]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/tuba.qc
Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / tuba.qc
index 306688717597c533eccc0a73bcd872d5dc91dfdc..5d9abce339ef5b5b909831f3de44defb55c974ab 100644 (file)
@@ -268,11 +268,7 @@ void W_Tuba_NoteThink(entity this)
 void W_Tuba_NoteOn(entity actor, .entity weaponentity, float hittype)
 {
        vector o;
 void W_Tuba_NoteOn(entity actor, .entity weaponentity, float hittype)
 {
        vector o;
-       float n;
-
-       W_SetupShot(actor, weaponentity, false, 2, SND_Null, 0, WEP_CVAR(tuba, damage));
-
-       n = W_Tuba_GetNote(actor, hittype);
+       float n = W_Tuba_GetNote(actor, hittype);
 
        hittype = 0;
        if(actor.(weaponentity).tuba_instrument & 1)
 
        hittype = 0;
        if(actor.(weaponentity).tuba_instrument & 1)
@@ -280,6 +276,8 @@ void W_Tuba_NoteOn(entity actor, .entity weaponentity, float hittype)
        if(actor.(weaponentity).tuba_instrument & 2)
                hittype |= HITTYPE_BOUNCE;
 
        if(actor.(weaponentity).tuba_instrument & 2)
                hittype |= HITTYPE_BOUNCE;
 
+       W_SetupShot(actor, weaponentity, false, 2, SND_Null, 0, WEP_CVAR(tuba, damage), hittype | WEP_TUBA.m_id);
+
        if(actor.(weaponentity).tuba_note)
        {
                if(actor.(weaponentity).tuba_note.cnt != n || actor.(weaponentity).tuba_note.tuba_instrument != actor.(weaponentity).tuba_instrument)
        if(actor.(weaponentity).tuba_note)
        {
                if(actor.(weaponentity).tuba_note.cnt != n || actor.(weaponentity).tuba_note.tuba_instrument != actor.(weaponentity).tuba_instrument)
@@ -378,7 +376,12 @@ METHOD(Tuba, wr_reload, void(Tuba this, entity actor, .entity weaponentity))
                                actor.(weaponentity).weaponname = "tuba";
                                break;
                }
                                actor.(weaponentity).weaponname = "tuba";
                                break;
                }
-               W_SetupShot(actor, weaponentity, false, 0, SND_Null, 0, 0);
+               int hittype = 0;
+               if(actor.(weaponentity).tuba_instrument & 1)
+                       hittype |= HITTYPE_SECONDARY;
+               if(actor.(weaponentity).tuba_instrument & 2)
+                       hittype |= HITTYPE_BOUNCE;
+               W_SetupShot(actor, weaponentity, false, 0, SND_Null, 0, 0, hittype | WEP_TUBA.m_id);
                Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
                actor.(weaponentity).state = WS_INUSE;
                weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, 0.5, w_ready);
                Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1);
                actor.(weaponentity).state = WS_INUSE;
                weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, 0.5, w_ready);