]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/tracing.qc
Use the weapon instead of its ID in accuracy_add
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
index 570d976db1d664505d01f6484fdaab7db7fa518d..a1d16b50b0cb6b91861ca21ec76c8d5fdf779a62 100644 (file)
@@ -57,7 +57,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect
 
        // track max damage
        if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
-               accuracy_add(ent, wep.m_id, maxdamage, 0);
+               accuracy_add(ent, wep, maxdamage, 0);
 
        if(IS_PLAYER(ent))
                W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
@@ -266,7 +266,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
        //explosion = spawn();
 
        // Find all non-hit players the beam passed close by
-       if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
+       if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
        {
                FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
                        if(!it.railgunhit)
@@ -321,7 +321,8 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector
        IL_CLEAR(g_railgunhit);
 
        // calculate hits and fired shots for hitscan
-       accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
+       if(this.(weaponentity))
+               accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
 
        trace_endpos = endpoint;
        trace_ent = endent;
@@ -421,7 +422,7 @@ void fireBullet(entity this, .entity weaponentity, vector start, vector dir, flo
                                // do not exceed 100%
                                float added_damage = min(damage - total_damage, damage * solid_penetration_left);
                                total_damage += damage * solid_penetration_left;
-                               accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
+                               accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
                        }
                }