]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/mortar.qc
Merge branch 'master' into Mario/no_engine_physics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qc
index a1264748f3204cf4a90ce357d967b539dbea94ee..52b8a571a51eb34e0265bf7fb52a3d0676e57a57 100644 (file)
@@ -15,7 +15,7 @@ void W_Mortar_Grenade_Explode(entity this, entity directhitentity)
        this.takedamage = DAMAGE_NO;
 
        if(this.move_movetype == MOVETYPE_NONE)
-               this.velocity = this.oldvelocity;
+               this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work
 
        RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
 
@@ -40,7 +40,7 @@ void W_Mortar_Grenade_Explode2(entity this, entity directhitentity)
        this.takedamage = DAMAGE_NO;
 
        if(this.move_movetype == MOVETYPE_NONE)
-               this.velocity = this.oldvelocity;
+               this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work
 
        RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
 
@@ -98,7 +98,7 @@ void W_Mortar_Grenade_Touch1(entity this, entity toucher)
                spamsound(this, CH_SHOTS, SND_GRENADE_STICK, VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
-               this.oldvelocity = this.velocity;
+               this.movedir = this.velocity; // save to this temporary field, will be restored on explosion
                this.velocity = '0 0 0';
                set_movetype(this, MOVETYPE_NONE); // also disables gravity
                this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
@@ -134,7 +134,7 @@ void W_Mortar_Grenade_Touch2(entity this, entity toucher)
                spamsound(this, CH_SHOTS, SND_GRENADE_STICK, VOL_BASE, ATTN_NORM);
 
                // let it stick whereever it is
-               this.oldvelocity = this.velocity;
+               this.movedir = this.velocity; // save to this temporary field, will be restored on explosion
                this.velocity = '0 0 0';
                set_movetype(this, MOVETYPE_NONE); // also disables gravity
                this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO