From 9e8ea75b9aacffc5cfa18c8852c4dd9ffdbd3192 Mon Sep 17 00:00:00 2001 From: Mario Date: Sat, 17 Feb 2018 14:59:41 +1000 Subject: [PATCH] Give W_SetupShot a deathtype parameter, fixes some ugly hacks --- .../gamemodes/gamemode/nexball/sv_weapon.qc | 6 +++--- qcsrc/common/monsters/monster/mage.qc | 2 +- qcsrc/common/monsters/monster/spider.qc | 2 +- qcsrc/common/monsters/monster/wyvern.qc | 2 +- qcsrc/common/mutators/mutator/nades/nades.qc | 2 +- qcsrc/common/mutators/mutator/overkill/hmg.qc | 2 +- qcsrc/common/mutators/mutator/overkill/rpc.qc | 2 +- .../mutators/mutator/overkill/sv_overkill.qc | 3 --- qcsrc/common/turrets/turret/ewheel_weapon.qc | 2 +- qcsrc/common/turrets/turret/flac_weapon.qc | 2 +- qcsrc/common/turrets/turret/hellion_weapon.qc | 2 +- qcsrc/common/turrets/turret/hk_weapon.qc | 2 +- qcsrc/common/turrets/turret/machinegun_weapon.qc | 2 +- qcsrc/common/turrets/turret/mlrs_weapon.qc | 2 +- qcsrc/common/turrets/turret/phaser_weapon.qc | 2 +- qcsrc/common/turrets/turret/plasma_weapon.qc | 2 +- qcsrc/common/turrets/turret/tesla_weapon.qc | 2 +- qcsrc/common/turrets/turret/walker_weapon.qc | 2 +- qcsrc/common/vehicles/vehicle/racer_weapon.qc | 4 ++-- qcsrc/common/vehicles/vehicle/raptor_weapons.qc | 2 +- qcsrc/common/weapons/weapon/arc.qc | 7 ++++--- qcsrc/common/weapons/weapon/blaster.qc | 2 +- qcsrc/common/weapons/weapon/crylink.qc | 4 ++-- qcsrc/common/weapons/weapon/devastator.qc | 2 +- qcsrc/common/weapons/weapon/electro.qc | 6 ++++-- qcsrc/common/weapons/weapon/fireball.qc | 6 +++--- qcsrc/common/weapons/weapon/hagar.qc | 6 +++--- qcsrc/common/weapons/weapon/hlac.qc | 4 ++-- qcsrc/common/weapons/weapon/hook.qc | 2 +- qcsrc/common/weapons/weapon/machinegun.qc | 6 +++--- qcsrc/common/weapons/weapon/minelayer.qc | 2 +- qcsrc/common/weapons/weapon/mortar.qc | 4 ++-- qcsrc/common/weapons/weapon/porto.qc | 2 +- qcsrc/common/weapons/weapon/rifle.qc | 2 +- qcsrc/common/weapons/weapon/seeker.qc | 7 +++---- qcsrc/common/weapons/weapon/shockwave.qc | 4 ++-- qcsrc/common/weapons/weapon/shotgun.qc | 4 ++-- qcsrc/common/weapons/weapon/tuba.qc | 15 +++++++++------ qcsrc/common/weapons/weapon/vaporizer.qc | 15 +++------------ qcsrc/common/weapons/weapon/vortex.qc | 2 +- qcsrc/server/cheats.qc | 4 ++-- qcsrc/server/weapons/hitplot.qc | 4 ++-- qcsrc/server/weapons/hitplot.qh | 2 +- qcsrc/server/weapons/tracing.qc | 11 +++++++---- qcsrc/server/weapons/tracing.qh | 12 ++++++------ 45 files changed, 89 insertions(+), 93 deletions(-) diff --git a/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc b/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc index 3568f221b6..e26af77801 100644 --- a/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc +++ b/qcsrc/common/gamemodes/gamemode/nexball/sv_weapon.qc @@ -112,7 +112,7 @@ void W_Nexball_Attack(entity actor, .entity weaponentity, float t) if(!(ball = actor.ballcarried)) return; - W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0); + W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0, WEP_PORTO.m_id); // TODO: use ballstealer weapon here? we don't want duplicates in the scoreboard tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, NULL); if(trace_startsolid) { @@ -146,7 +146,7 @@ void W_Nexball_Attack2(entity actor, .entity weaponentity) if(actor.ballcarried.enemy) { entity _ball = actor.ballcarried; - W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0); + W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0, WEP_PORTO.m_id | HITTYPE_SECONDARY); // TODO: use the ball stealer weapon here? probably don't want duplicates DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32, _ball)); setthink(_ball, W_Nexball_Think); _ball.nextthink = time; @@ -156,7 +156,7 @@ void W_Nexball_Attack2(entity actor, .entity weaponentity) if(!autocvar_g_nexball_tackling) return; - W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0); + W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0, WEP_PORTO.m_id); entity missile = new(ballstealer); missile.owner = actor; diff --git a/qcsrc/common/monsters/monster/mage.qc b/qcsrc/common/monsters/monster/mage.qc index 8f328c8f83..beab98f0ac 100644 --- a/qcsrc/common/monsters/monster/mage.qc +++ b/qcsrc/common/monsters/monster/mage.qc @@ -12,7 +12,7 @@ METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weapon if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) { if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range; actor.enemy = Monster_FindTarget(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_MAGE.m_id); if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin); M_Mage_Attack_Spike(actor, w_shotdir); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready); diff --git a/qcsrc/common/monsters/monster/spider.qc b/qcsrc/common/monsters/monster/spider.qc index cd79ac40e2..12277d1d64 100644 --- a/qcsrc/common/monsters/monster/spider.qc +++ b/qcsrc/common/monsters/monster/spider.qc @@ -66,7 +66,7 @@ METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity actor.anim_finished = time + 1; } if (isPlayer) actor.enemy = Monster_FindTarget(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_SPIDER.m_id); if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin); M_Spider_Attack_Web(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready); diff --git a/qcsrc/common/monsters/monster/wyvern.qc b/qcsrc/common/monsters/monster/wyvern.qc index e38d8ffdb8..d596d7d33b 100644 --- a/qcsrc/common/monsters/monster/wyvern.qc +++ b/qcsrc/common/monsters/monster/wyvern.qc @@ -18,7 +18,7 @@ METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity TC(WyvernAttack, thiswep); if (fire & 1) if (time > actor.attack_finished_single[0] || weapon_prepareattack(thiswep, actor, weaponentity, false, 1.2)) { - if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0); + if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_WYVERN.m_id); if (IS_MONSTER(actor)) { actor.attack_finished_single[0] = time + 1.2; actor.anim_finished = time + 1.2; diff --git a/qcsrc/common/mutators/mutator/nades/nades.qc b/qcsrc/common/mutators/mutator/nades/nades.qc index 14b34512d9..f48a5d9e95 100644 --- a/qcsrc/common/mutators/mutator/nades/nades.qc +++ b/qcsrc/common/mutators/mutator/nades/nades.qc @@ -899,7 +899,7 @@ void toss_nade(entity e, bool set_owner, vector _velocity, float _time) makevectors(e.v_angle); // NOTE: always throw from first weapon entity? - W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0); + W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id); vector offset = (v_forward * autocvar_g_nades_throw_offset.x) + (v_right * autocvar_g_nades_throw_offset.y) diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qc b/qcsrc/common/mutators/mutator/overkill/hmg.qc index f88e52a9df..b9e01bd984 100644 --- a/qcsrc/common/mutators/mutator/overkill/hmg.qc +++ b/qcsrc/common/mutators/mutator/overkill/hmg.qc @@ -27,7 +27,7 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo), weaponentity); - W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage)); + W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage), WEP_HMG.m_id); if(!autocvar_g_norecoil) { diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qc b/qcsrc/common/mutators/mutator/overkill/rpc.qc index 76f7197e61..09e6ce29e4 100644 --- a/qcsrc/common/mutators/mutator/overkill/rpc.qc +++ b/qcsrc/common/mutators/mutator/overkill/rpc.qc @@ -68,7 +68,7 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea entity flash = spawn (); W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity); - W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage)); + W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage), WEP_RPC.m_id); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); PROJECTILE_MAKETRIGGER(missile); diff --git a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc index fab0b6ff96..20216f9283 100644 --- a/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc +++ b/qcsrc/common/mutators/mutator/overkill/sv_overkill.qc @@ -144,8 +144,6 @@ MUTATOR_HOOKFUNCTION(ok, PlayerPreThink) if(player.(weaponentity).m_weapon == WEP_Null && slot != 0) continue; - Weapon oldwep = player.(weaponentity).m_weapon; - player.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( player, weaponentity, @@ -160,7 +158,6 @@ MUTATOR_HOOKFUNCTION(ok, PlayerPreThink) WEP_CVAR_SEC(vaporizer, delay), WEP_CVAR_SEC(vaporizer, lifetime) ); - player.(weaponentity).m_weapon = oldwep; } } diff --git a/qcsrc/common/turrets/turret/ewheel_weapon.qc b/qcsrc/common/turrets/turret/ewheel_weapon.qc index fc22c3086c..4a0fe87c43 100644 --- a/qcsrc/common/turrets/turret/ewheel_weapon.qc +++ b/qcsrc/common/turrets/turret/ewheel_weapon.qc @@ -10,7 +10,7 @@ METHOD(EWheelAttack, wr_think, void(entity thiswep, entity actor, .entity weapon if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_EWheelAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_EWheelAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_EWHEEL.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; diff --git a/qcsrc/common/turrets/turret/flac_weapon.qc b/qcsrc/common/turrets/turret/flac_weapon.qc index 0195d57895..d9d7a3f142 100644 --- a/qcsrc/common/turrets/turret/flac_weapon.qc +++ b/qcsrc/common/turrets/turret/flac_weapon.qc @@ -10,7 +10,7 @@ METHOD(FlacAttack, wr_think, void(entity thiswep, entity actor, .entity weaponen if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_FlacAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_FLAC.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; diff --git a/qcsrc/common/turrets/turret/hellion_weapon.qc b/qcsrc/common/turrets/turret/hellion_weapon.qc index a1065dec1b..1c12a33c65 100644 --- a/qcsrc/common/turrets/turret/hellion_weapon.qc +++ b/qcsrc/common/turrets/turret/hellion_weapon.qc @@ -13,7 +13,7 @@ METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weapo if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_HELLION.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; diff --git a/qcsrc/common/turrets/turret/hk_weapon.qc b/qcsrc/common/turrets/turret/hk_weapon.qc index 9a243adaa7..3141b3d10f 100644 --- a/qcsrc/common/turrets/turret/hk_weapon.qc +++ b/qcsrc/common/turrets/turret/hk_weapon.qc @@ -18,7 +18,7 @@ METHOD(HunterKillerAttack, wr_think, void(entity thiswep, entity actor, .entity if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_HunterKillerAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_HunterKillerAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_HK.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; diff --git a/qcsrc/common/turrets/turret/machinegun_weapon.qc b/qcsrc/common/turrets/turret/machinegun_weapon.qc index 846b523437..619d7a9072 100644 --- a/qcsrc/common/turrets/turret/machinegun_weapon.qc +++ b/qcsrc/common/turrets/turret/machinegun_weapon.qc @@ -11,7 +11,7 @@ METHOD(MachineGunTurretAttack, wr_think, void(entity thiswep, entity actor, .ent if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) { if (isPlayer) { turret_initparams(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MachineGunTurretAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MachineGunTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_MACHINEGUN.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; diff --git a/qcsrc/common/turrets/turret/mlrs_weapon.qc b/qcsrc/common/turrets/turret/mlrs_weapon.qc index ccf309aaf7..75f2e8b4aa 100644 --- a/qcsrc/common/turrets/turret/mlrs_weapon.qc +++ b/qcsrc/common/turrets/turret/mlrs_weapon.qc @@ -9,7 +9,7 @@ METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, .entity we if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(machinegun, sustained_refire))) { if (isPlayer) { turret_initparams(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MLRSTurretAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MLRSTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_MLRS.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; diff --git a/qcsrc/common/turrets/turret/phaser_weapon.qc b/qcsrc/common/turrets/turret/phaser_weapon.qc index 3fb34fb14c..0a36276311 100644 --- a/qcsrc/common/turrets/turret/phaser_weapon.qc +++ b/qcsrc/common/turrets/turret/phaser_weapon.qc @@ -12,7 +12,7 @@ METHOD(PhaserTurretAttack, wr_think, void(entity thiswep, entity actor, .entity if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_PhaserTurretAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_PhaserTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_PHASER.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; diff --git a/qcsrc/common/turrets/turret/plasma_weapon.qc b/qcsrc/common/turrets/turret/plasma_weapon.qc index 7de7406e2d..de53de9840 100644 --- a/qcsrc/common/turrets/turret/plasma_weapon.qc +++ b/qcsrc/common/turrets/turret/plasma_weapon.qc @@ -8,7 +8,7 @@ METHOD(PlasmaAttack, wr_think, void(entity thiswep, entity actor, .entity weapon if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_PlasmaAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_PlasmaAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_PLASMA.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; diff --git a/qcsrc/common/turrets/turret/tesla_weapon.qc b/qcsrc/common/turrets/turret/tesla_weapon.qc index 4593cc9404..b62201eb98 100644 --- a/qcsrc/common/turrets/turret/tesla_weapon.qc +++ b/qcsrc/common/turrets/turret/tesla_weapon.qc @@ -10,7 +10,7 @@ METHOD(TeslaCoilTurretAttack, wr_think, void(entity thiswep, entity actor, .enti if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_TeslaCoilTurretAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_TeslaCoilTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_TESLA.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; diff --git a/qcsrc/common/turrets/turret/walker_weapon.qc b/qcsrc/common/turrets/turret/walker_weapon.qc index b418ce40d3..d81b738ed4 100644 --- a/qcsrc/common/turrets/turret/walker_weapon.qc +++ b/qcsrc/common/turrets/turret/walker_weapon.qc @@ -9,7 +9,7 @@ METHOD(WalkerTurretAttack, wr_think, void(entity thiswep, entity actor, .entity if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) { if (isPlayer) { turret_initparams(actor); - W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WalkerTurretAttack_FIRE, CH_WEAPON_B, 0); + W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WalkerTurretAttack_FIRE, CH_WEAPON_B, 0, DEATH_TURRET_WALK_GUN.m_id); actor.tur_shotdir_updated = w_shotdir; actor.tur_shotorg = w_shotorg; actor.tur_head = actor; diff --git a/qcsrc/common/vehicles/vehicle/racer_weapon.qc b/qcsrc/common/vehicles/vehicle/racer_weapon.qc index 02015eb8da..0e7222eb24 100644 --- a/qcsrc/common/vehicles/vehicle/racer_weapon.qc +++ b/qcsrc/common/vehicles/vehicle/racer_weapon.qc @@ -14,7 +14,7 @@ METHOD(RacerAttack, wr_think, void(entity thiswep, entity actor, .entity weapone veh.vehicle_energy -= autocvar_g_vehicle_racer_cannon_cost; veh.wait = time; } - if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0); + if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_WAKI_GUN.m_id); vector org = w_shotorg; vector dir = w_shotdir; entity bolt = vehicles_projectile(veh, EFFECT_RACER_MUZZLEFLASH.eent_eff_name, SND_LASERGUN_FIRE, @@ -26,7 +26,7 @@ METHOD(RacerAttack, wr_think, void(entity thiswep, entity actor, .entity weapone } if (fire & 2) if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) { - if (isPlayer) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0); + if (isPlayer) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_WAKI_ROCKET.m_id); racer_fire_rocket(player, w_shotorg, w_shotdir, NULL); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready); } diff --git a/qcsrc/common/vehicles/vehicle/raptor_weapons.qc b/qcsrc/common/vehicles/vehicle/raptor_weapons.qc index 7d7d7e71d1..37c4fc391f 100644 --- a/qcsrc/common/vehicles/vehicle/raptor_weapons.qc +++ b/qcsrc/common/vehicles/vehicle/raptor_weapons.qc @@ -10,7 +10,7 @@ METHOD(RaptorCannon, wr_think, void(entity thiswep, entity actor, .entity weapon float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4); if (fire & 1) if (weapon_prepareattack(thiswep, player, weaponentity, false, t)) { - if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0); + if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_RAPT_CANNON.m_id); vector org = w_shotorg; vector dir = w_shotdir; if (veh) { diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index 430bceb6d0..7169fae427 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -131,7 +131,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity); - W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY); Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -275,7 +275,8 @@ void W_Arc_Beam_Think(entity this) SND_Null, 0, WEP_CVAR(arc, beam_damage) * coefficient, - WEP_CVAR(arc, beam_range) + WEP_CVAR(arc, beam_range), + WEP_ARC.m_id ); // After teleport, "lock" the beam until the teleport is confirmed. @@ -562,7 +563,7 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity) void Arc_Smoke(entity actor, .entity weaponentity) { makevectors(actor.v_angle); - W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0); + W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect vector smoke_origin = w_shotorg + actor.velocity*frametime; if ( actor.arc_overheat > time ) diff --git a/qcsrc/common/weapons/weapon/blaster.qc b/qcsrc/common/weapons/weapon/blaster.qc index be66649609..ec1f070e3e 100644 --- a/qcsrc/common/weapons/weapon/blaster.qc +++ b/qcsrc/common/weapons/weapon/blaster.qc @@ -49,7 +49,7 @@ 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); + W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity missile = new(blasterbolt); diff --git a/qcsrc/common/weapons/weapon/crylink.qc b/qcsrc/common/weapons/weapon/crylink.qc index 94cf04f0f4..2710768668 100644 --- a/qcsrc/common/weapons/weapon/crylink.qc +++ b/qcsrc/common/weapons/weapon/crylink.qc @@ -297,7 +297,7 @@ void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity) if(WEP_CVAR_PRI(crylink, joinexplode)) maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage); - W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg); + W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg, WEP_CRYLINK.m_id); forward = v_forward; right = v_right; up = v_up; @@ -409,7 +409,7 @@ void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity) if(WEP_CVAR_SEC(crylink, joinexplode)) maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage); - W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg); + W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg, WEP_CRYLINK.m_id | HITTYPE_SECONDARY); forward = v_forward; right = v_right; up = v_up; diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index 3d0df1d476..0a046389c7 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -298,7 +298,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity) { 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)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), WEP_DEVASTATOR.m_id); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); entity missile = WarpZone_RefSys_SpawnSameRefSys(actor); diff --git a/qcsrc/common/weapons/weapon/electro.qc b/qcsrc/common/weapons/weapon/electro.qc index 8b85129463..2276b6042a 100644 --- a/qcsrc/common/weapons/weapon/electro.qc +++ b/qcsrc/common/weapons/weapon/electro.qc @@ -204,7 +204,8 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) 2, SND_ELECTRO_FIRE, CH_WEAPON_A, - WEP_CVAR_PRI(electro, damage) + WEP_CVAR_PRI(electro, damage), + WEP_ELECTRO.m_id ); Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -352,7 +353,8 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, - WEP_CVAR_SEC(electro, damage) + WEP_CVAR_SEC(electro, damage), + WEP_ELECTRO.m_id | HITTYPE_SECONDARY ); w_shotdir = v_forward; // no TrueAim for grenades please diff --git a/qcsrc/common/weapons/weapon/fireball.qc b/qcsrc/common/weapons/weapon/fireball.qc index dc33a8d59b..ef2eb91cad 100644 --- a/qcsrc/common/weapons/weapon/fireball.qc +++ b/qcsrc/common/weapons/weapon/fireball.qc @@ -135,7 +135,7 @@ void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float dam 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)); + 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); Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -175,7 +175,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity) void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector f_diff) { - W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0); + 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; Send_Effect(EFFECT_FIREBALL_PRE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); } @@ -272,7 +272,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity) f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_FIREBALL_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage), WEP_FIREBALL.m_id | HITTYPE_SECONDARY); traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor); w_shotorg = trace_endpos; diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index 82080dfd0a..bbd3ddb4ef 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -81,7 +81,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity); - W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), WEP_HAGAR.m_id); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -127,7 +127,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity); - W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -183,7 +183,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity) weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire)); - W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage)); + W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY); Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); forward = v_forward; diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index cdc0747c2b..49ad1c7394 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -30,7 +30,7 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity) if(actor.crouch) 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)); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), WEP_HLAC.m_id); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); if(!autocvar_g_norecoil) { @@ -80,7 +80,7 @@ void W_HLAC_Attack2(entity actor, .entity weaponentity) if(actor.crouch) 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)); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), WEP_HLAC.m_id | HITTYPE_SECONDARY); Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); missile = new(hlacbolt); diff --git a/qcsrc/common/weapons/weapon/hook.qc b/qcsrc/common/weapons/weapon/hook.qc index c8cf49f174..e04376b2f4 100644 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@ -69,7 +69,7 @@ void W_Hook_Touch2(entity this, entity toucher) 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, weaponentity, 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), WEP_HOOK.m_id | HITTYPE_SECONDARY); entity gren = new(hookbomb); gren.owner = gren.realowner = actor; diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 80567c2955..b5c3bf2fa4 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -50,7 +50,7 @@ void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity) void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity) { - W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage))); + W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; @@ -129,7 +129,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity); - W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); + W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), WEP_MACHINEGUN.m_id); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; @@ -159,7 +159,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); + W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), WEP_MACHINEGUN.m_id); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; diff --git a/qcsrc/common/weapons/weapon/minelayer.qc b/qcsrc/common/weapons/weapon/minelayer.qc index 411ac7b9b1..25bad729fd 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@ -283,7 +283,7 @@ 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)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), WEP_MINE_LAYER.m_id); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); mine = WarpZone_RefSys_SpawnSameRefSys(actor); diff --git a/qcsrc/common/weapons/weapon/mortar.qc b/qcsrc/common/weapons/weapon/mortar.qc index cd56bb387e..2dcde20d04 100644 --- a/qcsrc/common/weapons/weapon/mortar.qc +++ b/qcsrc/common/weapons/weapon/mortar.qc @@ -151,7 +151,7 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(mortar, ammo), 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)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage), WEP_MORTAR.m_id); w_shotdir = v_forward; // no TrueAim for grenades please Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -203,7 +203,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(mortar, ammo), 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)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage), WEP_MORTAR.m_id | HITTYPE_SECONDARY); w_shotdir = v_forward; // no TrueAim for grenades please Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); diff --git a/qcsrc/common/weapons/weapon/porto.qc b/qcsrc/common/weapons/weapon/porto.qc index a134c03ab5..f778e164bd 100644 --- a/qcsrc/common/weapons/weapon/porto.qc +++ b/qcsrc/common/weapons/weapon/porto.qc @@ -202,7 +202,7 @@ void W_Porto_Attack(entity actor, .entity weaponentity, float type) { entity gren; - W_SetupShot(actor, weaponentity, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0); + W_SetupShot(actor, weaponentity, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0, WEP_PORTO.m_id); // TODO: does the deathtype even need to be set here? porto can't hurt people // always shoot from the eye w_shotdir = v_forward; w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward; diff --git a/qcsrc/common/weapons/weapon/rifle.qc b/qcsrc/common/weapons/weapon/rifle.qc index afd02f5740..1740c45d84 100644 --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@ -8,7 +8,7 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity); - W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots); + W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots, deathtype); Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1); diff --git a/qcsrc/common/weapons/weapon/seeker.qc b/qcsrc/common/weapons/weapon/seeker.qc index 494697403d..0f0c426ecc 100644 --- a/qcsrc/common/weapons/weapon/seeker.qc +++ b/qcsrc/common/weapons/weapon/seeker.qc @@ -169,7 +169,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity); makevectors(actor.v_angle); - W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0); + W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? WEP_SEEKER.m_id | HITTYPE_SECONDARY : WEP_SEEKER.m_id)); w_shotorg += f_diff; Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -266,7 +266,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity) f_diff = '+1.25 +3.75 0'; break; } - W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage), WEP_SEEKER.m_id | HITTYPE_SECONDARY); w_shotorg += f_diff; Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); @@ -281,7 +281,6 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity) missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand); missile.solid = SOLID_BBOX; set_movetype(missile, MOVETYPE_FLY); - missile.projectiledeathtype = WEP_SEEKER.m_id; missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY; missile.weaponentity_fld = weaponentity; missile.flags = FL_PROJECTILE; @@ -492,7 +491,7 @@ void W_Seeker_Fire_Tag(Weapon thiswep, entity actor, .entity weaponentity) { W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, tag_ammo), weaponentity); - W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count)); + W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_TAG_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count), WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY); entity missile = new(seeker_tag); missile.weaponentity_fld = weaponentity; diff --git a/qcsrc/common/weapons/weapon/shockwave.qc b/qcsrc/common/weapons/weapon/shockwave.qc index af158c7df6..7c775be2fd 100644 --- a/qcsrc/common/weapons/weapon/shockwave.qc +++ b/qcsrc/common/weapons/weapon/shockwave.qc @@ -157,7 +157,7 @@ void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int f setthink(meleetemp, W_Shockwave_Melee_Think); meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(actor); meleetemp.weaponentity_fld = weaponentity; - W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range)); + W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range), WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY); } // SHOCKWAVE ATTACK MODE @@ -280,7 +280,7 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) float i, queue = 0; // set up the shot direction - W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage)); + W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage), WEP_SHOCKWAVE.m_id); vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance))); WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor); vector attack_hitpos = trace_endpos; diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index 56e1132086..7cabd77103 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -6,7 +6,7 @@ void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float { W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity); - W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets)); + W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets), WEP_SHOTGUN.m_id); for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1) fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0); @@ -137,7 +137,7 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f setthink(meleetemp, W_Shotgun_Melee_Think); meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor); meleetemp.weaponentity_fld = weaponentity; - W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range)); + W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range), WEP_SHOTGUN.m_id | HITTYPE_SECONDARY); } // alternate secondary weapon frames diff --git a/qcsrc/common/weapons/weapon/tuba.qc b/qcsrc/common/weapons/weapon/tuba.qc index 3066887175..5d9abce339 100644 --- a/qcsrc/common/weapons/weapon/tuba.qc +++ b/qcsrc/common/weapons/weapon/tuba.qc @@ -268,11 +268,7 @@ void W_Tuba_NoteThink(entity this) void W_Tuba_NoteOn(entity actor, .entity weaponentity, float hittype) { vector o; - float n; - - W_SetupShot(actor, weaponentity, false, 2, SND_Null, 0, WEP_CVAR(tuba, damage)); - - n = W_Tuba_GetNote(actor, hittype); + float n = W_Tuba_GetNote(actor, hittype); hittype = 0; if(actor.(weaponentity).tuba_instrument & 1) @@ -280,6 +276,8 @@ void W_Tuba_NoteOn(entity actor, .entity weaponentity, float hittype) if(actor.(weaponentity).tuba_instrument & 2) hittype |= HITTYPE_BOUNCE; + W_SetupShot(actor, weaponentity, false, 2, SND_Null, 0, WEP_CVAR(tuba, damage), hittype | WEP_TUBA.m_id); + if(actor.(weaponentity).tuba_note) { if(actor.(weaponentity).tuba_note.cnt != n || actor.(weaponentity).tuba_note.tuba_instrument != actor.(weaponentity).tuba_instrument) @@ -378,7 +376,12 @@ METHOD(Tuba, wr_reload, void(Tuba this, entity actor, .entity weaponentity)) actor.(weaponentity).weaponname = "tuba"; break; } - W_SetupShot(actor, weaponentity, false, 0, SND_Null, 0, 0); + int hittype = 0; + if(actor.(weaponentity).tuba_instrument & 1) + hittype |= HITTYPE_SECONDARY; + if(actor.(weaponentity).tuba_instrument & 2) + hittype |= HITTYPE_BOUNCE; + W_SetupShot(actor, weaponentity, false, 0, SND_Null, 0, 0, hittype | WEP_TUBA.m_id); Send_Effect(EFFECT_TELEPORT, w_shotorg, '0 0 0', 1); actor.(weaponentity).state = WS_INUSE; weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, 0.5, w_ready); diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index 4c049c1d1d..c2a9491be2 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -122,7 +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); @@ -189,10 +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); @@ -244,10 +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); @@ -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); diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index 7790d681ff..7e5da5c5ac 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -125,7 +125,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i mydmg *= charge; myforce *= charge; - W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg); + W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, WEP_VORTEX.m_id); if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound { sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM); diff --git a/qcsrc/server/cheats.qc b/qcsrc/server/cheats.qc index 9608ee7923..976d5a7b94 100644 --- a/qcsrc/server/cheats.qc +++ b/qcsrc/server/cheats.qc @@ -329,7 +329,7 @@ float CheatCommand(entity this, int argc) // arguments: // effectname effectnum = _particleeffectnum(argv(1)); - W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0); + W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0, 0); traceline(w_shotorg, w_shotorg + w_shotdir * max_shot_distance, MOVE_NORMAL, this); __trailparticles(this, effectnum, w_shotorg, trace_endpos); DID_CHEAT(); @@ -344,7 +344,7 @@ float CheatCommand(entity this, int argc) // arguments: // modelname mode f = stof(argv(2)); - W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0); + W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0, 0); traceline(w_shotorg, w_shotorg + w_shotdir * 2048, MOVE_NORMAL, this); if((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) || trace_fraction == 1) { diff --git a/qcsrc/server/weapons/hitplot.qc b/qcsrc/server/weapons/hitplot.qc index fb13bd1b9e..81116b4195 100644 --- a/qcsrc/server/weapons/hitplot.qc +++ b/qcsrc/server/weapons/hitplot.qc @@ -54,7 +54,7 @@ vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforw return ret; } -void W_HitPlotAnalysis(entity player, .entity weaponentity, vector screenforward, vector screenright, vector screenup) +void W_HitPlotAnalysis(entity player, Weapon wep, vector screenforward, vector screenright, vector screenup) { if(CS(player).hitplotfh >= 0) { @@ -72,7 +72,7 @@ void W_HitPlotAnalysis(entity player, .entity weaponentity, vector screenforward antilag_takeback(trace_ent, store, time - lag); vector hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos); antilag_restore(trace_ent, store); - fputs(CS(player).hitplotfh, strcat(ftos(hitplot.x), " ", ftos(hitplot.y), " ", ftos(hitplot.z), " ", ftos(player.(weaponentity).m_switchweapon.m_id), "\n")); + fputs(CS(player).hitplotfh, strcat(ftos(hitplot.x), " ", ftos(hitplot.y), " ", ftos(hitplot.z), " ", ftos(wep.m_id), "\n")); //print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n")); } } diff --git a/qcsrc/server/weapons/hitplot.qh b/qcsrc/server/weapons/hitplot.qh index 89f7f50504..9596f1dc17 100644 --- a/qcsrc/server/weapons/hitplot.qh +++ b/qcsrc/server/weapons/hitplot.qh @@ -2,6 +2,6 @@ .float hitplotfh; -void W_HitPlotAnalysis(entity player, .entity weaponentity, vector screenforward, vector screenright, vector screenup); +void W_HitPlotAnalysis(entity player, Weapon wep, vector screenforward, vector screenright, vector screenup); void W_HitPlotOpen(entity player); void W_HitPlotClose(entity player); diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index c22fdd0fe5..772809d658 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -24,14 +24,17 @@ // this function calculates w_shotorg and w_shotdir based on the weapon model // offset, trueaim and antilag, and won't put w_shotorg inside a wall. // make sure you call makevectors first (FIXME?) -void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range) +void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range, int deathtype) { TC(Sound, snd); float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us? float oldsolid = ent.dphitcontentsmask; + Weapon wep = DEATH_WEAPONOF(deathtype); + if (wep == WEP_Null) + wep = ent.(weaponentity).m_weapon; // TODO: don't fall back, if the attack isn't a weapon we don't want it to affect the user's held weapon! if(!IS_CLIENT(ent)) antilag = false; // no antilag for non-clients! - if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS)) + if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS)) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -57,10 +60,10 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect // track max damage if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent)) - accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0); + accuracy_add(ent, wep.m_id, maxdamage, 0); if(IS_PLAYER(ent)) - W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up); + W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up); vector md = ent.(weaponentity).movedir; vector vecs = ((md.x > 0) ? md : '0 0 0'); diff --git a/qcsrc/server/weapons/tracing.qh b/qcsrc/server/weapons/tracing.qh index 3fa16d6545..9224a970cf 100644 --- a/qcsrc/server/weapons/tracing.qh +++ b/qcsrc/server/weapons/tracing.qh @@ -10,13 +10,13 @@ vector w_shotend; // this function calculates w_shotorg and w_shotdir based on the weapon model // offset, trueaim and antilag, and won't put w_shotorg inside a wall. // make sure you call makevectors first (FIXME?) -void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range); +void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range, int deathtype); -#define W_SetupShot_Dir_ProjectileSize(ent,wepent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, max_shot_distance) -#define W_SetupShot_ProjectileSize(ent,wepent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, wepent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage) -#define W_SetupShot_Dir(ent,wepent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage) -#define W_SetupShot(ent,wepent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, wepent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage) -#define W_SetupShot_Range(ent,wepent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range) +#define W_SetupShot_Dir_ProjectileSize(ent,wepent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage,deathtype) W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, max_shot_distance, deathtype) +#define W_SetupShot_ProjectileSize(ent,wepent,mi,ma,antilag,recoil,snd,chan,maxdamage,deathtype) W_SetupShot_Dir_ProjectileSize(ent, wepent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) +#define W_SetupShot_Dir(ent,wepent,s_forward,antilag,recoil,snd,chan,maxdamage,deathtype) W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype) +#define W_SetupShot(ent,wepent,antilag,recoil,snd,chan,maxdamage,deathtype) W_SetupShot_ProjectileSize(ent, wepent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype) +#define W_SetupShot_Range(ent,wepent,antilag,recoil,snd,chan,maxdamage,range,deathtype) W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range, deathtype) vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute); -- 2.39.2