACHE)
-       {
-               precache_sound("weapons/fireball_impact2.wav");
        }
 
        return TRUE;