]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
Replace `vector_[xyz]` with `vector.[xyz]` where possible
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index ea7f3857239c21fdfd109ffacbb98f2611da6aa5..a051ec735a7d81dbcf35bf44fd13b6642fe0fdcc 100644 (file)
@@ -336,12 +336,12 @@ void W_Shockwave_Send(void)
 {
        WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
        WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
-       WriteCoord(MSG_BROADCAST, w_shotorg_x);
-       WriteCoord(MSG_BROADCAST, w_shotorg_y);
-       WriteCoord(MSG_BROADCAST, w_shotorg_z);
-       WriteCoord(MSG_BROADCAST, w_shotdir_x);
-       WriteCoord(MSG_BROADCAST, w_shotdir_y);
-       WriteCoord(MSG_BROADCAST, w_shotdir_z);
+       WriteCoord(MSG_BROADCAST, w_shotorg.x);
+       WriteCoord(MSG_BROADCAST, w_shotorg.y);
+       WriteCoord(MSG_BROADCAST, w_shotorg.z);
+       WriteCoord(MSG_BROADCAST, w_shotdir.x);
+       WriteCoord(MSG_BROADCAST, w_shotdir.y);
+       WriteCoord(MSG_BROADCAST, w_shotdir.z);
        WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
        WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
        WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
@@ -436,7 +436,7 @@ void W_Shockwave_Attack(void)
                                        );
 
                                // figure out the direction of force
-                               vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0));
+                               vel = normalize(combine_to_vector(head.velocity.x, head.velocity.y, 0));
                                vel *=
                                        (
                                                bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1)
@@ -447,7 +447,7 @@ void W_Shockwave_Attack(void)
 
                                // now multiply the direction by force units
                                final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
-                               final_force_z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
+                               final_force.z *= WEP_CVAR(shockwave, blast_jump_force_zscale);
 
                                // trigger damage with this calculated info
                                Damage(
@@ -518,7 +518,7 @@ void W_Shockwave_Attack(void)
 
                                // now multiply the direction by force units
                                final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier);
-                               final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
+                               final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
 
                                // queue damage with this calculated info
                                if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
@@ -609,7 +609,7 @@ void W_Shockwave_Attack(void)
 
                                // now multiply the direction by force units
                                final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier);
-                               final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
+                               final_force.z *= WEP_CVAR(shockwave, blast_force_zscale);
 
                                // queue damage with this calculated info
                                if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
@@ -782,19 +782,19 @@ void Draw_Shockwave()
        {
                // perfect circle effect lines
                makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions));
-               angle_y = v_forward_x;
-               angle_z = v_forward_y;
+               angle_y = v_forward.x;
+               angle_z = v_forward.y;
 
                // first do the spread_to_min effect
                deviation = angle * spread_to_min;
-               deviation = ((self.sw_shotdir + (right * deviation_y) + (up * deviation_z)));
+               deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
                new_min_dist = SW_DISTTOMIN;
                new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
                //te_lightning2(world, new_min_end, self.sw_shotorg);
 
                // then calculate spread_to_max effect
                deviation = angle * spread_to_max;
-               deviation = ((self.sw_shotdir + (right * deviation_y) + (up * deviation_z)));
+               deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z)));
                new_max_dist = vlen(new_min_end - endpos);
                new_max_end = (new_min_end + (deviation * new_max_dist));
                //te_lightning2(world, new_end, prev_min_end);
@@ -855,7 +855,7 @@ void Net_ReadShockwaveParticle(void)
        shockwave.draw = Draw_Shockwave;
        
        shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
-       shockwave.sw_shotdir_x  = ReadCoord(); shockwave.sw_shotdir_y  = ReadCoord(); shockwave.sw_shotdir_z  = ReadCoord();
+       shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
 
        shockwave.sw_distance = ReadShort();
        shockwave.sw_spread_max = ReadByte();