]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/rpc.qc
Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / rpc.qc
index 7f80268d8d7ddd9c4e49a1854262b24cace48cbd..f42a55f65e012aa8f54f55a5377f8fe8fd60dccc 100644 (file)
@@ -7,7 +7,7 @@ void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity)
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
 
-       RadiusDamage (this, this.realowner, WEP_CVAR_PRI(rpc, damage), WEP_CVAR_PRI(rpc, edgedamage), WEP_CVAR_PRI(rpc, radius), NULL, NULL, WEP_CVAR_PRI(rpc, force), this.projectiledeathtype, directhitentity);
+       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(rpc, damage), WEP_CVAR_PRI(rpc, edgedamage), WEP_CVAR_PRI(rpc, radius), NULL, NULL, WEP_CVAR_PRI(rpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
 
        delete(this);
 }
@@ -26,7 +26,7 @@ void W_RocketPropelledChainsaw_Touch (entity this, entity toucher)
        W_RocketPropelledChainsaw_Explode(this, toucher);
 }
 
-void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        if (this.health <= 0)
                return;
@@ -54,7 +54,7 @@ void W_RocketPropelledChainsaw_Think(entity this)
 
        tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
        if(IS_PLAYER(trace_ent))
-               Damage (trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR_PRI(rpc, force));
+               Damage(trace_ent, this, this.realowner, WEP_CVAR_PRI(rpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR_PRI(rpc, force));
 
        this.velocity = mydir * (myspeed + (WEP_CVAR_PRI(rpc, speedaccel) * sys_frametime));
 
@@ -68,7 +68,7 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea
        entity flash = spawn ();
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(rpc, ammo), weaponentity);
-       W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(rpc, damage), WEP_RPC.m_id);
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
        PROJECTILE_MAKETRIGGER(missile);
 
@@ -85,6 +85,7 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea
        set_movetype(missile, MOVETYPE_FLY);
 
        missile.projectiledeathtype = WEP_RPC.m_id;
+       missile.weaponentity_fld = weaponentity;
        setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
 
        setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
@@ -180,8 +181,6 @@ METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .en
                }
                // ugly instagib hack to reuse the fire mode of the laser
                makevectors(actor.v_angle);
-               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
-               actor.(weaponentity).m_weapon = WEP_BLASTER;
                W_Blaster_Attack(
                        actor,
                        weaponentity,
@@ -196,7 +195,6 @@ METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .en
                        WEP_CVAR_SEC(rpc, delay),
                        WEP_CVAR_SEC(rpc, lifetime)
                );
-               actor.(weaponentity).m_weapon = oldwep;
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(rpc, animtime), w_ready);
        }
 }