Merge branch 'master' into Mario/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
index 0e82fe8..7c46a1d 100644 (file)
@@ -74,7 +74,7 @@ void shambler_lightning_explode()
        if(self.movetype == MOVETYPE_NONE)
                self.velocity = self.oldvelocity;
 
-       RadiusDamage (self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius), world, (autocvar_g_monster_shambler_attack_lightning_force), self.projectiledeathtype, other);
+       RadiusDamage (self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius), world, world, (autocvar_g_monster_shambler_attack_lightning_force), self.projectiledeathtype, other);
 
        for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
        {
@@ -148,7 +148,7 @@ void shambler_lightning()
        gren.event_damage = shambler_lightning_damage;
        gren.damagedbycontents = TRUE;
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       W_SetupProjectileVelocityEx(gren, v_forward, v_up, (autocvar_g_monster_shambler_attack_lightning_speed), (autocvar_g_monster_shambler_attack_lightning_speed_up), 0, 0, FALSE);
+       W_SetupProjVelocity_Explicit(gren, v_forward, v_up, (autocvar_g_monster_shambler_attack_lightning_speed), (autocvar_g_monster_shambler_attack_lightning_speed_up), 0, 0, FALSE);
 
        gren.angles = vectoangles (gren.velocity);
        gren.flags = FL_PROJECTILE;
@@ -222,7 +222,7 @@ float m_shambler(float req)
                        self.monster_loot = spawnfunc_item_health_mega;
                        self.monster_attackfunc = shambler_attack;
                        self.frame = shambler_anim_stand;
-                       self.weapon = WEP_NEX;
+                       self.weapon = WEP_VORTEX;
 
                        return TRUE;
                }