]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vortex.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
index 7a30516ede14bf6a3387ba7699342c49972251dc..b3ba65c5056eba74be4d85dcde6874eff9e2a885 100644 (file)
@@ -148,16 +148,23 @@ MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
     entity player = M_ARGV(0, entity);
 
        // WEAPONTODO
-       float xyspeed = vlen(vec2(player.velocity));
-    .entity weaponentity = weaponentities[0]; // TODO: unhardcode
-       if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
-       {
-               // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
-               xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
-               float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
-               // add the extra charge
-               player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
-       }
+    if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
+        return;
+
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+    {
+        .entity weaponentity = weaponentities[slot];
+
+       if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed)))
+       {
+            float xyspeed = vlen(vec2(player.velocity));
+               // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
+               xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
+               float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
+               // add the extra charge
+               player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
+       }
+    }
 }
 
 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
@@ -215,9 +222,9 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
 
 .float vortex_chargepool_pauseregen_finished;
 
-METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
+METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    if(bot_aim(actor, 1000000, 0, 1, false))
+    if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
         PHYS_INPUT_BUTTON_ATCK(actor) = true;
     else
     {