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), WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY);
+ W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range), thiswep.m_id | HITTYPE_SECONDARY);
}
// SHOCKWAVE ATTACK MODE
WriteByte(MSG_BROADCAST, etof(actor));
}
-void W_Shockwave_Attack(entity actor, .entity weaponentity)
+void W_Shockwave_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
// declarations
float multiplier, multiplier_from_accuracy, multiplier_from_distance;
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), WEP_SHOCKWAVE.m_id);
+ W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage), thiswep.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;
WEP_CVAR(shockwave, blast_splash_edgedamage),
WEP_CVAR(shockwave, blast_splash_radius),
w_shotdir * WEP_CVAR(shockwave, blast_splash_force),
- WEP_SHOCKWAVE.m_id,
+ thiswep.m_id,
0,
actor
);
actor,
actor,
final_damage,
- WEP_SHOCKWAVE.m_id,
+ thiswep.m_id,
weaponentity,
head.origin,
final_force
actor,
actor,
final_damage,
- WEP_SHOCKWAVE.m_id,
+ thiswep.m_id,
weaponentity,
head.origin,
final_force
);
if(accuracy_isgooddamage(actor, head))
- accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage);
+ accuracy_add(actor, thiswep.m_id, 0, final_damage);
#ifdef DEBUG_SHOCKWAVE
LOG_INFOF(
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
{
- W_Shockwave_Attack(actor, weaponentity);
+ W_Shockwave_Attack(thiswep, actor, weaponentity);
actor.(weaponentity).shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
}