Attach muzzle effects to weapon data instead of trying to send it for each muzzle...
authorMario <mario.mario@y7mail.com>
Sat, 18 Jul 2020 16:54:41 +0000 (02:54 +1000)
committerMario <mario.mario@y7mail.com>
Sat, 18 Jul 2020 16:54:41 +0000 (02:54 +1000)
43 files changed:
qcsrc/common/mutators/mutator/overkill/okhmg.qc
qcsrc/common/mutators/mutator/overkill/okhmg.qh
qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
qcsrc/common/mutators/mutator/overkill/okmachinegun.qh
qcsrc/common/mutators/mutator/overkill/okrpc.qc
qcsrc/common/mutators/mutator/overkill/okrpc.qh
qcsrc/common/weapons/all.qc
qcsrc/common/weapons/all.qh
qcsrc/common/weapons/weapon.qh
qcsrc/common/weapons/weapon/arc.qc
qcsrc/common/weapons/weapon/arc.qh
qcsrc/common/weapons/weapon/blaster.qc
qcsrc/common/weapons/weapon/blaster.qh
qcsrc/common/weapons/weapon/crylink.qc
qcsrc/common/weapons/weapon/crylink.qh
qcsrc/common/weapons/weapon/devastator.qc
qcsrc/common/weapons/weapon/devastator.qh
qcsrc/common/weapons/weapon/electro.qc
qcsrc/common/weapons/weapon/electro.qh
qcsrc/common/weapons/weapon/fireball.qc
qcsrc/common/weapons/weapon/fireball.qh
qcsrc/common/weapons/weapon/hagar.qc
qcsrc/common/weapons/weapon/hagar.qh
qcsrc/common/weapons/weapon/hlac.qc
qcsrc/common/weapons/weapon/hlac.qh
qcsrc/common/weapons/weapon/hook.qh
qcsrc/common/weapons/weapon/machinegun.qc
qcsrc/common/weapons/weapon/machinegun.qh
qcsrc/common/weapons/weapon/minelayer.qc
qcsrc/common/weapons/weapon/minelayer.qh
qcsrc/common/weapons/weapon/mortar.qc
qcsrc/common/weapons/weapon/mortar.qh
qcsrc/common/weapons/weapon/rifle.qc
qcsrc/common/weapons/weapon/rifle.qh
qcsrc/common/weapons/weapon/seeker.qc
qcsrc/common/weapons/weapon/seeker.qh
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/common/weapons/weapon/shotgun.qh
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/common/weapons/weapon/vaporizer.qh
qcsrc/common/weapons/weapon/vortex.qc
qcsrc/common/weapons/weapon/vortex.qh
qcsrc/server/g_hook.qc

index 7007f0866693467598167963c7393440a58fb643..51b3c05d9cf757638a54837e9aa9b6a66a1ecac4 100644 (file)
@@ -40,7 +40,7 @@ void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        if (autocvar_g_casings >= 2) // casing code
        {
index 77204ae1a39d9a74802285e8afb1dc8f0958b7b8..8a00b4d77adfb92e40d3aafb6cf3c36827206243 100644 (file)
@@ -12,6 +12,8 @@ CLASS(OverkillHeavyMachineGun, Weapon)
 /* modelname */ ATTRIB(OverkillHeavyMachineGun, mdl, string, "ok_hmg");
 #ifdef GAMEQC
 /* model     */ ATTRIB(OverkillHeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
+/* flash mdl */ ATTRIB(OverkillHeavyMachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
+/* flash eff */ ATTRIB(OverkillHeavyMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(OverkillHeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
 /* crosshair */ ATTRIB(OverkillHeavyMachineGun, w_crosshair_size, float, 0.6);
index dbc7f656a906b6d218853f92474d528b368e027d..b64af05f766a719632fd7411decc38170662c22f 100644 (file)
@@ -34,7 +34,7 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        if(autocvar_g_casings >= 2) // casing code
        {
index 77082c96211d6b6b4eec9080ff55e1a80cda8726..10f3b9c09fb66192f604e3beacba25ca279601ba 100644 (file)
@@ -10,6 +10,8 @@ CLASS(OverkillMachineGun, Weapon)
 /* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
 #ifdef GAMEQC
 /* model        */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_OK_MG_ITEM);
+/* flash mdl */ ATTRIB(OverkillMachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
+/* flash eff */ ATTRIB(OverkillMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
 /* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair_size, float, 0.6);
index ea3c63b022e547a4d2604b45d1d08fe1f759a912..25704934f6fc0d73512b780c58f794284a456134 100644 (file)
@@ -90,7 +90,7 @@ void W_OverkillRocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .ent
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity);
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), thiswep.m_id);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_RPC_MUZZLEFLASH, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
        PROJECTILE_MAKETRIGGER(missile);
 
        missile.owner = missile.realowner = actor;
index 928bfc0b9a8453a84ce5584e5fd6734ffca9747c..6b6763ce702fc5523dde5891bdeb89b93a331af0 100644 (file)
@@ -12,6 +12,8 @@ CLASS(OverkillRocketPropelledChainsaw, Weapon)
 /* modelname */ ATTRIB(OverkillRocketPropelledChainsaw, mdl, string, "ok_rl");
 #ifdef GAMEQC
 /* model     */ ATTRIB(OverkillRocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM);
+/* flash mdl */ ATTRIB(OverkillRocketPropelledChainsaw, m_muzzlemodel, Model, MDL_RPC_MUZZLEFLASH);
+/* flash eff */ ATTRIB(OverkillRocketPropelledChainsaw, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(OverkillRocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher");
 /* crosshair */ ATTRIB(OverkillRocketPropelledChainsaw, w_crosshair_size, float, 0.6);
index ad0e0cae3a676cae90d1f50120ce03110bb87000..9feb5ffe4369ae217f1db46954bca4f70ef1264f 100644 (file)
@@ -747,16 +747,16 @@ void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
 REGISTER_NET_TEMP(w_muzzleflash)
 
 #ifdef SVQC
-void W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, entity muzzlemodel, vector shotorg, vector shotdir)
+void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
 {
        // don't show an exterior muzzle effect for the off-hand
        if(weaponslot(weaponentity) == 0)
        {
-               Send_Effect_Except(eff, shotorg, shotdir * 1000, 1, actor);
+               Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
 
-               if(muzzlemodel != MDL_Null)
+               if(thiswep.m_muzzlemodel != MDL_Null)
                {
-                       W_MuzzleFlash_Model(actor.exteriorweaponentity, muzzlemodel);
+                       W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
                        W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
                }
        }
@@ -768,13 +768,8 @@ void W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, entity muzzle
                int channel = MSG_ONE;
                msg_entity = it;
                WriteHeader(channel, w_muzzleflash);
+               WriteByte(channel, thiswep.m_id);
                WriteByte(channel, weaponslot(weaponentity));
-               (Effects_COUNT >= 255)
-               ? WriteShort(channel, eff.m_id)
-               : WriteByte(channel, eff.m_id);
-               (Models_COUNT >= 255)
-               ? WriteShort(channel, muzzlemodel.m_id)
-               : WriteByte(channel, muzzlemodel.m_id);
                WriteVector(channel, shotorg);
        });
 }
@@ -782,12 +777,11 @@ void W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, entity muzzle
 NET_HANDLE(w_muzzleflash, bool isNew)
 {
        return = true;
+       int weapon_id = ReadByte();
     int slot = ReadByte();
-    int net_name = (Effects_COUNT >= 255) ? ReadShort() : ReadByte();
-    int net_modelname = (Models_COUNT >= 255) ? ReadShort() : ReadByte();
     vector sv_shotorg = ReadVector();
 
-    entity eff = Effects_from(net_name);
+       Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
     vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
        vector forward, right, up;
        MAKE_VECTORS(viewangles, forward, right, up);
@@ -796,12 +790,11 @@ NET_HANDLE(w_muzzleflash, bool isNew)
        {
                // in third person mode, show the muzzle flash from the server side weapon position
                // we don't have a view model to reference in this case
-               pointparticles(eff, sv_shotorg, forward * 1000, 1);
+               pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
                return;
        }
     if(!autocvar_r_drawviewmodel) return;
 
-    entity muzzlemodel = Models_from(net_modelname);
        entity wepent = viewmodels[slot];
        // get the local player entity to calculate shot origin
        entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
@@ -815,11 +808,11 @@ NET_HANDLE(w_muzzleflash, bool isNew)
        tracebox(org, '0 0 0', '0 0 0', org + forward * (vecs.x + 1), MOVE_NORMAL, rlplayer);
        org = trace_endpos - forward * 1;
 
-       pointparticles(eff, org, forward * 1000, 1);
+       pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
 
-       if(muzzlemodel != MDL_Null)
+       if(thiswep.m_muzzlemodel != MDL_Null)
        {
-               W_MuzzleFlash_Model(wepent, muzzlemodel);
+               W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
                W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
        }
 }
index 776861d7e54d6ae677bc0fb01b3d404595ad24a4..f98152aa8b8b1838245d80de623c8c6346a44bd6 100644 (file)
@@ -20,6 +20,7 @@ WepSet ReadWepSet();
 #include "calculations.qh"
 #include "projectiles.qh"
 #include <common/models/all.qh>
+#include <common/effects/all.qh>
 #endif
 
 #include <common/util.qh>
@@ -401,6 +402,6 @@ void wframe_send(entity actor, entity weaponentity, int wepframe, float attackra
 #endif
 
 #ifdef SVQC
-void W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, entity muzzlemodel, vector shotorg, vector shotdir);
+void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir);
 #endif
 #endif
index 2d176c04e639d66cd630668513006483f174f754..67f646cbe5b328dbbb8d7671cbef65db65189fc9 100644 (file)
@@ -56,8 +56,14 @@ CLASS(Weapon, Object)
     ATTRIB(Weapon, wpcolor, vector, '0 0 0');
     /** M: modelname : name of model (without g_ v_ or h_ prefixes) */
     ATTRIB(Weapon, mdl, string, "");
+#ifdef GAMEQC
     /** M: model MDL_id_ITEM */
     ATTRIB(Weapon, m_model, entity);
+    /** M: flash model MDL_id_MUZZLEFLASH */
+    ATTRIB(Weapon, m_muzzlemodel, entity, MDL_Null);
+    /** M: flash effect EFFECT_id_MUZZLEFLASH */
+    ATTRIB(Weapon, m_muzzleeffect, entity);
+#endif
     /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */
     ATTRIB(Weapon, w_crosshair, string, "gfx/crosshairmoustache");
     /** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */
index a16d7af3ece51fbf0702be3ce4b60a74be7ab83b..387bb910fdbab55ac6c4e308bd789e47c36f9083 100644 (file)
@@ -131,7 +131,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ARC_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        missile = new(missile);
        missile.owner = missile.realowner = actor;
index 13321039c9d215cc17211eadc3c7dd2b9c09da2d..3c79dc3350454903337952aee4b6c5ed8a8d1b9f 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Arc, Weapon)
 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
+/* flash mdl */ ATTRIB(Arc, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Arc, m_muzzleeffect, entity, EFFECT_ARC_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
 /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
index cf812f45854993acc363439609af65b5c1a58142..e0fd2282baedab6b219b19de8b47f0a4541f96c4 100644 (file)
@@ -55,7 +55,7 @@ void W_Blaster_Attack(
        vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
 
        W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(WEP_BLASTER, actor, weaponentity, w_shotorg, w_shotdir);
 
        entity missile = new(blasterbolt);
        missile.owner = missile.realowner = actor;
index 87824310c9d92f3478bc40455de063253d87b92e..ed966cf2fac76bff9a2b304a070782564bd337ad 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Blaster, Weapon)
 /* modelname */ ATTRIB(Blaster, mdl, string, "laser");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
+/* flash mdl */ ATTRIB(Blaster, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Blaster, m_muzzleeffect, entity, EFFECT_BLASTER_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
 /* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
index df26fdfdca2cf092f8d8a146b0754b5079926c86..abed4209f7241959ea5fc82aeafbdd4844f078e1 100644 (file)
@@ -307,7 +307,7 @@ void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        up = v_up;
 
        shots = WEP_CVAR_PRI(crylink, shots);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
        proj = prevproj = firstproj = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
@@ -420,7 +420,7 @@ void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        up = v_up;
 
        shots = WEP_CVAR_SEC(crylink, shots);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
        proj = prevproj = firstproj = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
index 5843c94bbe2df1188b10cb092c8e7eb94e4d7f6e..501b8782273b70fd95c474546feae4c58220bca0 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Crylink, Weapon)
 /* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
+/* flash mdl */ ATTRIB(Crylink, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Crylink, m_muzzleeffect, entity, EFFECT_CRYLINK_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
 /* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
index f67b5868cba57076c6388c4d282b28b30a616dd4..891c44583d65d1b491c372234c2e269979b77b19 100644 (file)
@@ -308,7 +308,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_DEVASTATOR_MUZZLEFLASH, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
        missile.weaponentity_fld = weaponentity;
index 679f75499a3dfd1f4abaf82c64dfb19f4ea276ed..11481c6f95167acf56acb927595a5056b52c04a0 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Devastator, Weapon)
 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
+/* flash mdl */ ATTRIB(Devastator, m_muzzlemodel, Model, MDL_DEVASTATOR_MUZZLEFLASH);
+/* flash eff */ ATTRIB(Devastator, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
index 61acc0dd75eec382c186983fb98cd6923c0ee3db..10005f22e541eb41f8e472ad9ca307fe1e0cecc7 100644 (file)
@@ -227,7 +227,7 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
                thiswep.m_id
        );
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        proj = new(electro_bolt);
        proj.owner = proj.realowner = actor;
@@ -378,7 +378,7 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
 
        w_shotdir = v_forward; // no TrueAim for grenades please
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        entity proj = new(electro_orb);
        proj.owner = proj.realowner = actor;
index 4480812207defe79dfddd925c4589c1a57f09ea7..9583bc9f262624adf61e9a7ec71f3b0760d6ce8b 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Electro, Weapon)
 /* modelname */ ATTRIB(Electro, mdl, string, "electro");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
+/* flash mdl */ ATTRIB(Electro, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Electro, m_muzzleeffect, entity, EFFECT_ELECTRO_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
 /* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
index 1ecacb5a3d68779d9969a266b27441b03bbb9f00..edbdecf0f0d00619c39057f449b330dbabb2e0ca 100644 (file)
@@ -137,7 +137,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity)
 {
        W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage), WEP_FIREBALL.m_id);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(WEP_FIREBALL, actor, weaponentity, w_shotorg, w_shotdir);
 
        entity proj = new(plasma_prim);
        proj.owner = proj.realowner = actor;
@@ -176,7 +176,7 @@ void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector
 {
        W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0, WEP_FIREBALL.m_id); // TODO: probably doesn't need deathtype, just a prefire effect
        w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
-       W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_PRE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 }
 
 void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
@@ -275,7 +275,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity)
        traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor);
        w_shotorg = trace_endpos;
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(WEP_FIREBALL, actor, weaponentity, w_shotorg, w_shotdir);
 
        proj = new(grenade);
        proj.owner = proj.realowner = actor;
index ba391f6a2d13b42dc33ae6dd08654345921c379f..dc59a109ce47a5a029b7f5a190c75fe188e86d58 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Fireball, Weapon)
 /* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
+/* flash mdl */ ATTRIB(Fireball, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Fireball, m_muzzleeffect, entity, EFFECT_FIREBALL_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
 /* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
index 04989d7aa121941820e6d53049a600634cfab758..73cb2b8b97afbe57ed97dc22255f5118b8a86eba 100644 (file)
@@ -83,7 +83,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), thiswep.m_id);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        missile = new(missile);
        missile.owner = missile.realowner = actor;
@@ -129,7 +129,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), thiswep.m_id | HITTYPE_SECONDARY);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        missile = new(missile);
        missile.owner = missile.realowner = actor;
@@ -185,7 +185,7 @@ void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponen
 
        shots = actor.(weaponentity).hagar_load;
        W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, thiswep.m_id | HITTYPE_SECONDARY);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        forward = v_forward;
        right = v_right;
index 0d0f11e8575774e8d2f939e2f9f394f1c8d49920..d9df8485f4c8cc65e8cf1d2bb386029a4a7b85f0 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Hagar, Weapon)
 /* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
+/* flash mdl */ ATTRIB(Hagar, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Hagar, m_muzzleeffect, entity, EFFECT_HAGAR_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
 /* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
index 34481e6191fab3639e75dd8b6e05a45d9ac2c946..da2660b89e2ece43a4001f518393fede8a0eaf43 100644 (file)
@@ -31,7 +31,7 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
        W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
@@ -81,7 +81,7 @@ void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
        W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        missile = new(hlacbolt);
        missile.owner = missile.realowner = actor;
index 769209259bda3efb8f92291ab52937a541b9df78..5ff0e2b30ea82a9c2d1444e0c05b2a6042e08be9 100644 (file)
@@ -10,6 +10,8 @@ CLASS(HLAC, Weapon)
 /* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
 #ifdef GAMEQC
 /* model     */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
+/* flash mdl */ ATTRIB(HLAC, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(HLAC, m_muzzleeffect, entity, EFFECT_BLASTER_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
 /* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
index bff975e005479ce5d12eaf5751ec11b6b06843f2..385fab4d6a1488544d131be653fc269a80c77e2d 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Hook, Weapon)
 /* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
+/* flash mdl */ ATTRIB(Hook, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Hook, m_muzzleeffect, entity, EFFECT_HOOK_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
 /* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
index 3b239e7c5b4d6d3accc483160dfcd13db58752d6..77c99d16dd620de81cb3b7fc40ada87fca572b14 100644 (file)
@@ -18,7 +18,7 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity we
        else
                fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        // casing code
        if(autocvar_g_casings >= 2)
@@ -91,7 +91,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        if(autocvar_g_casings >= 2) // casing code
        {
@@ -114,7 +114,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
 
        fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        if(autocvar_g_casings >= 2) // casing code
        {
index 19bba63a2bb1241e62107e6b9fbb313ea91f1f70..acf1668d79f75f7a38431bc72bf7cbf9104f2677 100644 (file)
@@ -10,6 +10,8 @@ CLASS(MachineGun, Weapon)
 /* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
 #ifdef GAMEQC
 /* model     */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
+/* flash mdl */ ATTRIB(MachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
+/* flash eff */ ATTRIB(MachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
 /* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
index ee512cf32635c570c474744f9bd3d71910261da4..b458e2c37371baa1c916ad2d0b92c3a1abd56002 100644 (file)
@@ -270,7 +270,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), thiswep.m_id);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_MINELAYER_MUZZLEFLASH, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        entity mine = WarpZone_RefSys_SpawnSameRefSys(actor);
        mine.weaponentity_fld = weaponentity;
index 6d63e539b49099a558de124334f28fca34826281..b822eee68a162a3f327003d4f02e3a3318ab31a6 100644 (file)
@@ -10,6 +10,8 @@ CLASS(MineLayer, Weapon)
 /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
 #ifdef GAMEQC
 /* model     */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
+/* flash mdl */ ATTRIB(MineLayer, m_muzzlemodel, Model, MDL_MINELAYER_MUZZLEFLASH);
+/* flash eff */ ATTRIB(MineLayer, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
index 0769fe41a54ef0d9ed96d696ff77a7f7f476543e..6f37469f032dd6cc94e1bee71149d1d25215bcba 100644 (file)
@@ -154,7 +154,7 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage), thiswep.m_id);
        w_shotdir = v_forward; // no TrueAim for grenades please
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_GRENADE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        entity gren = new(grenade);
        gren.owner = gren.realowner = actor;
@@ -206,7 +206,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage), thiswep.m_id | HITTYPE_SECONDARY);
        w_shotdir = v_forward; // no TrueAim for grenades please
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_GRENADE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        gren = new(grenade);
        gren.owner = gren.realowner = actor;
index 4593442379a023b0dc0c80b86e66bd2cf2c9538c..97ee20791965e32f36c9ed2fc4bde13c4dc97859 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Mortar, Weapon)
 /* modelname */ ATTRIB(Mortar, mdl, string, "gl");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
+/* flash mdl */ ATTRIB(Mortar, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Mortar, m_muzzleeffect, entity, EFFECT_GRENADE_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
 /* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
index 9d3e25b3b2aeb5e4fe9e0d4e34cdf413d0452678..456e79c0319320f34da47fecfb0c4ebd5c2aca77 100644 (file)
@@ -10,7 +10,7 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
 
        W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots, deathtype);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_RIFLE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 2);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir * 2);
 
        if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
        {
index ae9a3b9aa5fa2b846800d280793f515b36e06baf..679a3fb0cdb271b85210be2ad6c8c25a6725a8ab 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Rifle, Weapon)
 /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
+/* flash mdl */ ATTRIB(Rifle, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Rifle, m_muzzleeffect, entity, EFFECT_RIFLE_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
index 389fdef17a84bd1ccde92c5be749374a5edd122a..c782b4eafc55de68a6d555359d617f17a5ae5efc 100644 (file)
@@ -171,7 +171,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v
        makevectors(actor.v_angle);
        W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? thiswep.m_id | HITTYPE_SECONDARY : thiswep.m_id));
        w_shotorg += f_diff;
-       W_MuzzleFlash(actor, weaponentity, EFFECT_SEEKER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        //actor.detornator         = false;
 
@@ -269,7 +269,8 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity)
        W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage), thiswep.m_id | HITTYPE_SECONDARY);
        w_shotorg += f_diff;
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       // uses hagar effects!
+       W_MuzzleFlash(WEP_HAGAR, actor, weaponentity, w_shotorg, w_shotdir);
 
        missile                                 = new(missile);
        missile.owner                   = missile.realowner = actor;
index 5690938137f19955987acc2b084fb4b92ebe2251..3e79ce252bdd7bb7461c306ce2e8f20664876845 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Seeker, Weapon)
 /* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
+/* flash mdl */ ATTRIB(Seeker, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Seeker, m_muzzleeffect, entity, EFFECT_SEEKER_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
 /* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
index 1757eeff49e9d22a1c11f723b62937538d6c7bcc..8928ec21c165a0ef981ebe10d7453decc36d37e5 100644 (file)
@@ -31,7 +31,7 @@ void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float
        if(lag && bullets > 0)
                antilag_restore_all(actor);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_SHOTGUN_MUZZLEFLASH, MDL_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        // casing code
        if(autocvar_g_casings >= 1)
index dc6dae157d7f81d345076370d116a92d332d1eb4..1c2d280102af276cdbca8e18baab892ca9910f61 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Shotgun, Weapon)
 /* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+/* flash mdl */ ATTRIB(Shotgun, m_muzzlemodel, Model, MDL_SHOTGUN_MUZZLEFLASH);
+/* flash eff */ ATTRIB(Shotgun, m_muzzleeffect, entity, EFFECT_SHOTGUN_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
 /* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
index 8b1e1bfce8f4038497685731e8e54bbe3f2667e3..918eeb84c9bedfbfb5c50f1ed64b3a24ab00cd36 100644 (file)
@@ -127,7 +127,8 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, WEP_CVAR_PRI(vaporizer, force), 0, 0, 0, 0, thiswep.m_id);
 
        // do this now, as goodhits is disabled below
-       W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
        SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
 
        if(yoda && flying)
@@ -187,7 +188,8 @@ void W_RocketMinsta_Attack2(entity actor, .entity weaponentity)
 
        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);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       // uses electro effects
+       W_MuzzleFlash(WEP_ELECTRO, actor, weaponentity, w_shotorg, w_shotdir);
 
     while(counter < total)
        {
@@ -239,7 +241,8 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity)
 
        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);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       // uses electro effects
+       W_MuzzleFlash(WEP_ELECTRO, actor, weaponentity, w_shotorg, w_shotdir);
 
     while(counter < total)
        {
index f87a800a921aeeba42b06d248cbb16e303559472..00dbf78ec48662679a72fc58d9e85ce5b5d9d3fa 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Vaporizer, Weapon)
 /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
+/* flash mdl */ ATTRIB(Vaporizer, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Vaporizer, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
 /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
index d8afd115db7d7ecdf3d1829a1219612256ffc0d8..bf179e374d3d24df2ddae085a84b33e124104765 100644 (file)
@@ -151,8 +151,9 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
 
        actor.vortex_lasthit = damage_goodhits;
 
-       //beam and muzzle flash done on client
-       W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
+       //beam done on client
+    vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
        SendCSQCVortexBeamParticle(charge);
 
        W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
index 783e42a8ea567d146eb1e1dae62f91d9d666d7f3..a2b0a4b1db0689513c614286f020264ecfc41b93 100644 (file)
@@ -10,6 +10,8 @@ CLASS(Vortex, Weapon)
 /* modelname */ ATTRIB(Vortex, mdl, string, "nex");
 #ifdef GAMEQC
 /* model     */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
+/* flash mdl */ ATTRIB(Vortex, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Vortex, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
 /* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
index 48d02d57b57d8017105521971fa632118b055282..4894b272439319fd76fb9c528bf0df61296cab51 100644 (file)
@@ -364,7 +364,7 @@ void FireGrapplingHook(entity actor, .entity weaponentity)
        vector oldmovedir = actor.(weaponentity).movedir;
        actor.(weaponentity).movedir = vs;
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', true, 0, SND_HOOK_FIRE, CH_WEAPON_B, 0, WEP_HOOK.m_id);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_HOOK_MUZZLEFLASH, MDL_Null, w_shotorg, '0 0 0');
+       W_MuzzleFlash(WEP_HOOK, actor, weaponentity, w_shotorg, '0 0 0');
        actor.(weaponentity).movedir = oldmovedir;
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);