#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", "Fireball");
+REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
#else
#ifdef SVQC
.float bot_primary_fireballmooth; // whatever a mooth is
self.takedamage = DAMAGE_NO;
// 1. dist damage
- d = (self.owner.health + self.owner.armorvalue);
+ 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, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
if(self.realowner.health + self.realowner.armorvalue >= d)
if(!self.cnt)
// 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.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
+ if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self))
{
// can we see fireball?
traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
RandomSelection_Init();
for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
- if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
+ if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.realowner || IsDifferentTeam(e, self))
{
p = e.origin;
p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CHAN_WEAPON, 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, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
void W_Fireball_Attack1_Frame0()
{
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_fireball_primary_ammo;
+ W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_reload_ammo);
W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
- sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
+ 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);
}
vector f_diff;
float c;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_fuel = self.ammo_fuel - autocvar_g_balance_fireball_secondary_ammo;
+ W_DecreaseAmmo(ammo_fuel, autocvar_g_balance_fireball_secondary_ammo, autocvar_g_balance_fireball_reload_ammo);
c = mod(self.bulletcounter, 4);
switch(c)
f_diff = '+1.25 +3.75 0';
break;
}
- W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CHAN_WEAPON, 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, autocvar_g_balance_fireball_secondary_damage);
traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
w_shotorg = trace_endpos;
float w_fireball(float req)
{
+ float ammo_amount;
if (req == WR_AIM)
{
self.BUTTON_ATCK = FALSE;
}
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
- if (time >= self.fireball_primarytime)
- if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
+ if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload
+ weapon_action(self.weapon, WR_RELOAD);
+ else if (self.BUTTON_ATCK)
{
- W_Fireball_Attack1_Frame0();
- self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
+ if (time >= self.fireball_primarytime)
+ if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
+ {
+ W_Fireball_Attack1_Frame0();
+ self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
+ }
}
- 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, autocvar_g_balance_fireball_secondary_refire))
+ {
+ W_Fireball_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
+ }
}
}
else if (req == WR_PRECACHE)
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_fuel;
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+ {
+ ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
+ ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_primary_ammo;
+ return ammo_amount;
+ }
else if (req == WR_CHECKAMMO2)
- return self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+ {
+ ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
+ ammo_amount += self.weapon_load[WEP_FIREBALL] >= autocvar_g_balance_fireball_secondary_ammo;
+ return ammo_amount;
+ }
else if (req == WR_RESETPLAYER)
{
self.fireball_primarytime = time;
}
+ else if (req == WR_RELOAD)
+ {
+ // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
+ if(self.ammo_fuel < 1)
+ self.ammo_fuel = 0;
+
+ W_Reload(min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo), autocvar_g_balance_fireball_reload_ammo, autocvar_g_balance_fireball_reload_time, "weapons/reload.wav");
+ }
return TRUE;
};
#endif
org2 = w_org + w_backoff * 16;
pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
+ sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
}
}
else if(req == WR_PRECACHE)
else if (req == WR_SUICIDEMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = "%s forgot about some firemine";
+ w_deathtypestring = _("%s forgot about some firemine");
else
- w_deathtypestring = "%s should have used a smaller gun";
+ w_deathtypestring = _("%s should have used a smaller gun");
}
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
{
if(w_deathtype & HITTYPE_HEADSHOT)
- w_deathtypestring = "%s tried to catch %s's firemine";
+ w_deathtypestring = _("%s tried to catch %s's firemine");
else
- w_deathtypestring = "%s fatefully ignored %s's firemine";
+ w_deathtypestring = _("%s fatefully ignored %s's firemine");
}
else
{
if(w_deathtype & HITTYPE_BOUNCE)
{
if(w_deathtype & HITTYPE_SPLASH) // BFG effect
- w_deathtypestring = "%s could not hide from %s's fireball";
+ w_deathtypestring = _("%s could not hide from %s's fireball");
else // laser
- w_deathtypestring = "%s saw the pretty lights of %s's fireball";
+ w_deathtypestring = _("%s saw the pretty lights of %s's fireball");
}
else if(w_deathtype & HITTYPE_SPLASH)
- w_deathtypestring = "%s got too close to %s's fireball";
+ w_deathtypestring = _("%s got too close to %s's fireball");
else
- w_deathtypestring = "%s tasted %s's fireball";
+ w_deathtypestring = _("%s tasted %s's fireball");
}
}
return TRUE;