#ifdef REGISTER_WEAPON REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball")); #else #ifdef SVQC .float bot_primary_fireballmooth; // whatever a mooth is .vector fireball_impactvec; .float fireball_primarytime; void W_Fireball_SetAmmoCounter() { // set clip_load to the weapon we have switched to, if the gun uses reloading if(!autocvar_g_balance_fireball_reload_ammo) self.clip_load = 0; // also keeps crosshair ammo from displaying else { self.clip_load = self.fireball_load; self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display } } void W_Fireball_ReloadedAndReady() { float t; // now do the ammo transfer self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading while(self.clip_load < autocvar_g_balance_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have { self.clip_load += 1; self.ammo_fuel -= 1; // 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; } self.fireball_load = self.clip_load; t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1; ATTACK_FINISHED(self) = t; w_ready(); } void W_Fireball_Reload() { // return if reloading is disabled for this weapon if(!autocvar_g_balance_fireball_reload_ammo) return; if(!W_ReloadCheck(self.ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo))) return; float t; sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_fireball_reload_time + 1; ATTACK_FINISHED(self) = t; weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_fireball_reload_time, W_Fireball_ReloadedAndReady); self.old_clip_load = self.clip_load; self.clip_load = -1; } void W_Fireball_Explode (void) { entity e; float dist; float points; vector dir; float d; self.event_damage = SUB_Null; self.takedamage = DAMAGE_NO; // 1. dist damage d = (self.owner.health + self.owner.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) { modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_balance_fireball_primary_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, 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)) { // can we see fireball? traceline(e.origin + e.view_ofs, self.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) if(/* trace_startsolid || */ trace_fraction != 1) continue; dist = vlen(self.origin - e.origin - e.view_ofs); points = (1 - sqrt(dist / autocvar_g_balance_fireball_primary_bfgradius)); if(points <= 0) continue; dir = normalize(e.origin + e.view_ofs - self.origin); if(accuracy_isgooddamage(self.realowner, e)) accuracy_add(self.realowner, WEP_FIREBALL, 0, autocvar_g_balance_fireball_primary_bfgdamage * points); Damage(e, self, self.realowner, autocvar_g_balance_fireball_primary_bfgdamage * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, autocvar_g_balance_fireball_primary_bfgforce * dir); pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1); } } remove (self); } void W_Fireball_TouchExplode (void) { PROJECTILE_TOUCH; W_Fireball_Explode (); } void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime) { entity e; float d; vector p; if(damage <= 0) return; 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)) { 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); if(d < dist) { e.fireball_impactvec = p; RandomSelection_Add(e, 0, string_null, 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 = damage + (edgedamage - damage) * (d / dist); Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE); //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec); pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1); } } void W_Fireball_Think() { if(time > self.pushltime) { self.cnt = 1; self.projectiledeathtype |= HITTYPE_SPLASH; W_Fireball_Explode(); return; } W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_primary_laserradius, autocvar_g_balance_fireball_primary_laserdamage, autocvar_g_balance_fireball_primary_laseredgedamage, autocvar_g_balance_fireball_primary_laserburntime); self.nextthink = time + 0.1; } void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.health <= 0) return; self.health = self.health - damage; if (self.health <= 0) { self.cnt = 1; W_PrepareExplosionByDamage(attacker, W_Fireball_Explode); } } void W_Fireball_Attack1() { 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); pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); proj = spawn (); proj.classname = "plasma_prim"; proj.owner = proj.realowner = self; proj.bot_dodge = TRUE; proj.bot_dodgerating = autocvar_g_balance_fireball_primary_damage; proj.pushltime = time + autocvar_g_balance_fireball_primary_lifetime; proj.use = W_Fireball_Explode; proj.think = W_Fireball_Think; proj.nextthink = time; proj.health = autocvar_g_balance_fireball_primary_health; proj.team = self.team; proj.event_damage = W_Fireball_Damage; proj.takedamage = DAMAGE_YES; proj.damageforcescale = autocvar_g_balance_fireball_primary_damageforcescale; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_FIREBALL; setorigin(proj, w_shotorg); proj.movetype = MOVETYPE_FLY; W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary); proj.angles = vectoangles(proj.velocity); proj.touch = W_Fireball_TouchExplode; setsize(proj, '-16 -16 -16', '16 16 16'); proj.flags = FL_PROJECTILE; CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE); other = proj; MUTATOR_CALLHOOK(EditProjectile); } void W_Fireball_AttackEffect(float i, vector f_diff) { W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0); w_shotorg += f_diff_x * v_up + f_diff_y * v_right; pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); } void W_Fireball_Attack1_Frame4() { W_Fireball_Attack1(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, w_ready); } void W_Fireball_Attack1_Frame3() { W_Fireball_AttackEffect(0, '+1.25 +3.75 0'); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame4); } void W_Fireball_Attack1_Frame2() { W_Fireball_AttackEffect(0, '-1.25 +3.75 0'); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame3); } void W_Fireball_Attack1_Frame1() { W_Fireball_AttackEffect(1, '+1.25 -3.75 0'); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame2); } void W_Fireball_Attack1_Frame0() { // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if(autocvar_g_balance_fireball_reload_ammo) { self.clip_load -= autocvar_g_balance_fireball_primary_ammo; self.fireball_load = self.clip_load; } else self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo; } W_Fireball_AttackEffect(0, '-1.25 -3.75 0'); sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1); } void W_Firemine_Think() { if(time > self.pushltime) { remove(self); return; } // make it "hot" once it leaves its owner if(self.owner) { if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > autocvar_g_balance_fireball_secondary_laserradius) { self.cnt += 1; if(self.cnt == 3) self.owner = world; } else self.cnt = 0; } W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_secondary_laserradius, autocvar_g_balance_fireball_secondary_laserdamage, autocvar_g_balance_fireball_secondary_laseredgedamage, autocvar_g_balance_fireball_secondary_laserburntime); self.nextthink = time + 0.1; } void W_Firemine_Touch (void) { PROJECTILE_TOUCH; if (other.takedamage == DAMAGE_AIM) if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0) { remove(self); return; } self.projectiledeathtype |= HITTYPE_BOUNCE; } void W_Fireball_Attack2() { local entity proj; vector f_diff; float c; // if this weapon is reloadable, decrease its load. Else decrease the player's ammo if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { if(autocvar_g_balance_fireball_reload_ammo) { self.clip_load -= autocvar_g_balance_fireball_secondary_ammo; self.fireball_load = self.clip_load; } else self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo; } c = mod(self.bulletcounter, 4); switch(c) { case 0: f_diff = '-1.25 -3.75 0'; break; case 1: f_diff = '+1.25 -3.75 0'; break; case 2: f_diff = '-1.25 +3.75 0'; break; case 3: default: 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); traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self); w_shotorg = trace_endpos; pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); proj = spawn (); proj.owner = proj.realowner = self; proj.classname = "grenade"; proj.bot_dodge = TRUE; proj.bot_dodgerating = autocvar_g_balance_fireball_secondary_damage; proj.movetype = MOVETYPE_BOUNCE; proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY; proj.touch = W_Firemine_Touch; PROJECTILE_MAKETRIGGER(proj); setsize(proj, '-4 -4 -4', '4 4 4'); setorigin(proj, w_shotorg); proj.think = W_Firemine_Think; proj.nextthink = time; proj.damageforcescale = autocvar_g_balance_fireball_secondary_damageforcescale; proj.pushltime = time + autocvar_g_balance_fireball_secondary_lifetime; W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary); proj.angles = vectoangles(proj.velocity); proj.flags = FL_PROJECTILE; CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE); other = proj; MUTATOR_CALLHOOK(EditProjectile); } void spawnfunc_weapon_fireball (void) { weapon_defaultspawnfunc(WEP_FIREBALL); } float w_fireball(float req) { float ammo_amount; if (req == WR_AIM) { self.BUTTON_ATCK = FALSE; self.BUTTON_ATCK2 = FALSE; if (self.bot_primary_fireballmooth == 0) { if(bot_aim(autocvar_g_balance_fireball_primary_speed, 0, autocvar_g_balance_fireball_primary_lifetime, FALSE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.02) self.bot_primary_fireballmooth = 0; } } else { if(bot_aim(autocvar_g_balance_fireball_secondary_speed, autocvar_g_balance_fireball_secondary_speed_up, autocvar_g_balance_fireball_secondary_lifetime, TRUE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.01) self.bot_primary_fireballmooth = 1; } } } else if (req == WR_THINK) { 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 W_Fireball_Reload(); else if (self.BUTTON_ATCK) { 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; } } else if (self.BUTTON_ATCK2) { 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); } } if(self.wish_reload) { if(self.switchweapon == self.weapon) { if(self.weaponentity.state == WS_READY) { self.wish_reload = 0; W_Fireball_Reload(); } } } } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_fireball.md3"); precache_model ("models/weapons/v_fireball.md3"); precache_model ("models/weapons/h_fireball.iqm"); precache_model ("models/sphere/sphere.md3"); precache_sound ("weapons/fireball_fire.wav"); precache_sound ("weapons/fireball_fire2.wav"); precache_sound ("weapons/fireball_prefire2.wav"); precache_sound ("weapons/reload.wav"); } else if (req == WR_SETUP) { weapon_setup(WEP_FIREBALL); W_Fireball_SetAmmoCounter(); } else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo; ammo_amount += (autocvar_g_balance_fireball_reload_ammo && self.fireball_load >= autocvar_g_balance_fireball_primary_ammo); return ammo_amount; } else if (req == WR_CHECKAMMO2) { ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo; ammo_amount += (autocvar_g_balance_fireball_reload_ammo && self.fireball_load >= autocvar_g_balance_fireball_secondary_ammo); return ammo_amount; } else if (req == WR_RESETPLAYER) { self.fireball_primarytime = time; } else if (req == WR_RELOAD) { W_Fireball_Reload(); } return TRUE; }; #endif #ifdef CSQC float w_fireball(float req) { if(req == WR_IMPACTEFFECT) { vector org2; if(w_deathtype & HITTYPE_SECONDARY) { // firemine goes out silently } else { 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 } } else if(req == WR_PRECACHE) { precache_sound("weapons/fireball_impact2.wav"); } else if (req == WR_SUICIDEMESSAGE) { if(w_deathtype & HITTYPE_SECONDARY) w_deathtypestring = "%s forgot about some firemine"; else 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"; else 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"; else // laser 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"; else w_deathtypestring = "%s tasted %s's fireball"; } } return TRUE; } #endif #endif