/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells);
/* impulse */ ATTRIB(Vaporizer, impulse, int, 7);
/* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN);
-/* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, 10000);
/* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
/* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
#ifdef GAMEQC
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+ FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
// do this now, as goodhits is disabled below
SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)), weaponentity);
}
-void W_RocketMinsta_Laser_Explode (entity this)
+void W_RocketMinsta_Laser_Explode (entity this, entity directhitentity)
{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(this.realowner, other))
- if(!IS_DEAD(other))
- if(IsFlying(other))
+ if(directhitentity.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(directhitentity))
+ if(DIFF_TEAM(this.realowner, directhitentity))
+ if(!IS_DEAD(directhitentity))
+ if(IsFlying(directhitentity))
Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other);
+ RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, directhitentity);
delete(this);
}
void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
{
- W_RocketMinsta_Laser_Explode(this);
+ W_RocketMinsta_Laser_Explode(this, trigger); // we probably don't want trigger used here, but this matches closest to old behaviour
}
void W_RocketMinsta_Laser_Touch(entity this, entity toucher)