1 void() flamer_ready_01;
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2 void() flamer_fire1_01;
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3 void() flamer_deselect_01;
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4 void() flamer_select_01;
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6 float() flamer_check =
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8 if (self.ammo_nails >= 4)
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13 void(float req) w_flamer =
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17 else if (req == WR_FIRE1 || req == WR_FIRE2)
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18 weapon_prepareattack(flamer_check, flamer_check, flamer_fire1_01, .09);
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19 else if (req == WR_RAISE)
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21 else if (req == WR_UPDATECOUNTS)
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22 self.currentammo = floor(self.ammo_nails/4);
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23 else if (req == WR_DROP)
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24 flamer_deselect_01();
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25 else if (req == WR_SETUP)
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26 weapon_setup(WEP_FLAMER, "w_flamethrower.zym", IT_ROCKETS);
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27 else if (req == WR_CHECKAMMO)
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28 weapon_hasammo = flamer_check();
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31 void W_Flamer_Touch (void)
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33 float wasliving, burntime, minburntime, maxburntime;
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34 if (other == self.owner)
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36 else if (pointcontents (self.origin) == CONTENT_SKY)
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42 // dillute = 1 - 0.65*(1 - self.alpha);
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43 // dillute = 1 - cvar("g_balance_flamer_dillute")*(self.frame / 20);
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45 wasliving = other.health;
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46 if(!self.cnt) // direct damage only if haven't touched once before
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48 RadiusDamage (self, self.owner, cvar("g_balance_flamer_damage"), cvar("g_balance_flamer_edgedamage"), cvar("g_balance_flamer_radius"), world, cvar("g_balance_flamer_force"), WEP_FLAMER);
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50 if(other.takedamage == DAMAGE_AIM)//health > 2)
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51 { // ignite target or renew fire damage
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52 burntime = other.onfire.wait - time;
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53 minburntime = cvar("g_balance_flamer_burntime");
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54 maxburntime = cvar("g_balance_flamer_burntime_max");
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55 if(burntime < minburntime)
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56 burntime = minburntime;
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58 burntime = burntime + cvar("g_balance_flamer_burntime_inc");
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60 if(burntime > maxburntime)
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61 burntime = maxburntime;
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64 IgniteTarget(other, self.owner,
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66 cvar("g_balance_flamer_burndamage"),
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67 cvar("g_balance_flamer_burnrate"),
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73 self.cnt = 1; // once it's touched something it can damage, it can't directly damage anymore, or set on fire or renew the flame damage (just for looks)
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74 self.velocity_x = self.velocity_x * 0.5;
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75 self.velocity_y = self.velocity_y * 0.5;
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78 // fade the flame off, the only way the fire can be destroyed
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79 void W_Flamer_Dissipate ()
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81 if (self.alpha < 0.01 || pointcontents (self.origin) == CONTENT_WATER)// || self.frame >= 20)
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86 self.scale = self.scale + 0.35;//0.2;
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87 self.alpha = self.alpha - 0.08;//0.04;
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88 self.frame = self.frame + 1;
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91 self.think = W_Flamer_Dissipate;
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92 self.nextthink = time + 0.1;
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93 //if(self.colormod_y > 0)
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94 self.colormod = self.colormod - '0 0.004 0.01' * 25;//'0 0.2 0.12'; // fade to red!
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97 void W_Flamer_Attack (void)
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99 local entity missile;
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102 sound (self, CHAN_WEAPON, "weapons/flamer.wav", 1, ATTN_NORM);
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103 self.ammo_nails = self.ammo_nails - 4;
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104 org = self.origin + self.view_ofs + v_forward * 1 + v_right * 14 + v_up * -5;
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106 missile = spawn ();
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107 missile.owner = self;
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108 missile.classname = "flame";
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109 missile.think = W_Flamer_Dissipate;
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110 missile.nextthink = time + 0.01;
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111 missile.touch = W_Flamer_Touch;
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112 missile.solid = SOLID_BBOX;
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113 setorigin (missile, org);
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114 setmodel (missile, "models/sprites/hagarexplosion.spr32");
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115 setsize (missile, '0 0 0', '0 0 0');
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116 missile.effects = EF_LOWPRECISION | EF_ADDITIVE;
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117 missile.alpha = 0.7;//0.3;
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118 missile.scale = 0.005;//0.015;//0.15;
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119 missile.colormod = '1 1 1'; // set full colors, then reduce later
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120 missile.frame = random() * 4 + 2;
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122 missile.movetype = MOVETYPE_BOUNCE;
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123 missile.gravity = -0.07; // fall lightly up
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124 missile.velocity = (v_forward + v_right * crandom() * 0.035 + v_up * crandom() * 0.015) * cvar("g_balance_flamer_speed");
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126 missile.angles = vectoangles (missile.velocity);
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130 void() flamer_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, flamer_ready_01); self.weaponentity.state = WS_READY;};
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131 void() flamer_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
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132 void() flamer_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
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134 void() flamer_fire1_02 =
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136 if (self.button0 || self.button3)
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138 weapon_doattack(flamer_check, flamer_check, W_Flamer_Attack);
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139 weapon_thinkf(WFRAME_FIRE1, 0.09, flamer_fire1_02);
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140 weapon_prepareattack(flamer_check, flamer_check, SUB_Null, .09);
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143 weapon_thinkf(WFRAME_FIRE1, 0.09, flamer_ready_01);
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145 void() flamer_fire1_01 =
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147 weapon_doattack(flamer_check, flamer_check, W_Flamer_Attack);
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148 weapon_thinkf(WFRAME_FIRE1, 0.09, flamer_fire1_02);
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151 void() flamer_fire1_01 =
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153 weapon_doattack(flamer_check, flamer_check, W_Flamer_Attack);
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154 weapon_thinkf(WFRAME_FIRE1, 0.003, flamer_ready_01);
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155 //flamer_ready_01();
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