try fixing the accuracies... shotgun secondary accuracy still broken?
authorFruitieX <rasse@rasse-lappy.localdomain>
Sun, 25 Jul 2010 13:51:03 +0000 (16:51 +0300)
committerFruitieX <rasse@rasse-lappy.localdomain>
Sun, 25 Jul 2010 13:51:03 +0000 (16:51 +0300)
qcsrc/server/w_electro.qc
qcsrc/server/w_laser.qc
qcsrc/server/w_shotgun.qc

index 92ed5e7..cccd463 100644 (file)
@@ -243,6 +243,7 @@ void lgbeam_think()
                vector force;
                force = w_shotdir * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
                Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * dt, WEP_ELECTRO, trace_endpos, force * dt);
+               Damage_RecordDamage(self.owner, WEP_ELECTRO, cvar("g_balance_electro_primary_damage") * dt);
        }
        W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
 
index 280e42c..18715a9 100644 (file)
@@ -145,6 +145,7 @@ void gauntletbeam_think()
                vector force;
                force = w_shotdir * myforce;
                Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
+               Damage_RecordDamage(self.owner, WEP_LASER | HITTYPE_SECONDARY, damage * dt);
        }
 
        // draw effect
index 1f714d1..b186230 100644 (file)
@@ -61,6 +61,7 @@ void shotgun_meleethink (void)
        f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 2 - 1;
        vector targpos;
        targpos = self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") + v_right * f * cvar("g_balance_shotgun_secondary_melee_swing") + v_up * f * cvar("g_balance_shotgun_secondary_melee_swing");
+
        WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
 
        // apply the damage, also remove self
@@ -69,6 +70,7 @@ void shotgun_meleethink (void)
                vector force;
                force = angle * cvar("g_balance_shotgun_secondary_force");
                Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
+               Damage_RecordDamage(self.owner, WEP_SHOTGUN | HITTYPE_SECONDARY, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2));
                remove(self);
        }
        else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
@@ -87,6 +89,7 @@ void W_Shotgun_Attack2 (void)
        meleetemp.owner = self;
        meleetemp.think = shotgun_meleethink;
        meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
+       W_SetupShot_Range(self, TRUE, 0, "", cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range"));
 }
 
 void spawnfunc_weapon_shotgun(); // defined in t_items.qc