X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Ffireball.qc;h=d658c8b8049efecc6f756594f4ab13f946e76742;hb=59d98a3d21633633f78de97b3e68b5599c47e78f;hp=3f9cd4c4e18f6d731d2d7db54764b983ceb8ec0e;hpb=5149aaa004721dba4947df89026a1c4b59506122;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/fireball.qc b/qcsrc/common/weapons/weapon/fireball.qc index 3f9cd4c4e..d658c8b80 100644 --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@ -1,7 +1,6 @@ #include "fireball.qh" #ifdef SVQC -spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); } void W_Fireball_Explode(entity this, entity directhitentity) { @@ -15,9 +14,9 @@ void W_Fireball_Explode(entity this, entity directhitentity) this.takedamage = DAMAGE_NO; // 1. dist damage - 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) + 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); @@ -43,9 +42,9 @@ void W_Fireball_Explode(entity this, entity directhitentity) 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, 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, this.weaponentity_fld, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir); Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1); } } @@ -118,16 +117,16 @@ void W_Fireball_Think(entity this) this.nextthink = time + 0.1; } -void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +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); @@ -136,9 +135,9 @@ void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float dam 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)); + 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(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); entity proj = new(plasma_prim); proj.owner = proj.realowner = actor; @@ -148,13 +147,14 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity) 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; proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_FIREBALL.m_id; + proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); set_movetype(proj, MOVETYPE_FLY); @@ -174,9 +174,9 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity) 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_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0, WEP_FIREBALL.m_id); // TODO: probably doesn't need deathtype, just a prefire effect w_shotorg += f_diff.x * v_up + f_diff.y * v_right; - Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_PRE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); } void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire) @@ -271,11 +271,11 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity) f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage), WEP_FIREBALL.m_id | HITTYPE_SECONDARY); 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(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); proj = new(grenade); proj.owner = proj.realowner = actor;