X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhook.qc;h=6409e94ff1e0304774658281c58cce27413d1818;hp=e9200e762656d2d01d948026f6fec7feb85e4bfb;hb=bf094df0de66898cb15780dbf136bf93b0761857;hpb=4f133bdb70d13143f2ce4b9de097744371c1f92a diff --git a/qcsrc/common/weapons/weapon/hook.qc b/qcsrc/common/weapons/weapon/hook.qc index e9200e762..6409e94ff 100644 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@ -1,12 +1,12 @@ #ifndef IMPLEMENTATION CLASS(Hook, Weapon) -/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel) -/* impulse */ ATTRIB(Hook, impulse, int, 0) +/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel); +/* impulse */ ATTRIB(Hook, impulse, int, 0); /* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0); /* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0'); /* modelname */ ATTRIB(Hook, mdl, string, "hookgun"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM); #endif /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook"); @@ -14,7 +14,7 @@ CLASS(Hook, Weapon) /* wepimg */ ATTRIB(Hook, model2, string, "weaponhook"); /* refname */ ATTRIB(Hook, netname, string, "hook"); /* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook")); - ATTRIB(Hook, ammo_factor, float, 1) + ATTRIB(Hook, ammo_factor, float, 1); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ @@ -143,10 +143,10 @@ void W_Hook_Touch2(entity this, entity toucher) this.use(this, NULL, NULL); } -void W_Hook_Attack2(Weapon thiswep, entity actor) +void W_Hook_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb) - W_SetupShot(actor, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); + W_SetupShot(actor, weaponentity, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage)); entity gren = new(hookbomb); gren.owner = gren.realowner = actor; @@ -208,7 +208,7 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, { if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) { - W_Hook_Attack2(thiswep, actor); + W_Hook_Attack2(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); } }