]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/devastator.qc
Merge branch 'master' into martin-t/defaults
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
index 46db8358cef76b423c43e5b218e391d6ff876a9a..c53e110fddb07a699988578d09067db6e73a462c 100644 (file)
@@ -38,6 +38,7 @@ void W_Devastator_Explode(entity this, entity directhitentity)
                NULL,
                WEP_CVAR(devastator, force),
                this.projectiledeathtype,
+               this.weaponentity_fld,
                directhitentity
        );
 
@@ -112,6 +113,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
                                                head,
                                                (WEP_CVAR(devastator, remote_jump_force) ? WEP_CVAR(devastator, remote_jump_force) : 0),
                                                this.projectiledeathtype | HITTYPE_BOUNCE,
+                                               this.weaponentity_fld,
                                                NULL
                                        );
                                        break;
@@ -131,6 +133,7 @@ void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
                NULL,
                WEP_CVAR(devastator, remote_force),
                this.projectiledeathtype | HITTYPE_BOUNCE,
+               this.weaponentity_fld,
                NULL
        );
 
@@ -232,11 +235,19 @@ void W_Devastator_Think(entity this)
                        else
                                f = 1;
 
+                       vector md = this.realowner.(weaponentity).movedir;
+                       vector vecs = ((md.x > 0) ? md : '0 0 0');
+
+                       vector dv = v_right * -vecs.y + v_up * vecs.z;
+
+                       if(!W_DualWielding(this.realowner))
+                               dv = '0 0 0'; // don't override!
+
                        velspeed = vlen(this.velocity);
 
                        makevectors(this.realowner.v_angle);
                        desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
-                       desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
+                       desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs + dv);
                        olddir = normalize(this.velocity);
 
                        // now it gets tricky... we want to move like some curve to approximate the target direction
@@ -276,7 +287,7 @@ void W_Devastator_Touch(entity this, entity toucher)
        W_Devastator_Explode(this, toucher);
 }
 
-void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        if(this.health <= 0)
                return;
@@ -295,7 +306,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
 
-       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), WEP_DEVASTATOR.m_id);
        Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);