]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/electro.qc
Use the weapon entity as a parameter to ATTACK_FINISHED instead of the slot number...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
index 89738289f2b84b0205020e9ae0b4f33eeca05afb..e22b5e941270b7f2757b407675b6db7c6ead44a5 100644 (file)
@@ -205,7 +205,7 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
                SND_ELECTRO_FIRE,
                CH_WEAPON_A,
                WEP_CVAR_PRI(electro, damage),
-               WEP_ELECTRO.m_id
+               thiswep.m_id
        );
 
        Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
@@ -219,7 +219,7 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
        proj.nextthink = time;
        proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
        PROJECTILE_MAKETRIGGER(proj);
-       proj.projectiledeathtype = WEP_ELECTRO.m_id;
+       proj.projectiledeathtype = thiswep.m_id;
        proj.weaponentity_fld = weaponentity;
        setorigin(proj, w_shotorg);
 
@@ -279,14 +279,14 @@ void W_Electro_Orb_Stick(entity this, entity to)
        delete(this);
 
        if(to)
-               SetMovetypeFollow(this, to);
+               SetMovetypeFollow(newproj, to);
 }
 
 void W_Electro_Orb_Touch(entity this, entity toucher)
 {
        PROJECTILE_TOUCH(this, toucher);
-       if(toucher.takedamage == DAMAGE_AIM)
-               { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
+       if(toucher.takedamage == DAMAGE_AIM && WEP_CVAR_SEC(electro, touchexplode))
+               { W_Electro_Explode(this, toucher); }
        else if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles!
        {
                //UpdateCSQCProjectile(this);
@@ -354,7 +354,7 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
                SND_ELECTRO_FIRE2,
                CH_WEAPON_A,
                WEP_CVAR_SEC(electro, damage),
-               WEP_ELECTRO.m_id | HITTYPE_SECONDARY
+               thiswep.m_id | HITTYPE_SECONDARY
        );
 
        w_shotdir = v_forward; // no TrueAim for grenades please
@@ -369,7 +369,7 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
        proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
        proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
        PROJECTILE_MAKETRIGGER(proj);
-       proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY;
+       proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
        proj.weaponentity_fld = weaponentity;
        setorigin(proj, w_shotorg);
 
@@ -394,14 +394,6 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
        proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
        proj.missile_flags = MIF_SPLASH | MIF_ARC;
 
-#if 0
-       entity p2;
-       p2 = spawn();
-       copyentity(proj, p2);
-       setmodel(p2, MDL_PROJECTILE_ELECTRO);
-       setsize(p2, proj.mins, proj.maxs);
-#endif
-
        CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
 
        MUTATOR_CALLHOOK(EditProjectile, actor, proj);
@@ -413,7 +405,7 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i
        if(PHYS_INPUT_BUTTON_ATCK2(actor))
        if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
        {
-               W_Electro_Attack_Orb(WEP_ELECTRO, actor, weaponentity);
+               W_Electro_Attack_Orb(thiswep, actor, weaponentity);
                actor.(weaponentity).electro_count -= 1;
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
                return;
@@ -492,7 +484,7 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit
 METHOD(Electro, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(electro, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_PRI(electro, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(electro, ammo);
     return ammo_amount;
 }
 METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
@@ -501,12 +493,12 @@ METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon
     if(WEP_CVAR(electro, combo_safeammocheck)) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
     {
         ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
-        ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo) + WEP_CVAR_PRI(electro, ammo);
     }
     else
     {
         ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(electro, ammo);
-        ammo_amount += actor.(weaponentity).(weapon_load[WEP_ELECTRO.m_id]) >= WEP_CVAR_SEC(electro, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(electro, ammo);
     }
     return ammo_amount;
 }