Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / racer_weapon.qc
index 02015eb..0e7222e 100644 (file)
@@ -14,7 +14,7 @@ METHOD(RacerAttack, wr_think, void(entity thiswep, entity actor, .entity weapone
             veh.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost;
             veh.wait = time;
         }
-        if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
+        if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_WAKI_GUN.m_id);
         vector org = w_shotorg;
         vector dir = w_shotdir;
         entity bolt = vehicles_projectile(veh, EFFECT_RACER_MUZZLEFLASH.eent_eff_name, SND_LASERGUN_FIRE,
@@ -26,7 +26,7 @@ METHOD(RacerAttack, wr_think, void(entity thiswep, entity actor, .entity weapone
     }
     if (fire & 2)
     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
-        if (isPlayer) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
+        if (isPlayer) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_WAKI_ROCKET.m_id);
         racer_fire_rocket(player, w_shotorg, w_shotdir, NULL);
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
     }