X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Ffireball.qc;h=d658c8b8049efecc6f756594f4ab13f946e76742;hb=59d98a3d21633633f78de97b3e68b5599c47e78f;hp=ea7f5b8aea19e1031d1506847a0a117940701f1c;hpb=0e9db44dd9f92c9a91e36860a08bc02fcb30fa60;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/fireball.qc b/qcsrc/common/weapons/weapon/fireball.qc index ea7f5b8ae..d658c8b80 100644 --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@ -14,9 +14,9 @@ void W_Fireball_Explode(entity this, entity directhitentity) this.takedamage = DAMAGE_NO; // 1. dist damage - d = (GetResourceAmount(this.realowner, RESOURCE_HEALTH) + GetResourceAmount(this.realowner, RESOURCE_ARMOR)); + 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(GetResourceAmount(this.realowner, RESOURCE_HEALTH) + GetResourceAmount(this.realowner, RESOURCE_ARMOR) >= d) + 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); @@ -119,14 +119,14 @@ void W_Fireball_Think(entity this) 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); @@ -137,7 +137,7 @@ 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(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); entity proj = new(plasma_prim); proj.owner = proj.realowner = actor; @@ -147,7 +147,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity) 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; @@ -176,7 +176,7 @@ void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector { 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) @@ -275,7 +275,7 @@ 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(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000); proj = new(grenade); proj.owner = proj.realowner = actor;