]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/blaster.qc
Merge branch 'master' into TimePath/debug_draw
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / blaster.qc
index f3d46e6d5e4df8fedb0d78546afa56afe2ceac65..51eeec3b120ee48f7fdd3a9597308709daefbbce 100644 (file)
@@ -101,9 +101,8 @@ void W_Blaster_Attack(
        W_SetupShot_Dir(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
        Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       entity missile = spawn();
+       entity missile = new(blasterbolt);
        missile.owner = missile.realowner = actor;
-       missile.classname = "blasterbolt";
        missile.bot_dodge = true;
        missile.bot_dodgerating = atk_damage;
        PROJECTILE_MAKETRIGGER(missile);
@@ -161,11 +160,11 @@ void W_Blaster_Attack(
                                { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
                }
 
-               METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(Blaster, wr_think, void(Blaster thiswep, entity actor, int slot, int fire))
                {
-                       if(fire1)
+                       if(fire & 1)
                        {
-                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(blaster, refire)))
+                               if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(blaster, refire)))
                                {
                                        W_Blaster_Attack(
                                                actor,
@@ -180,10 +179,10 @@ void W_Blaster_Attack(
                                                WEP_CVAR_PRI(blaster, delay),
                                                WEP_CVAR_PRI(blaster, lifetime)
                                        );
-                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
+                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
                                }
                        }
-                       else if(fire2)
+                       else if(fire & 2)
                        {
                                switch(WEP_CVAR(blaster, secondary))
                                {
@@ -196,7 +195,7 @@ void W_Blaster_Attack(
 
                                        case 1: // normal projectile secondary
                                        {
-                                               if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(blaster, refire)))
+                                               if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(blaster, refire)))
                                                {
                                                        W_Blaster_Attack(
                                                                actor,
@@ -211,7 +210,7 @@ void W_Blaster_Attack(
                                                                WEP_CVAR_SEC(blaster, delay),
                                                                WEP_CVAR_SEC(blaster, lifetime)
                                                        );
-                                                       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
+                                                       weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
                                                }
 
                                                break;