X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhagar.qc;h=bbd3ddb4efbd2efd081a257bf43ea6ff19566e3b;hp=be95d5dde2a3650367840715bf865565d1d69256;hb=9e8ea75b9aacffc5cfa18c8852c4dd9ffdbd3192;hpb=c8f40d6c6d2fdef19f7c6bb9c988c02ab8a98e71 diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index be95d5dde2..bbd3ddb4ef 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -1,14 +1,13 @@ #include "hagar.qh" #ifdef SVQC -spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); } // NO bounce protection, as bounces are limited! void W_Hagar_Explode(entity this, entity directhitentity) { this.event_damage = func_null; - RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity); + RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); delete(this); } @@ -21,7 +20,7 @@ void W_Hagar_Explode_use(entity this, entity actor, entity trigger) void W_Hagar_Explode2(entity this, entity directhitentity) { this.event_damage = func_null; - RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity); + RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); delete(this); } @@ -31,7 +30,7 @@ void W_Hagar_Explode2_use(entity this, entity actor, entity trigger) W_Hagar_Explode2(this, trigger); } -void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(this.health <= 0) return; @@ -82,7 +81,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity); - W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), WEP_HAGAR.m_id); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -104,6 +103,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id; + missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); @@ -127,7 +127,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity); - W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -150,6 +150,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; + missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); @@ -182,7 +183,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); forward = v_forward; @@ -211,6 +212,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand); PROJECTILE_MAKETRIGGER(missile); missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY; + missile.weaponentity_fld = weaponentity; setorigin(missile, w_shotorg); setsize(missile, '0 0 0', '0 0 0'); set_movetype(missile, MOVETYPE_FLY); @@ -248,9 +250,6 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready); actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor); actor.(weaponentity).hagar_load = 0; - - if(weaponslot(weaponentity) == 0) - actor.hagar_load = 0; } void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) @@ -284,8 +283,6 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) actor.(weaponentity).state = WS_READY; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo actor.(weaponentity).hagar_load = 0; - if(weaponslot(weaponentity) == 0) - actor.hagar_load = 0; sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); // pause until we can load rockets again, once we re-press the alt fire button @@ -405,8 +402,6 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity, { float loadable_secondary; loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary)); - if(weaponslot(weaponentity) == 0) - actor.hagar_load = actor.(weaponentity).hagar_load; if(loadable_secondary) W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame @@ -438,7 +433,6 @@ METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponent } METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)) { - actor.hagar_load = 0; actor.(weaponentity).hagar_loadblock = false; if(actor.(weaponentity).hagar_load) { @@ -460,7 +454,6 @@ METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponen } METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor)) { - actor.hagar_load = 0; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot];