2 REGISTER_WEAPON(FIREBALL, w_fireball, IT_ROCKETS, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", "Fireball");
4 .float bot_secondary_fireballmooth; // whatever a mooth is
5 .vector fireball_impactvec;
6 .float fireball_secondarytime;
8 void W_Fireball_Explode (void)
16 self.event_damage = SUB_Null;
17 self.takedamage = DAMAGE_NO;
20 d = (self.owner.health + self.owner.armorvalue);
21 RadiusDamage (self, self.realowner, cvar("g_balance_fireball_secondary_damage"), cvar("g_balance_fireball_secondary_edgedamage"), cvar("g_balance_fireball_secondary_radius"), world, cvar("g_balance_fireball_secondary_force"), self.projectiledeathtype, other);
22 if(self.realowner.health + self.realowner.armorvalue >= d)
25 modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, cvar("g_balance_fireball_secondary_bfgradius"), 0.2, 0.05, 0.25);
28 for(e = findradius(self.origin, cvar("g_balance_fireball_secondary_bfgradius")); e; e = e.chain)
29 if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
31 // can we see fireball?
32 traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
33 if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
35 // can we see player who shot fireball?
36 traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
37 if(trace_ent != self.realowner)
38 if(/* trace_startsolid || */ trace_fraction != 1)
40 dist = vlen(self.origin - e.origin - e.view_ofs);
41 points = (1 - sqrt(dist / cvar("g_balance_fireball_secondary_bfgradius")));
44 dir = normalize(e.origin + e.view_ofs - self.origin);
45 Damage(e, self, self.realowner, cvar("g_balance_fireball_secondary_bfgdamage") * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, cvar("g_balance_fireball_secondary_bfgforce") * dir);
46 pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
48 Damage_RecordDamage(self.owner, self.projectiledeathtype, cvar("g_balance_fireball_secondary_bfgdamage") * points);
55 void W_Fireball_TouchExplode (void)
58 W_Fireball_Explode ();
61 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
70 RandomSelection_Init();
71 for(e = findradius(self.origin, dist); e; e = e.chain)
72 if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
75 p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
76 p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
77 p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
78 d = vlen(self.origin - p);
81 traceline(p, self.origin, MOVE_NORMAL, e);
82 if(/* trace_startsolid || */ trace_fraction != 1)
84 e.fireball_impactvec = p;
85 RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
88 if(RandomSelection_chosen_ent)
90 d = vlen(self.origin - RandomSelection_chosen_ent.fireball_impactvec);
91 d = damage + (edgedamage - damage) * (d / dist);
92 Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
93 //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
94 pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
98 void W_Fireball_Think()
100 if(time > self.pushltime)
103 W_Fireball_Explode();
107 W_Fireball_LaserPlay(0.1, cvar("g_balance_fireball_secondary_laserradius"), cvar("g_balance_fireball_secondary_laserdamage"), cvar("g_balance_fireball_secondary_laseredgedamage"), cvar("g_balance_fireball_secondary_laserburntime"));
109 self.nextthink = time + 0.1;
112 void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
116 self.health = self.health - damage;
117 if (self.health <= 0)
120 W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
124 void W_Fireball_Attack2()
128 W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", cvar("g_balance_fireball_secondary_damage") + cvar("g_balance_fireball_secondary_bfgdamage"));
130 pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
133 proj.classname = "plasma_prim";
134 proj.owner = proj.realowner = self;
135 proj.bot_dodge = TRUE;
136 proj.bot_dodgerating = cvar("g_balance_fireball_secondary_damage");
137 proj.pushltime = time + cvar("g_balance_fireball_secondary_lifetime");
138 proj.use = W_Fireball_Explode;
139 proj.think = W_Fireball_Think;
140 proj.nextthink = time;
141 proj.health = cvar("g_balance_fireball_secondary_health");
142 proj.team = self.team;
143 proj.event_damage = W_Fireball_Damage;
144 proj.takedamage = DAMAGE_YES;
145 proj.damageforcescale = cvar("g_balance_fireball_secondary_damageforcescale");
146 PROJECTILE_MAKETRIGGER(proj);
147 proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
148 setorigin(proj, w_shotorg);
150 proj.movetype = MOVETYPE_FLY;
151 W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_secondary);
152 proj.angles = vectoangles(proj.velocity);
153 proj.touch = W_Fireball_TouchExplode;
154 setsize(proj, '-16 -16 -16', '16 16 16');
155 proj.flags = FL_PROJECTILE;
157 CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
160 void W_Fireball_AttackEffect(float i, vector f_diff)
162 W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0);
163 w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
164 pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
167 void W_Fireball_Attack2_Frame4()
169 W_Fireball_Attack2();
170 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_secondary_animtime"), w_ready);
173 void W_Fireball_Attack2_Frame3()
175 W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
176 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_secondary_animtime"), W_Fireball_Attack2_Frame4);
179 void W_Fireball_Attack2_Frame2()
181 W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
182 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_secondary_animtime"), W_Fireball_Attack2_Frame3);
185 void W_Fireball_Attack2_Frame1()
187 W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
188 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_secondary_animtime"), W_Fireball_Attack2_Frame2);
191 void W_Fireball_Attack2_Frame0()
193 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
194 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_fireball_secondary_ammo");
196 W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
197 sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
198 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_fireball_secondary_animtime"), W_Fireball_Attack2_Frame1);
201 void W_Firemine_Think()
203 if(time > self.pushltime)
209 // make it "hot" once it leaves its owner
212 if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > cvar("g_balance_fireball_primary_laserradius"))
222 W_Fireball_LaserPlay(0.1, cvar("g_balance_fireball_primary_laserradius"), cvar("g_balance_fireball_primary_laserdamage"), cvar("g_balance_fireball_primary_laseredgedamage"), cvar("g_balance_fireball_primary_laserburntime"));
224 self.nextthink = time + 0.1;
227 void W_Firemine_Touch (void)
230 if (other.takedamage == DAMAGE_AIM)
231 if(Fire_AddDamage(other, self.realowner, cvar("g_balance_fireball_primary_damage"), cvar("g_balance_fireball_primary_damagetime"), self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0)
236 self.projectiledeathtype |= HITTYPE_BOUNCE;
239 void W_Fireball_Attack1()
245 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
246 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_fireball_primary_ammo");
248 c = mod(self.bulletcounter, 4);
252 f_diff = '-1.25 -3.75 0';
255 f_diff = '+1.25 -3.75 0';
258 f_diff = '-1.25 +3.75 0';
262 f_diff = '+1.25 +3.75 0';
265 W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", cvar("g_balance_fireball_primary_damage"));
266 traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
267 w_shotorg = trace_endpos;
269 pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
272 proj.owner = proj.realowner = self;
273 proj.classname = "grenade";
274 proj.bot_dodge = TRUE;
275 proj.bot_dodgerating = cvar("g_balance_fireball_primary_damage");
276 proj.movetype = MOVETYPE_BOUNCE;
277 proj.projectiledeathtype = WEP_FIREBALL;
278 proj.touch = W_Firemine_Touch;
279 PROJECTILE_MAKETRIGGER(proj);
280 setsize(proj, '-4 -4 -4', '4 4 4');
281 setorigin(proj, w_shotorg);
282 proj.think = W_Firemine_Think;
283 proj.nextthink = time;
284 proj.damageforcescale = cvar("g_balance_fireball_primary_damageforcescale");
285 proj.pushltime = time + cvar("g_balance_fireball_primary_lifetime");
286 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_primary);
288 proj.angles = vectoangles(proj.velocity);
289 proj.flags = FL_PROJECTILE;
291 CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
294 void spawnfunc_weapon_fireball (void)
296 weapon_defaultspawnfunc(WEP_FIREBALL);
299 float w_fireball(float req)
303 self.BUTTON_ATCK = FALSE;
304 self.BUTTON_ATCK2 = FALSE;
305 if (self.bot_secondary_fireballmooth == 0)
307 if(bot_aim(cvar("g_balance_fireball_primary_speed"), cvar("g_balance_fireball_primary_speed_up"), cvar("g_balance_fireball_primary_lifetime"), TRUE))
309 self.BUTTON_ATCK = TRUE;
310 if(random() < 0.01) self.bot_secondary_fireballmooth = 1;
315 if(bot_aim(cvar("g_balance_fireball_secondary_speed"), 0, cvar("g_balance_fireball_secondary_lifetime"), FALSE))
317 self.BUTTON_ATCK2 = TRUE;
318 if(random() < 0.02) self.bot_secondary_fireballmooth = 0;
322 else if (req == WR_THINK)
324 if (self.BUTTON_ATCK)
325 if (weapon_prepareattack(0, cvar("g_balance_fireball_primary_refire")))
327 W_Fireball_Attack1();
328 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_fireball_primary_animtime"), w_ready);
330 if (self.BUTTON_ATCK2)
331 if (time >= self.fireball_secondarytime)
332 if (weapon_prepareattack(1, cvar("g_balance_fireball_secondary_refire")))
334 W_Fireball_Attack2_Frame0();
335 self.fireball_secondarytime = time + cvar("g_balance_fireball_secondary_refire2");
338 else if (req == WR_PRECACHE)
340 precache_model ("models/weapons/g_fireball.md3");
341 precache_model ("models/weapons/v_fireball.md3");
342 precache_model ("models/weapons/h_fireball.dpm");
343 precache_model ("models/sphere/sphere.md3");
344 precache_sound ("weapons/fireball_fire.wav");
345 precache_sound ("weapons/fireball_fire2.wav");
346 precache_sound ("weapons/fireball_prefire2.wav");
348 else if (req == WR_SETUP)
349 weapon_setup(WEP_FIREBALL);
350 else if (req == WR_CHECKAMMO1)
351 return self.ammo_rockets >= cvar("g_balance_fireball_primary_ammo");
352 else if (req == WR_CHECKAMMO2)
353 return self.ammo_rockets >= cvar("g_balance_fireball_secondary_ammo");
354 else if (req == WR_SUICIDEMESSAGE)
356 if(w_deathtype & HITTYPE_SECONDARY)
357 w_deathtypestring = "should have used a smaller gun";
359 w_deathtypestring = "forgot about some firemine";
361 else if (req == WR_KILLMESSAGE)
363 if(w_deathtype & HITTYPE_SECONDARY)
365 if(w_deathtype & HITTYPE_BOUNCE)
367 if(w_deathtype & HITTYPE_SPLASH) // BFG effect
369 w_deathtypestring = "could not hide from #'s fireball";
373 w_deathtypestring = "saw the pretty lights of #'s fireball";
376 else if(w_deathtype & HITTYPE_SPLASH)
377 w_deathtypestring = "got too close to #'s fireball";
379 w_deathtypestring = "tasted #'s fireball";
383 if(w_deathtype & HITTYPE_HEADSHOT)
384 w_deathtypestring = "tried to catch #'s firemine";
386 w_deathtypestring = "fatefully ignored #'s firemine";
389 else if (req == WR_RESETPLAYER)
391 self.fireball_secondarytime = time;