#ifdef SVQC
spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
-void W_Fireball_Explode(entity this)
+void W_Fireball_Explode(entity this, entity directhitentity)
{
entity e;
float dist;
// 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, other);
+ 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)
{
}
}
- remove(this);
+ delete(this);
+}
+
+void W_Fireball_Explode_think(entity this)
+{
+ W_Fireball_Explode(this, NULL);
}
void W_Fireball_Explode_use(entity this, entity actor, entity trigger)
{
- W_Fireball_Explode(this);
+ W_Fireball_Explode(this, trigger);
}
void W_Fireball_TouchExplode(entity this, entity toucher)
{
PROJECTILE_TOUCH(this, toucher);
- WITH(entity, other, toucher, W_Fireball_Explode(this));
+ W_Fireball_Explode(this, toucher);
}
void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime)
{
this.cnt = 1;
this.projectiledeathtype |= HITTYPE_SPLASH;
- W_Fireball_Explode(this);
+ W_Fireball_Explode(this, NULL);
return;
}
if(this.health <= 0)
{
this.cnt = 1;
- W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode);
+ W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think);
}
}
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);
settouch(proj, W_Fireball_TouchExplode);
setsize(proj, '-16 -16 -16', '16 16 16');
proj.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, proj);
proj.missile_flags = MIF_SPLASH | MIF_PROXY;
CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
{
if(time > this.pushltime)
{
- remove(this);
+ delete(this);
return;
}
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(this);
+ delete(this);
return;
}
this.projectiledeathtype |= HITTYPE_BOUNCE;
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;
settouch(proj, W_Fireball_Firemine_Touch);
PROJECTILE_MAKETRIGGER(proj);
proj.angles = vectoangles(proj.velocity);
proj.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, proj);
proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);