// 1. dist damage
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);
+
+ 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(GetResource(this.realowner, RES_HEALTH) + GetResource(this.realowner, RES_ARMOR) >= d)
if(!this.cnt)
{
// 2. bfg effect
// NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
for(e = findradius(this.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
- if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
{
- // can we see fireball?
- traceline(e.origin + e.view_ofs, this.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, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e);
- if(trace_ent != this.realowner)
- if(/* trace_startsolid || */ trace_fraction != 1)
- continue;
- dist = vlen(this.origin - e.origin - e.view_ofs);
- points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
- if(points <= 0)
- continue;
- dir = normalize(e.origin + e.view_ofs - this.origin);
-
- if(accuracy_isgooddamage(this.realowner, e))
- accuracy_add(this.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
-
- Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, this.weaponentity_fld, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
- Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
+ if(e != this.realowner && e.takedamage == DAMAGE_AIM && !IS_INDEPENDENT_PLAYER(e))
+ if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
+ {
+
+ // can we see fireball?
+ traceline(e.origin + e.view_ofs, this.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, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e);
+ if(trace_ent != this.realowner)
+ if(/* trace_startsolid || */ trace_fraction != 1)
+ continue;
+ dist = vlen(this.origin - e.origin - e.view_ofs);
+ points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
+ if(points <= 0)
+ continue;
+ dir = normalize(e.origin + e.view_ofs - this.origin);
+
+ if(accuracy_isgooddamage(this.realowner, e))
+ accuracy_add(this.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
+
+ Damage(
+ e,
+ this,
+ this.realowner,
+ WEP_CVAR_PRI(fireball, bfgdamage) * points,
+ this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH,
+ this.weaponentity_fld,
+ e.origin + e.view_ofs,
+ WEP_CVAR_PRI(fireball, bfgforce) * dir
+ );
+
+ Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
+ }
}
}
RandomSelection_Init();
for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
{
+ if(STAT(FROZEN, e)) continue;
if(e == this.realowner) continue;
+ if(IS_INDEPENDENT_PLAYER(e)) continue;
if(e.takedamage != DAMAGE_AIM) continue;
if(IS_PLAYER(e) && this.realowner && SAME_TEAM(e, this)) continue;