X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Foknex.qc;h=e1b26c36d17c790ab334067c0dcd198c5ef13028;hb=797bf448a96c0c13d783c7c919bb2caf6fa16707;hp=a52ac30e14b21455fc1fc1c60611ab49d895dda2;hpb=2361b0cb5229a8af78ce0b4afde56ed32d48e50a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/overkill/oknex.qc b/qcsrc/common/mutators/mutator/overkill/oknex.qc index a52ac30e1..e1b26c36d 100644 --- a/qcsrc/common/mutators/mutator/overkill/oknex.qc +++ b/qcsrc/common/mutators/mutator/overkill/oknex.qc @@ -82,7 +82,7 @@ void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, fl mydmg *= charge; myforce *= charge; - W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg); + W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, thiswep.m_id); if(charge > WEP_CVAR(oknex, charge_animlimit) && WEP_CVAR(oknex, charge_animlimit)) // if the OverkillNex is overcharged, we play an extra sound { sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(oknex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(oknex, charge_animlimit)), ATTN_NORM); @@ -90,7 +90,7 @@ void W_OverkillNex_Attack(Weapon thiswep, entity actor, .entity weaponentity, fl yoda = 0; damage_goodhits = 0; - FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_OVERKILL_NEX.m_id); + FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id); if(yoda && flying) Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); @@ -140,25 +140,7 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone { // Secondary uses it's own refire timer if refire_type is 1. actor.jump_interval = time + WEP_CVAR_SEC(oknex, refire) * W_WeaponRateFactor(actor); - // Ugly hack to reuse the fire mode of the blaster. - makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; - W_Blaster_Attack( - actor, - weaponentity, - WEP_BLASTER.m_id | HITTYPE_SECONDARY, - WEP_CVAR_SEC(oknex, shotangle), - WEP_CVAR_SEC(oknex, damage), - WEP_CVAR_SEC(oknex, edgedamage), - WEP_CVAR_SEC(oknex, radius), - WEP_CVAR_SEC(oknex, force), - WEP_CVAR_SEC(oknex, speed), - WEP_CVAR_SEC(oknex, spread), - WEP_CVAR_SEC(oknex, delay), - WEP_CVAR_SEC(oknex, lifetime) - ); - actor.(weaponentity).m_weapon = oldwep; + BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity); if ((actor.(weaponentity).wframe == WFRAME_IDLE) || (actor.(weaponentity).wframe == WFRAME_FIRE2)) { @@ -200,25 +182,7 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone { return; } - // ugly instagib hack to reuse the fire mode of the laser - makevectors(actor.v_angle); - Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack - actor.(weaponentity).m_weapon = WEP_BLASTER; - W_Blaster_Attack( - actor, - weaponentity, - WEP_BLASTER.m_id | HITTYPE_SECONDARY, - WEP_CVAR_SEC(oknex, shotangle), - WEP_CVAR_SEC(oknex, damage), - WEP_CVAR_SEC(oknex, edgedamage), - WEP_CVAR_SEC(oknex, radius), - WEP_CVAR_SEC(oknex, force), - WEP_CVAR_SEC(oknex, speed), - WEP_CVAR_SEC(oknex, spread), - WEP_CVAR_SEC(oknex, delay), - WEP_CVAR_SEC(oknex, lifetime) - ); - actor.(weaponentity).m_weapon = oldwep; + BLASTER_SECONDARY_ATTACK(oknex, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(oknex, animtime), w_ready); return; } @@ -304,8 +268,8 @@ METHOD(OverkillNex, wr_setup, void(entity thiswep, entity actor, .entity weapone METHOD(OverkillNex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo); - ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_PRI(oknex, ammo)); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(oknex, ammo); + ammo_amount += (autocvar_g_balance_oknex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(oknex, ammo)); return ammo_amount; } @@ -314,8 +278,8 @@ METHOD(OverkillNex, wr_checkammo2, bool(entity thiswep, entity actor, .entity we if (WEP_CVAR(oknex, secondary)) { // don't allow charging if we don't have enough ammo - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_NEX.m_id]) >= WEP_CVAR_SEC(oknex, ammo); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(oknex, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(oknex, ammo); return ammo_amount; } else