X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fcommon%2Fgamemodes%2Fgamemode%2Fnexball%2Fsv_weapon.qc;h=02b57b2ca879bac2ddc4f54fb70327902b7e5de3;hb=b1a424c6c61fba8a6bb65f2c97825d4e24d33849;hp=838d0dd7e9cf07e0be6fc7e4ebf894613e452f55;hpb=b465997efce43e701dc89d56d82b5ae510505056;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc b/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc index 838d0dd7e..02b57b2ca 100644 --- a/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc +++ b/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc @@ -1,7 +1,7 @@ #include "sv_weapon.qh" -void W_Nexball_Attack(entity actor, .entity weaponentity, float t); -void W_Nexball_Attack2(entity actor, .entity weaponentity); +void W_Nexball_Attack(Weapon thiswep, entity actor, .entity weaponentity, float t); +void W_Nexball_Attack2(Weapon thiswep, entity actor, .entity weaponentity); vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity); METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire)) @@ -18,19 +18,19 @@ METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity we } else { - W_Nexball_Attack(actor, weaponentity, -1); + W_Nexball_Attack(thiswep, actor, weaponentity, -1); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready); } if(fire & 2) if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire)) { - W_Nexball_Attack2(actor, weaponentity); + W_Nexball_Attack2(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready); } if(!(fire & 1) && STAT(NB_METERSTART, actor) && actor.ballcarried) { - W_Nexball_Attack(actor, weaponentity, time - STAT(NB_METERSTART, actor)); + W_Nexball_Attack(thiswep, actor, weaponentity, time - STAT(NB_METERSTART, actor)); // DropBall or stealing will set metertime back to 0 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready); } @@ -105,7 +105,7 @@ void W_Nexball_Touch(entity this, entity toucher) delete(this); } -void W_Nexball_Attack(entity actor, .entity weaponentity, float t) +void W_Nexball_Attack(Weapon thiswep, entity actor, .entity weaponentity, float t) { entity ball; float mul, mi, ma; @@ -141,7 +141,7 @@ void W_Nexball_Attack(entity actor, .entity weaponentity, float t) //TODO: use the speed_up cvar too ?? } -void W_Nexball_Attack2(entity actor, .entity weaponentity) +void W_Nexball_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { if(actor.ballcarried.enemy) {