]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
Merge branch 'Mario/arc_sounds' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index c8fe77c58e5d087a7f53636a602b6301f320ff0f..759dc35eaecbb4496924c3b1e25c492f4b26ab0c 100644 (file)
@@ -4,7 +4,7 @@ REGISTER_WEAPON(
 /* function  */ W_Shockwave,
 /* ammotype  */ ammo_none,
 /* impulse   */ 2,
-/* flags     */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN,
+/* flags     */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED,
 /* rating    */ BOT_PICKUP_RATING_LOW,
 /* color     */ '0.5 0.25 0',
 /* modelname */ "shotgun",
@@ -94,7 +94,7 @@ void spawnfunc_weapon_shockwave(void)
 }
 
 #define MAX_SHOCKWAVE_HITS 10
-#define DEBUG_SHOCKWAVE
+//#define DEBUG_SHOCKWAVE
 
 .float swing_prev;
 .entity swing_alreadyhit;
@@ -153,10 +153,12 @@ void W_Shockwave_Melee_Think(void)
                );
                
                // draw lightning beams for debugging
+#ifdef DEBUG_SHOCKWAVE
                te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); 
                te_customflash(targpos, 40,  2, '1 1 1');
+#endif
                
-               is_player = (trace_ent.classname == "player" || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
+               is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
 
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
                        && (trace_ent.takedamage == DAMAGE_AIM)  
@@ -708,12 +710,12 @@ float W_Shockwave(float req)
                case WR_INIT:
                {
                        precache_model("models/uziflash.md3");
-                       precache_model("models/weapons/g_shockwave.md3");
-                       precache_model("models/weapons/v_shockwave.md3");
-                       precache_model("models/weapons/h_shockwave.iqm");
+                       precache_model("models/weapons/g_shotgun.md3");
+                       precache_model("models/weapons/v_shotgun.md3");
+                       precache_model("models/weapons/h_shotgun.iqm");
                        precache_sound("misc/itempickup.wav");
-                       precache_sound("weapons/shockwave_fire.wav");
-                       precache_sound("weapons/shockwave_melee.wav");
+                       precache_sound("weapons/lasergun_fire.wav");
+                       precache_sound("weapons/shotgun_melee.wav");
                        SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }