REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
#ifdef SVQC
-// enable when shockwave replaces shotgun
-#if 0
-METHOD(Shockwave, m_spawnfunc_hookreplace, Weapon(Shockwave this, entity e))
-{
- //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
- if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
- {
- return WEP_MACHINEGUN;
- }
- return this;
-}
-#endif
const float MAX_SHOCKWAVE_HITS = 10;
//#define DEBUG_SHOCKWAVE
// WEAPONTODO: replace with simpler method
vector nearest_on_line = (w_shotorg + a * w_shotdir);
- vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
+ vector nearest_to_attacker = NearestPointOnBoundingBox(center + head.mins, center + head.maxs, nearest_on_line);
if((vdist(head.WarpZone_findradius_dist, <=, WEP_CVAR(shockwave, blast_distance)))
&& (W_Shockwave_Attack_IsVisible(actor, head, nearest_on_line, w_shotorg, attack_endpos)))
METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR(shockwave, melee_range)))
- { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); }
+ { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false); }
else
- { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); }
+ { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false); }
}
METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{