X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Foknex.qc;h=cbfa1216d8206a70849a0360d927a650dc0f6347;hp=a52ac30e14b21455fc1fc1c60611ab49d895dda2;hb=83093a5626b3ec25a2dc4f87b24eda2a95a8335f;hpb=91b221d451505a78397f800912c11c1f09d8c25d;ds=sidebyside diff --git a/qcsrc/common/mutators/mutator/overkill/oknex.qc b/qcsrc/common/mutators/mutator/overkill/oknex.qc index a52ac30e1..cbfa1216d 100644 --- a/qcsrc/common/mutators/mutator/overkill/oknex.qc +++ b/qcsrc/common/mutators/mutator/overkill/oknex.qc @@ -82,7 +82,7 @@ void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, fl mydmg *= charge; myforce *= charge; - W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg); + W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, WEP_OVERKILL_NEX.m_id); if(charge > WEP_CVAR(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound { sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, charge_animlimit)), ATTN_NORM); @@ -142,8 +142,6 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor); // Ugly hack to reuse the fire mode of the blaster. makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, weaponentity, @@ -158,7 +156,6 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone WEP_CVAR_SEC(oknex, delay), WEP_CVAR_SEC(oknex, lifetime) ); - actor.(weaponentity).m_weapon = oldwep; if ((actor.(weaponentity).wframe == WFRAME_IDLE) || (actor.(weaponentity).wframe == WFRAME_FIRE2)) { @@ -202,8 +199,6 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone } // ugly instagib hack to reuse the fire mode of the laser makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, weaponentity, @@ -218,7 +213,6 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone WEP_CVAR_SEC(oknex, delay), WEP_CVAR_SEC(oknex, lifetime) ); - actor.(weaponentity).m_weapon = oldwep; weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready); return; }