X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvaporizer.qc;h=c2a9491be2ad0a3c30f79e2a5da14a233c72d86c;hp=73822b4c50fcbecad3a12f3189253ee4df03054c;hb=9e8ea75b9aacffc5cfa18c8852c4dd9ffdbd3192;hpb=b8b9d9d6006669f36c9c9a7387506242a2955904 diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index 73822b4c50..c2a9491be2 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -105,17 +105,15 @@ NET_HANDLE(TE_CSQC_VAPORBEAMPARTICLE, bool isNew) #endif #ifdef SVQC -spawnfunc(weapon_vaporizer) { weapon_defaultspawnfunc(this, WEP_VAPORIZER); } -spawnfunc(weapon_minstanex) { spawnfunc_weapon_vaporizer(this); } -void W_RocketMinsta_Explosion(entity actor, vector loc) +void W_RocketMinsta_Explosion(entity actor, .entity weaponentity, vector loc) { if(accuracy_canbegooddamage(actor)) accuracy_add(actor, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0); entity dmgent = spawn(); dmgent.owner = dmgent.realowner = actor; setorigin(dmgent, loc); - RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, NULL); + RadiusDamage (dmgent, actor, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, NULL, NULL, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, weaponentity, NULL); delete(dmgent); } @@ -124,7 +122,7 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity) bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000); - W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage); + W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage, WEP_VAPORIZER.m_id); // handle sound separately so we can change the volume // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway) sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM); @@ -148,7 +146,7 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity) if(autocvar_g_rm) if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT))) - W_RocketMinsta_Explosion(actor, trace_endpos); + W_RocketMinsta_Explosion(actor, weaponentity, trace_endpos); W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity); } @@ -164,7 +162,7 @@ void W_RocketMinsta_Laser_Explode (entity this, entity directhitentity) this.event_damage = func_null; this.takedamage = DAMAGE_NO; - RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, directhitentity); + RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, this.weaponentity_fld, directhitentity); delete(this); } @@ -177,7 +175,7 @@ void W_RocketMinsta_Laser_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); //W_RocketMinsta_Laser_Explode (); - RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, toucher); + RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, this.weaponentity_fld, toucher); delete(this); } @@ -191,10 +189,7 @@ void W_RocketMinsta_Attack2(entity actor, .entity weaponentity) float spread = autocvar_g_rm_laser_spread; float rndspread = autocvar_g_rm_laser_spread_random; - Weapon w = actor.(weaponentity).m_weapon; - actor.(weaponentity).m_weapon = WEP_ELECTRO; - W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage); - actor.(weaponentity).m_weapon = w; + W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id); Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -209,6 +204,7 @@ void W_RocketMinsta_Attack2(entity actor, .entity weaponentity) proj.nextthink = time + autocvar_g_rm_laser_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id; + proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); proj.rm_force = autocvar_g_rm_laser_force / total; @@ -245,10 +241,7 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity) float counter = 0; float total = 1; - Weapon w = actor.(weaponentity).m_weapon; - actor.(weaponentity).m_weapon = WEP_ELECTRO; - W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage); - actor.(weaponentity).m_weapon = w; + W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id); Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -263,6 +256,7 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity) proj.nextthink = time + autocvar_g_rm_laser_lifetime; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_ELECTRO.m_id; + proj.weaponentity_fld = weaponentity; setorigin(proj, w_shotorg); proj.rm_force = autocvar_g_rm_laser_force / total; @@ -346,8 +340,6 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent // 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, @@ -362,7 +354,6 @@ METHOD(Vaporizer, wr_think, void(entity thiswep, entity actor, .entity weaponent WEP_CVAR_SEC(vaporizer, delay), WEP_CVAR_SEC(vaporizer, lifetime) ); - actor.(weaponentity).m_weapon = oldwep; // now do normal refire weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);