X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fhmg.qc;h=6fbc485b156ec28a0407ab903b9ebdec02240099;hb=90e39049eaeafbbd25267d1dfcf08023734cf6b8;hp=2000ffd5dd758ccdeb05beb2ce6ee099662e57bf;hpb=77c46a6022a0e5c6fa2541e858a0cd9cba8d6b0b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qc b/qcsrc/common/mutators/mutator/overkill/hmg.qc index 2000ffd5d..6fbc485b1 100644 --- a/qcsrc/common/mutators/mutator/overkill/hmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/hmg.qc @@ -71,7 +71,7 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo)); - W_SetupShot (actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage)); + W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage)); if(!autocvar_g_norecoil) { @@ -86,13 +86,13 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - W_MachineGun_MuzzleFlash(actor); - W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0'); + W_MachineGun_MuzzleFlash(actor, weaponentity); + W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); if (autocvar_g_casings >= 2) // casing code { makevectors(actor.v_angle); // for some reason, this is lost - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor); + SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor, weaponentity); } int slot = weaponslot(weaponentity); @@ -145,7 +145,7 @@ METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor)) METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, WEP_CVAR(hmg, ammo), SND_RELOAD); + W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD); } METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))