]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_hlac.qc
New way of handling the jumping/impact effect, plus clean up the code a lot.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hlac.qc
index 0a163e2f98affc699d87da07e3ddcb69b0a8dd2d..49d68f2c899be04bc83b2adf927ad778f481c324 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
+REGISTER_WEAPON(HLAC, w_hlac, IT_CELLS, 6, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "hlac", "hlac", _("Heavy Laser Assault Cannon"))
 #else
 #ifdef SVQC
 
@@ -10,16 +10,16 @@ void W_HLAC_Touch (void)
        self.event_damage = SUB_Null;
        
        if(self.projectiledeathtype & HITTYPE_SECONDARY)
-               RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
+               RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
        else
-               RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
+               RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
 
        remove (self);
 }
 
 void W_HLAC_Attack (void)
 {
-       local entity missile;
+       entity missile;
     float spread;
 
        W_DecreaseAmmo(ammo_cells, autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_reload_ammo);
@@ -68,7 +68,7 @@ void W_HLAC_Attack (void)
 
 void W_HLAC_Attack2f (void)
 {
-       local entity missile;
+       entity missile;
     float spread;
 
     spread = autocvar_g_balance_hlac_secondary_spread;
@@ -153,7 +153,7 @@ void HLAC_fire1_02()
        {
                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hlac_primary_animtime, w_ready);
        }
-};
+}
 
 void spawnfunc_weapon_hlac (void)
 {
@@ -219,7 +219,7 @@ float w_hlac(float req)
                W_Reload(min(autocvar_g_balance_hlac_primary_ammo, autocvar_g_balance_hlac_secondary_ammo), autocvar_g_balance_hlac_reload_ammo, autocvar_g_balance_hlac_reload_time, "weapons/reload.wav");
        }
        return TRUE;
-};
+}
 #endif
 #ifdef CSQC
 float w_hlac(float req)
@@ -239,7 +239,7 @@ float w_hlac(float req)
        else if (req == WR_SUICIDEMESSAGE)
                w_deathtypestring = _("%s should have used a smaller gun");
        else if (req == WR_KILLMESSAGE)
-               w_deathtypestring = _("%s was cut down by %s");
+               w_deathtypestring = _("%s was cut down with a HLAC by %s");
        return TRUE;
 }
 #endif