]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shockwave.qc
Merge branch 'master' into TimePath/stats
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shockwave.qc
index 49737537b04ffb23842567e09fe84eb00afd3411..b795cb7e9f393559e6d2d02a9226bafecebc4c18 100644 (file)
@@ -73,7 +73,7 @@ REGISTER_WEAPON(SHOCKWAVE, NEW(Shockwave));
 SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #ifdef CSQC
-void Net_ReadShockwaveParticle(void);
+void Net_ReadShockwaveParticle();
 .vector sw_shotorg;
 .vector sw_shotdir;
 .float sw_distance;
@@ -83,6 +83,9 @@ void Net_ReadShockwaveParticle(void);
 #endif
 #endif
 #ifdef IMPLEMENTATION
+
+REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
+
 #ifdef SVQC
 spawnfunc(weapon_shockwave)
 {
@@ -107,7 +110,7 @@ float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
 
 // MELEE ATTACK MODE
-void W_Shockwave_Melee_Think(void)
+void W_Shockwave_Melee_Think()
 {SELFPARAM();
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -335,10 +338,9 @@ float W_Shockwave_Attack_CheckHit(
        return true;
 }
 
-void W_Shockwave_Send(void)
+void W_Shockwave_Send()
 {SELFPARAM();
-       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
-       WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
+       WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
        WriteCoord(MSG_BROADCAST, w_shotorg.x);
        WriteCoord(MSG_BROADCAST, w_shotorg.y);
        WriteCoord(MSG_BROADCAST, w_shotorg.z);
@@ -351,7 +353,7 @@ void W_Shockwave_Send(void)
        WriteByte(MSG_BROADCAST, num_for_edict(self));
 }
 
-void W_Shockwave_Attack(void)
+void W_Shockwave_Attack()
 {SELFPARAM();
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
@@ -833,7 +835,13 @@ void Draw_Shockwave(entity this)
        }
 }
 
-void Net_ReadShockwaveParticle(void)
+NET_HANDLE(TE_CSQC_SHOCKWAVEPARTICLE, bool isNew)
+{
+       Net_ReadShockwaveParticle();
+       return true;
+}
+
+void Net_ReadShockwaveParticle()
 {
        entity shockwave;
        shockwave = spawn();