]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
weapons: fix being able to switch to no weapon
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index 3f57a3bb39a7ae54368cb6609db387700949d38a..2d9dd23886b99e8f472fb46509252b29d54bf7e6 100644 (file)
@@ -25,7 +25,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
        float oldsolid;
        vector vecs, dv;
        oldsolid = ent.dphitcontentsmask;
-       if(ent.weapon == WEP_RIFLE.m_id)
+       if(PS(ent).m_weapon == WEP_RIFLE)
                ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
        else
                ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
@@ -51,13 +51,14 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m
 
        // track max damage
        if(accuracy_canbegooddamage(ent))
-               accuracy_add(ent, ent.weapon, maxdamage, 0);
+               accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0);
 
        W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
 
-       int slot = 0; // TODO: unhardcode
-       if(ent.weaponentity[slot].movedir.x > 0)
-               vecs = ent.weaponentity[slot].movedir;
+       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+       vector md = ent.(weaponentity).movedir;
+       if(md.x > 0)
+               vecs = md;
        else
                vecs = '0 0 0';
 
@@ -330,7 +331,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
        }
 
        // calculate hits and fired shots for hitscan
-       accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
+       accuracy_add(self, PS(self).m_weapon.m_id, 0, min(bdamage, totaldmg));
 
        trace_endpos = endpoint;
        trace_ent = endent;
@@ -433,7 +434,7 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat
                                // do not exceed 100%
                                float added_damage = min(damage - total_damage, damage * solid_penetration_left);
                                total_damage += damage * solid_penetration_left;
-                               accuracy_add(self, self.weapon, 0, added_damage);
+                               accuracy_add(self, PS(self).m_weapon.m_id, 0, added_damage);
                        }
                }