this.takedamage = DAMAGE_NO;
// 1. dist damage
- d = (GetResourceAmount(this.realowner, RESOURCE_HEALTH) + GetResourceAmount(this.realowner, RESOURCE_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(GetResourceAmount(this.realowner, RESOURCE_HEALTH) + GetResourceAmount(this.realowner, RESOURCE_ARMOR) >= 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);
// 2. bfg effect
// NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
for(e = findradius(this.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
- if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
{
- // can we see fireball?
- traceline(e.origin + e.view_ofs, this.origin, MOVE_NORMAL, e);
- if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
- continue;
- // can we see player who shot fireball?
- traceline(e.origin + e.view_ofs, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e);
- if(trace_ent != this.realowner)
- if(/* trace_startsolid || */ trace_fraction != 1)
- continue;
- dist = vlen(this.origin - e.origin - e.view_ofs);
- points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
- if(points <= 0)
- continue;
- dir = normalize(e.origin + e.view_ofs - this.origin);
-
- if(accuracy_isgooddamage(this.realowner, e))
- 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);
+ if(e != this.realowner && e.takedamage == DAMAGE_AIM && !IS_INDEPENDENT_PLAYER(e))
+ if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
+ {
+
+ // can we see fireball?
+ traceline(e.origin + e.view_ofs, this.origin, MOVE_NORMAL, e);
+ if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
+ continue;
+ // can we see player who shot fireball?
+ traceline(e.origin + e.view_ofs, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e);
+ if(trace_ent != this.realowner)
+ if(/* trace_startsolid || */ trace_fraction != 1)
+ continue;
+ dist = vlen(this.origin - e.origin - e.view_ofs);
+ points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
+ if(points <= 0)
+ continue;
+ dir = normalize(e.origin + e.view_ofs - this.origin);
+
+ if(accuracy_isgooddamage(this.realowner, e))
+ 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(STAT(FROZEN, e)) continue;
+ if(e == this.realowner) continue;
+ if(IS_INDEPENDENT_PLAYER(e)) 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(GetResourceAmount(this, RESOURCE_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
- TakeResource(this, RESOURCE_HEALTH, damage);
- if(GetResourceAmount(this, RESOURCE_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;
- SetResourceAmountExplicit(proj, RESOURCE_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.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);
PHYS_INPUT_BUTTON_ATCK2(actor) = false;
if(actor.bot_primary_fireballmooth == 0)
{
- if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
+ if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false, false))
{
PHYS_INPUT_BUTTON_ATCK(actor) = true;
- if(random() < 0.02) actor.bot_primary_fireballmooth = 0;
+ if(random() < 0.02) actor.bot_primary_fireballmooth = 1;
}
}
else
{
- if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
+ if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true, false))
{
PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- if(random() < 0.01) actor.bot_primary_fireballmooth = 1;
+ if(random() < 0.01) actor.bot_primary_fireballmooth = 0;
}
}
}