this.takedamage = DAMAGE_NO;
// 1. dist damage
- d = (this.realowner.health + this.realowner.armorvalue);
+ 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(this.realowner.health + this.realowner.armorvalue >= d)
+ 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);
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, this.weaponentity_fld, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
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))
{
+ if(e == this.realowner) continue;
+ if(e.takedamage != DAMAGE_AIM) continue;
+ if(IS_PLAYER(e) && this.realowner && SAME_TEAM(e, this)) continue;
+
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);
if(d < dist)
{
e.fireball_impactvec = p;
- RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e));
+ RandomSelection_AddEnt(e, 1 / (1 + d), !StatusEffects_active(STATUSEFFECT_Burning, e));
}
}
if(RandomSelection_chosen_ent)
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);
{
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);
+ W_MuzzleFlash(WEP_FIREBALL, actor, weaponentity, w_shotorg, w_shotdir);
entity proj = new(plasma_prim);
proj.owner = proj.realowner = actor;
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;
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);
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
IL_PUSH(g_bot_dodge, proj);
- proj.missile_flags = MIF_SPLASH | MIF_PROXY;
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY;
CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
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);
+ W_MuzzleFlash(WEP_FIREBALL, actor, weaponentity, w_shotorg, w_shotdir);
proj = new(grenade);
proj.owner = proj.realowner = actor;
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
IL_PUSH(g_bot_dodge, proj);
- proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);