// this function calculates w_shotorg and w_shotdir based on the weapon model
// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
// make sure you call makevectors first (FIXME?)
-void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range, int deathtype)
{
TC(Sound, snd);
float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
float oldsolid = ent.dphitcontentsmask;
+ Weapon wep = DEATH_WEAPONOF(deathtype);
+ if (wep == WEP_Null)
+ wep = ent.(weaponentity).m_weapon; // TODO: don't fall back, if the attack isn't a weapon we don't want it to affect the user's held weapon!
if(!IS_CLIENT(ent))
antilag = false; // no antilag for non-clients!
- if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS))
+ if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
// track max damage
if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
- accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0);
+ accuracy_add(ent, wep.m_id, maxdamage, 0);
if(IS_PLAYER(ent))
- W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
+ W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
vector md = ent.(weaponentity).movedir;
vector vecs = ((md.x > 0) ? md : '0 0 0');
// apply the damage
if (it.takedamage)
- Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs);
+ Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
// create a small explosion to throw gibs around (if applicable)
//setorigin(explosion, hitloc);
MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
damage = M_ARGV(4, float);
float g = accuracy_isgooddamage(this, hit);
- Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
+ Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
// calculate hits for ballistic weapons
if(g)
{