Merge branch 'master' into TimePath/debug_draw 248/head
authorTimePath <andrew.hardaker1995@gmail.com>
Wed, 4 Nov 2015 01:36:48 +0000 (12:36 +1100)
committerTimePath <andrew.hardaker1995@gmail.com>
Wed, 4 Nov 2015 01:36:48 +0000 (12:36 +1100)
# Conflicts:
# qcsrc/server/weapons/weaponsystem.qc

30 files changed:
1  2 
qcsrc/client/tuba.qc
qcsrc/common/gamemodes/gamemode/nexball/nexball.qc
qcsrc/common/monsters/monster/spider.qc
qcsrc/common/monsters/sv_monsters.qc
qcsrc/common/vehicles/vehicle/raptor.qc
qcsrc/common/weapons/weapon/arc.qc
qcsrc/common/weapons/weapon/blaster.qc
qcsrc/common/weapons/weapon/crylink.qc
qcsrc/common/weapons/weapon/electro.qc
qcsrc/common/weapons/weapon/fireball.qc
qcsrc/common/weapons/weapon/hagar.qc
qcsrc/common/weapons/weapon/hlac.qc
qcsrc/common/weapons/weapon/minelayer.qc
qcsrc/common/weapons/weapon/mortar.qc
qcsrc/common/weapons/weapon/porto.qc
qcsrc/common/weapons/weapon/seeker.qc
qcsrc/common/weapons/weapon/shockwave.qc
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/server/bot/scripting.qc
qcsrc/server/cheats.qc
qcsrc/server/cl_client.qc
qcsrc/server/cl_player.qc
qcsrc/server/command/sv_cmd.qc
qcsrc/server/g_world.qc
qcsrc/server/mutators/mutator/gamemode_ctf.qc
qcsrc/server/mutators/mutator/mutator_nades.qc
qcsrc/server/mutators/mutator/mutator_overkill.qc
qcsrc/server/weapons/throwing.qc
qcsrc/server/weapons/weaponsystem.qc

Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
@@@ -229,13 -229,13 +229,13 @@@ void W_Shockwave_Melee_Think(void
        }
  }
  
- void W_Shockwave_Melee(Weapon thiswep, entity actor, int slot, int fire)
+ void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int fire)
  {
        sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTN_NORM);
-       weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
  
 -      entity meleetemp;
 -      meleetemp = spawn();
 +      entity meleetemp = new(meleetemp);
 +      make_pure(meleetemp);
        meleetemp.owner = meleetemp.realowner = actor;
        meleetemp.think = W_Shockwave_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor();
@@@ -181,13 -181,13 +181,13 @@@ void W_Shotgun_Melee_Think(void
        }
  }
  
- void W_Shotgun_Attack2(Weapon thiswep, entity actor, int slot, int fire)
+ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
  {
        sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
-       weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
  
 -      entity meleetemp;
 -      meleetemp = spawn();
 +      entity meleetemp = new(meleetemp);
 +      make_pure(meleetemp);
        meleetemp.realowner = actor;
        meleetemp.think = W_Shotgun_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
@@@ -439,10 -440,9 +440,10 @@@ void CL_ExteriorWeaponentity_Think(
  }
  
  // spawning weaponentity for client
- void CL_SpawnWeaponentity(entity e, int slot)
+ void CL_SpawnWeaponentity(entity e, .entity weaponentity)
  {
-       entity view = e.weaponentity[slot] = new(weaponentity);
+       entity view = e.(weaponentity) = new(weaponentity);
 +      make_pure(view);
        view.solid = SOLID_NOT;
        view.owner = e;
        setmodel(view, MDL_Null);  // precision set when changed
        view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
        view.nextthink = time;
  
-       if (slot == 0)
+       if (weaponentity == weaponentities[0])
        {
 -              entity exterior = e.exteriorweaponentity = spawn();
 -              exterior.classname = "exteriorweaponentity";
 +              entity exterior = e.exteriorweaponentity = new(exteriorweaponentity);
 +              make_pure(exterior);
                exterior.solid = SOLID_NOT;
                exterior.exteriorweaponentity = exterior;
                exterior.owner = e;