]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/electro.qc
Merge branch 'master' into Mario/csqc_muzzleflash
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
index 2ba6b5da18628bc669f6de77668c32c23738ea11..61acc0dd75eec382c186983fb98cd6923c0ee3db 100644 (file)
@@ -154,27 +154,46 @@ void W_Electro_Bolt_Think(entity this)
                {
                        if(e.classname == "electro_orb")
                        {
-                               // change owner to whoever caused the combo explosion
-                               e.realowner = this.realowner;
-                               e.takedamage = DAMAGE_NO;
-                               e.classname = "electro_orb_chain";
-
-                               // now set the next one to trigger as well
-                               setthink(e, W_Electro_ExplodeCombo);
+                               bool explode;
+                               if (this.owner == e.owner)
+                               {
+                                       explode = WEP_CVAR_PRI(electro, midaircombo_own);
+                               }
+                               else if (SAME_TEAM(this.owner, e.owner))
+                               {
+                                       explode = WEP_CVAR_PRI(electro, midaircombo_teammate);
+                               }
+                               else
+                               {
+                                       explode = WEP_CVAR_PRI(electro, midaircombo_enemy);
+                               }
 
-                               // delay combo chains, looks cooler
-                               e.nextthink =
+                               if (explode)
+                               {
+                                       // change owner to whoever caused the combo explosion
+                                       e.realowner = this.realowner;
+                                       e.takedamage = DAMAGE_NO;
+                                       e.classname = "electro_orb_chain";
+
+                                       // Only first orb explosion uses midaircombo_speed, others use the normal combo_speed.
+                                       // This allows to avoid the delay on the first explosion which looks better
+                                       // (the bolt and orb should explode together because they interacted together)
+                                       // while keeping the chaining delay.
+                                       setthink(e, W_Electro_ExplodeCombo);
+                                       e.nextthink =
                                        (
                                                time
                                                +
-                                               (WEP_CVAR(electro, combo_speed) ?
-                                                       (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
+                                               (WEP_CVAR_PRI(electro, midaircombo_speed) ?
+                                                       (vlen(e.WarpZone_findradius_dist) / WEP_CVAR_PRI(electro, midaircombo_speed))
                                                        :
                                                        0
                                                )
                                        );
 
-                               ++found;
+
+                                       ++found;
+                               }
                        }
                        e = e.chain;
                }
@@ -208,7 +227,7 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
                thiswep.m_id
        );
 
-       Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        proj = new(electro_bolt);
        proj.owner = proj.realowner = actor;
@@ -359,7 +378,7 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
 
        w_shotdir = v_forward; // no TrueAim for grenades please
 
-       Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        entity proj = new(electro_orb);
        proj.owner = proj.realowner = actor;