X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Ffireball.qc;h=ab3ebb9340626f202b677047dfaed39b1467093e;hb=2d5f6090a4faee9716a9c149b9ac6927cc3bb9db;hp=2beeb69a12dbc75c174a76c307cca254939b0e7e;hpb=9ad0d0d4d2156d5035cdaf5c61b308dfc5291caa;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/fireball.qc b/qcsrc/common/weapons/weapon/fireball.qc index 2beeb69a1..3f6830f33 100644 --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@ -1,125 +1,75 @@ -#ifndef IMPLEMENTATION -CLASS(Fireball, Weapon) -/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none) -/* impulse */ ATTRIB(Fireball, impulse, int, 9) -/* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH); -/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); -/* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0'); -/* modelname */ ATTRIB(Fireball, mdl, string, "fireball"); -#ifndef MENUQC -/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM); -#endif -/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball"); -/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65); -/* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball"); -/* refname */ ATTRIB(Fireball, netname, string, "fireball"); -/* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball")); - -#define X(BEGIN, P, END, class, prefix) \ - BEGIN(class) \ - P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, bfgdamage, float, PRI) \ - P(class, prefix, bfgforce, float, PRI) \ - P(class, prefix, bfgradius, float, PRI) \ - P(class, prefix, damageforcescale, float, BOTH) \ - P(class, prefix, damagetime, float, SEC) \ - P(class, prefix, damage, float, BOTH) \ - P(class, prefix, edgedamage, float, PRI) \ - P(class, prefix, force, float, PRI) \ - P(class, prefix, health, float, PRI) \ - P(class, prefix, laserburntime, float, BOTH) \ - P(class, prefix, laserdamage, float, BOTH) \ - P(class, prefix, laseredgedamage, float, BOTH) \ - P(class, prefix, laserradius, float, BOTH) \ - P(class, prefix, lifetime, float, BOTH) \ - P(class, prefix, radius, float, PRI) \ - P(class, prefix, refire2, float, PRI) \ - P(class, prefix, refire, float, BOTH) \ - P(class, prefix, speed, float, BOTH) \ - P(class, prefix, speed_up, float, SEC) \ - P(class, prefix, speed_z, float, SEC) \ - P(class, prefix, spread, float, BOTH) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, weaponreplace, string,NONE) \ - P(class, prefix, weaponstartoverride, float, NONE) \ - P(class, prefix, weaponstart, float, NONE) \ - P(class, prefix, weaponthrowable, float, NONE) \ - END() - W_PROPS(X, Fireball, fireball) -#undef X - -ENDCLASS(Fireball) -REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball)); +#include "fireball.qh" #ifdef SVQC -.float bot_primary_fireballmooth; // whatever a mooth is -.vector fireball_impactvec; -.float fireball_primarytime; -#endif -#endif -#ifdef IMPLEMENTATION -#ifdef SVQC -spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); } -void W_Fireball_Explode() -{SELFPARAM(); +void W_Fireball_Explode(entity this, entity directhitentity) +{ entity e; float dist; float points; vector dir; float d; - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; + this.event_damage = func_null; + this.takedamage = DAMAGE_NO; // 1. dist damage - d = (self.realowner.health + self.realowner.armorvalue); - 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) + d = (this.realowner.health + this.realowner.armorvalue); + 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, directhitentity); + if(this.realowner.health + this.realowner.armorvalue >= d) + if(!this.cnt) { - 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); + 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(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)) + 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, self.origin, MOVE_NORMAL, e); + 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, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e); - if(trace_ent != self.realowner) + 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(self.origin - e.origin - e.view_ofs); + 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 - self.origin); + dir = normalize(e.origin + e.view_ofs - this.origin); - if(accuracy_isgooddamage(self.realowner, e)) - accuracy_add(self.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points); + if(accuracy_isgooddamage(this.realowner, e)) + accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points); - 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); + Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir); Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1); } } - remove(self); + delete(this); +} + +void W_Fireball_Explode_think(entity this) +{ + W_Fireball_Explode(this, NULL); } -void W_Fireball_TouchExplode() +void W_Fireball_Explode_use(entity this, entity actor, entity trigger) { - PROJECTILE_TOUCH; - W_Fireball_Explode(); + W_Fireball_Explode(this, trigger); } -void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime) -{SELFPARAM(); +void W_Fireball_TouchExplode(entity this, entity toucher) +{ + PROJECTILE_TOUCH(this, toucher); + W_Fireball_Explode(this, toucher); +} + +void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime) +{ entity e; float d; vector p; @@ -128,79 +78,77 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, return; 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 || DIFF_TEAM(e, self)) + 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)) { 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); p.z += e.mins.z + random() * (e.maxs.z - e.mins.z); - d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p); + d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p); if(d < dist) { e.fireball_impactvec = p; - RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e)); + RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e)); } } if(RandomSelection_chosen_ent) { - d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec); + d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec); d = damage + (edgedamage - damage) * (d / dist); - Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE); - //trailparticles(self, particleeffectnum(EFFECT_FIREBALL_LASER), self.origin, RandomSelection_chosen_ent.fireball_impactvec); - Send_Effect(EFFECT_FIREBALL_LASER, self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1); + Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype | HITTYPE_BOUNCE); + //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec); + Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1); } } -void W_Fireball_Think() -{SELFPARAM(); - if(time > self.pushltime) +void W_Fireball_Think(entity this) +{ + if(time > this.pushltime) { - self.cnt = 1; - self.projectiledeathtype |= HITTYPE_SPLASH; - W_Fireball_Explode(); + this.cnt = 1; + this.projectiledeathtype |= HITTYPE_SPLASH; + W_Fireball_Explode(this, NULL); return; } - 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)); + W_Fireball_LaserPlay(this, 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; + this.nextthink = time + 0.1; } -void W_Fireball_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if(self.health <= 0) +void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if(this.health <= 0) return; - if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt - self.health = self.health - damage; - if(self.health <= 0) + this.health = this.health - damage; + if(this.health <= 0) { - self.cnt = 1; - W_PrepareExplosionByDamage(attacker, W_Fireball_Explode); + this.cnt = 1; + W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think); } } -void W_Fireball_Attack1() -{SELFPARAM(); - entity proj; - - W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 2, SND(FIREBALL_FIRE2), CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage)); +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)); Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - proj = new(plasma_prim); - proj.owner = proj.realowner = self; + entity proj = new(plasma_prim); + proj.owner = proj.realowner = actor; proj.bot_dodge = true; 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.use = W_Fireball_Explode_use; + setthink(proj, W_Fireball_Think); proj.nextthink = time; proj.health = WEP_CVAR_PRI(fireball, health); - proj.team = self.team; + proj.team = actor.team; proj.event_damage = W_Fireball_Damage; proj.takedamage = DAMAGE_YES; proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale); @@ -208,102 +156,104 @@ void W_Fireball_Attack1() proj.projectiledeathtype = WEP_FIREBALL.m_id; setorigin(proj, w_shotorg); - proj.movetype = MOVETYPE_FLY; + set_movetype(proj, MOVETYPE_FLY); W_SetupProjVelocity_PRI(proj, fireball); proj.angles = vectoangles(proj.velocity); - proj.touch = W_Fireball_TouchExplode; + settouch(proj, W_Fireball_TouchExplode); setsize(proj, '-16 -16 -16', '16 16 16'); proj.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, proj); + IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH | MIF_PROXY; CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true); - MUTATOR_CALLHOOK(EditProjectile, self, proj); + MUTATOR_CALLHOOK(EditProjectile, actor, proj); } -void W_Fireball_AttackEffect(float i, vector f_diff) -{SELFPARAM(); - W_SetupShot_ProjectileSize(self, '-16 -16 -16', '16 16 16', false, 0, "", 0, 0); +void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector f_diff) +{ + W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0); w_shotorg += f_diff.x * v_up + f_diff.y * v_right; Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); } void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_Attack1(); + W_Fireball_Attack1(actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready); } void W_Fireball_Attack1_Frame3(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_AttackEffect(0, '+1.25 +3.75 0'); + W_Fireball_AttackEffect(actor, weaponentity, 0, '+1.25 +3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4); } void W_Fireball_Attack1_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_AttackEffect(0, '-1.25 +3.75 0'); + W_Fireball_AttackEffect(actor, weaponentity, 0, '-1.25 +3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3); } void W_Fireball_Attack1_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_Fireball_AttackEffect(1, '+1.25 -3.75 0'); + W_Fireball_AttackEffect(actor, weaponentity, 1, '+1.25 -3.75 0'); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2); } void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentity, int fire) -{SELFPARAM(); - W_Fireball_AttackEffect(0, '-1.25 -3.75 0'); - sound(self, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM); +{ + W_Fireball_AttackEffect(actor, weaponentity, 0, '-1.25 -3.75 0'); + sound(actor, CH_WEAPON_SINGLE, SND_FIREBALL_PREFIRE2, VOL_BASE, ATTEN_NORM); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1); } -void W_Fireball_Firemine_Think() -{SELFPARAM(); - if(time > self.pushltime) +void W_Fireball_Firemine_Think(entity this) +{ + if(time > this.pushltime) { - remove(self); + delete(this); return; } // make it "hot" once it leaves its owner - if(self.owner) + if(this.owner) { - if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > WEP_CVAR_SEC(fireball, laserradius)) + if(vdist(this.origin - this.owner.origin - this.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius))) { - self.cnt += 1; - if(self.cnt == 3) - self.owner = world; + this.cnt += 1; + if(this.cnt == 3) + this.owner = NULL; } else - self.cnt = 0; + this.cnt = 0; } - 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)); + W_Fireball_LaserPlay(this, 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; + this.nextthink = time + 0.1; } -void W_Fireball_Firemine_Touch() -{SELFPARAM(); - PROJECTILE_TOUCH; - if(other.takedamage == DAMAGE_AIM) - if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0) +void W_Fireball_Firemine_Touch(entity this, entity toucher) +{ + PROJECTILE_TOUCH(this, toucher); + if(toucher.takedamage == DAMAGE_AIM) + if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0) { - remove(self); + delete(this); return; } - self.projectiledeathtype |= HITTYPE_BOUNCE; + this.projectiledeathtype |= HITTYPE_BOUNCE; } -void W_Fireball_Attack2() -{SELFPARAM(); +void W_Fireball_Attack2(entity actor, .entity weaponentity) +{ entity proj; vector f_diff; float c; - c = self.bulletcounter % 4; + c = actor.(weaponentity).bulletcounter % 4; switch(c) { case 0: @@ -320,23 +270,23 @@ void W_Fireball_Attack2() f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', false, 2, SND(FIREBALL_FIRE), 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_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, 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, actor); w_shotorg = trace_endpos; Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); proj = new(grenade); - proj.owner = proj.realowner = self; + proj.owner = proj.realowner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage); - proj.movetype = MOVETYPE_BOUNCE; + set_movetype(proj, MOVETYPE_BOUNCE); proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY; - proj.touch = W_Fireball_Firemine_Touch; + settouch(proj, W_Fireball_Firemine_Touch); PROJECTILE_MAKETRIGGER(proj); setsize(proj, '-4 -4 -4', '4 4 4'); setorigin(proj, w_shotorg); - proj.think = W_Fireball_Firemine_Think; + setthink(proj, W_Fireball_Firemine_Think); proj.nextthink = time; proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale); proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime); @@ -344,103 +294,104 @@ void W_Fireball_Attack2() proj.angles = vectoangles(proj.velocity); proj.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, proj); + IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC; CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true); - MUTATOR_CALLHOOK(EditProjectile, self, proj); + MUTATOR_CALLHOOK(EditProjectile, actor, proj); } - METHOD(Fireball, wr_aim, void(entity thiswep)) - { - self.BUTTON_ATCK = false; - self.BUTTON_ATCK2 = false; - if(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(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; - } - } - } - METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(fire & 1) - { - if(time >= actor.fireball_primarytime) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire))) - { - W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire); - actor.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(); - } - } - else if(fire & 2) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire))) - { - W_Fireball_Attack2(); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready); - } - } - } - METHOD(Fireball, wr_setup, void(entity thiswep)) - { - self.ammo_field = ammo_none; - } - METHOD(Fireball, wr_checkammo1, bool(entity thiswep)) - { - return true; // infinite ammo - } - METHOD(Fireball, wr_checkammo2, bool(entity thiswep)) - { - return true; // fireball has infinite ammo - } - METHOD(Fireball, wr_resetplayer, void(entity thiswep)) - { - self.fireball_primarytime = time; - } - METHOD(Fireball, wr_suicidemessage, int(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_FIREBALL_SUICIDE_FIREMINE; - else - return WEAPON_FIREBALL_SUICIDE_BLAST; - } - METHOD(Fireball, wr_killmessage, int(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_FIREBALL_MURDER_FIREMINE; - else - return WEAPON_FIREBALL_MURDER_BLAST; - } +METHOD(Fireball, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) +{ + PHYS_INPUT_BUTTON_ATCK(actor) = false; + 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)) + { + PHYS_INPUT_BUTTON_ATCK(actor) = true; + if(random() < 0.02) actor.bot_primary_fireballmooth = 0; + } + } + else + { + if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true)) + { + PHYS_INPUT_BUTTON_ATCK2(actor) = true; + if(random() < 0.01) actor.bot_primary_fireballmooth = 1; + } + } +} +METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if(fire & 1) + { + if(time >= actor.(weaponentity).fireball_primarytime) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire))) + { + W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire); + actor.(weaponentity).fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor); + } + } + else if(fire & 2) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire))) + { + W_Fireball_Attack2(actor, weaponentity); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready); + } + } +} +METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + return true; // infinite ammo +} +METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) +{ + return true; // fireball has infinite ammo +} +METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor)) +{ + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + actor.(weaponentity).fireball_primarytime = time; + } +} +METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep)) +{ + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_FIREBALL_SUICIDE_FIREMINE; + else + return WEAPON_FIREBALL_SUICIDE_BLAST; +} +METHOD(Fireball, wr_killmessage, Notification(entity thiswep)) +{ + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_FIREBALL_MURDER_FIREMINE; + else + return WEAPON_FIREBALL_MURDER_BLAST; +} #endif #ifdef CSQC - METHOD(Fireball, wr_impacteffect, void(entity thiswep)) - { - vector org2; - if(w_deathtype & HITTYPE_SECONDARY) - { - // firemine goes out silently - } - else - { - org2 = w_org + w_backoff * 16; - pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom - } - } +METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + if(w_deathtype & HITTYPE_SECONDARY) + { + // firemine goes out silently + } + else + { + org2 = w_org + w_backoff * 16; + pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom + } +} #endif -#endif