X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhlac.qc;h=34481e6191fab3639e75dd8b6e05a45d9ac2c946;hb=4ee2d51965da9760ccdc68ac4edf4985ca0c90a4;hp=2fb16d6e35f0dd9a1c60ffc96a4034c22ff86596;hpb=2dbcd3c5a4a458b9e83f3b037ca1d951f73755c3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hlac.qc b/qcsrc/common/weapons/weapon/hlac.qc index 2fb16d6e3..34481e619 100644 --- a/qcsrc/common/weapons/weapon/hlac.qc +++ b/qcsrc/common/weapons/weapon/hlac.qc @@ -1,7 +1,6 @@ #include "hlac.qh" #ifdef SVQC -spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); } void W_HLAC_Touch(entity this, entity toucher) { @@ -13,7 +12,8 @@ void W_HLAC_Touch(entity this, entity toucher) isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); - RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher); + RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), + NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, this.weaponentity_fld, toucher); delete(this); } @@ -30,8 +30,8 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity) if(actor.crouch) spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod); - W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage)); - Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id); + W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; @@ -61,14 +61,15 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity) missile.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); - missile.projectiledeathtype = WEP_HLAC.m_id; + missile.projectiledeathtype = thiswep.m_id; + missile.weaponentity_fld = weaponentity; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); MUTATOR_CALLHOOK(EditProjectile, actor, missile); } -void W_HLAC_Attack2(entity actor, .entity weaponentity) +void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { entity missile; float spread; @@ -79,8 +80,8 @@ void W_HLAC_Attack2(entity actor, .entity weaponentity) if(actor.crouch) spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod); - W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage)); - Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY); + W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir); missile = new(hlacbolt); missile.owner = missile.realowner = actor; @@ -106,7 +107,8 @@ void W_HLAC_Attack2(entity actor, .entity weaponentity) IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); missile.missile_flags = MIF_SPLASH; - missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY; + missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY; + missile.weaponentity_fld = weaponentity; CSQCProjectile(missile, true, PROJECTILE_HLAC, true); @@ -125,16 +127,15 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int if(PHYS_INPUT_BUTTON_ATCK(actor)) { if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity)) - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } - int slot = weaponslot(weaponentity); - ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor); - W_HLAC_Attack(WEP_HLAC, actor, weaponentity); + ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor); + W_HLAC_Attack(thiswep, actor, weaponentity); actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame); } @@ -151,7 +152,7 @@ void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity) W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity); for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i) - W_HLAC_Attack2(actor, weaponentity); + W_HLAC_Attack2(thiswep, actor, weaponentity); if(!autocvar_g_norecoil) { @@ -189,14 +190,14 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity, } METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hlac, ammo); return ammo_amount; } METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hlac, ammo); return ammo_amount; } METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))