]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/fireball.qc
Merge branch 'Mario/qcphysics_tweaks' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qc
index 6b52ba32abba8d81cf8a0714e820af6895c197b4..391aa7294c2a24b6170acc68ba312f2e2680cf43 100644 (file)
@@ -15,7 +15,20 @@ void W_Fireball_Explode(entity this, entity directhitentity)
 
        // 1. dist damage
        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);
+
+       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)
        {
@@ -24,28 +37,42 @@ void W_Fireball_Explode(entity this, entity directhitentity)
                // 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);
+                       }
                }
        }
 
@@ -79,8 +106,13 @@ void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float
 
        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);
@@ -89,7 +121,7 @@ void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float
                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)
@@ -137,7 +169,7 @@ 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), 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;
@@ -165,7 +197,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity)
        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);
 
@@ -275,7 +307,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity)
        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;
@@ -297,7 +329,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity)
        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);
 
@@ -310,7 +342,7 @@ METHOD(Fireball, wr_aim, void(entity thiswep, entity actor, .entity weaponentity
     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;
@@ -318,7 +350,7 @@ METHOD(Fireball, wr_aim, void(entity thiswep, entity actor, .entity weaponentity
     }
     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;