]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/electro.qc
Correctly show particle fx and decal when an electro orb stuck on the ceiling explodes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
index 0e2ef52cd0c1df80755a7330b86113dfdb0e8871..9409819e9c15b8569fa5623ede91e841984224dc 100644 (file)
@@ -49,6 +49,7 @@ void W_Electro_ExplodeCombo(entity this)
        W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
 
        this.event_damage = func_null;
+       this.velocity = this.movedir; // particle fx and decals need .velocity
 
        RadiusDamage(
                this,
@@ -78,6 +79,7 @@ void W_Electro_Explode(entity this, entity directhitentity)
 
        this.event_damage = func_null;
        this.takedamage = DAMAGE_NO;
+       this.velocity = this.movedir; // particle fx and decals need .velocity
 
        if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
        {
@@ -248,6 +250,37 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
        // proj.com_phys_vel = proj.velocity;
 }
 
+void W_Electro_Orb_Follow_Think(entity this)
+{
+       if (time > this.death_time)
+       {
+               adaptor_think2use_hittype_splash(this);
+               return;
+       }
+       if (this.move_movetype == MOVETYPE_FOLLOW)
+       {
+               int lost = LostMovetypeFollow(this);
+               if (lost == 2)
+               {
+                       // FIXME if player disconnected, it isn't possible to drop the orb at player's origin
+                       // see comment in LostMovetypeFollow implementation
+                       delete(this);
+                       return;
+               }
+               if (lost)
+               {
+                       // drop the orb at the corpse's location
+                       PROJECTILE_MAKETRIGGER(this);
+                       set_movetype(this, MOVETYPE_TOSS);
+
+                       setthink(this, adaptor_think2use_hittype_splash);
+                       this.nextthink = this.death_time;
+                       return;
+               }
+       }
+       this.nextthink = time;
+}
+
 void W_Electro_Orb_Stick(entity this, entity to)
 {
        entity newproj = spawn();
@@ -263,6 +296,8 @@ void W_Electro_Orb_Stick(entity this, entity to)
        setsize(newproj, this.mins, this.maxs);
        newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
 
+       newproj.movedir = -trace_plane_normal;
+
        newproj.takedamage = this.takedamage;
        newproj.damageforcescale = this.damageforcescale;
        SetResourceExplicit(newproj, RES_HEALTH, GetResource(this, RES_HEALTH));
@@ -276,8 +311,7 @@ void W_Electro_Orb_Stick(entity this, entity to)
        newproj.weaponentity_fld = this.weaponentity_fld;
 
        settouch(newproj, func_null);
-       setthink(newproj, getthink(this));
-       newproj.nextthink = this.nextthink;
+       newproj.death_time = this.death_time;
        newproj.use = this.use;
        newproj.flags = this.flags;
        IL_PUSH(g_projectiles, newproj);
@@ -292,7 +326,17 @@ void W_Electro_Orb_Stick(entity this, entity to)
        delete(this);
 
        if(to)
+       {
                SetMovetypeFollow(newproj, to);
+
+               setthink(newproj, W_Electro_Orb_Follow_Think);
+               newproj.nextthink = time;
+       }
+       else
+       {
+               setthink(newproj, adaptor_think2use_hittype_splash);
+               newproj.nextthink = newproj.death_time;
+       }
 }
 
 void W_Electro_Orb_Touch(entity this, entity toucher)
@@ -375,6 +419,7 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
        proj.bot_dodge = true;
        proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);
        proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
+       proj.death_time = time + WEP_CVAR_SEC(electro, lifetime);
        PROJECTILE_MAKETRIGGER(proj);
        proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
        proj.weaponentity_fld = weaponentity;