X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fshockwave.qc;h=8fe3a4866e941f66e4abd5ac0aac183f25fc7151;hb=991de5e6922cd3c283de56c3249624f0f1bfe767;hp=e9d55b24232353c0a5f086f5b40373f60b17f0c3;hpb=b465997efce43e701dc89d56d82b5ae510505056;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/shockwave.qc b/qcsrc/common/weapons/weapon/shockwave.qc index e9d55b242..8fe3a4866 100644 --- a/qcsrc/common/weapons/weapon/shockwave.qc +++ b/qcsrc/common/weapons/weapon/shockwave.qc @@ -106,7 +106,7 @@ void W_Shockwave_Melee_Think(entity this) // handle accuracy if(accuracy_isgooddamage(this.realowner, target_victim)) - { accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); } + { accuracy_add(this.realowner, WEP_SHOCKWAVE, 0, swing_damage); } #ifdef DEBUG_SHOCKWAVE LOG_INFOF( @@ -157,7 +157,7 @@ void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int f setthink(meleetemp, W_Shockwave_Melee_Think); meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(actor); meleetemp.weaponentity_fld = weaponentity; - W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range), WEP_SHOCKWAVE.m_id | HITTYPE_SECONDARY); + W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range), thiswep.m_id | HITTYPE_SECONDARY); } // SHOCKWAVE ATTACK MODE @@ -265,7 +265,7 @@ void W_Shockwave_Send(entity actor) WriteByte(MSG_BROADCAST, etof(actor)); } -void W_Shockwave_Attack(entity actor, .entity weaponentity) +void W_Shockwave_Attack(Weapon thiswep, entity actor, .entity weaponentity) { // declarations float multiplier, multiplier_from_accuracy, multiplier_from_distance; @@ -276,7 +276,7 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) float i, queue = 0; // set up the shot direction - W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage), WEP_SHOCKWAVE.m_id); + W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage), thiswep.m_id); vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance))); WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor); vector attack_hitpos = trace_endpos; @@ -292,7 +292,7 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) WEP_CVAR(shockwave, blast_splash_edgedamage), WEP_CVAR(shockwave, blast_splash_radius), w_shotdir * WEP_CVAR(shockwave, blast_splash_force), - WEP_SHOCKWAVE.m_id, + thiswep.m_id, 0, actor ); @@ -381,7 +381,7 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) actor, actor, final_damage, - WEP_SHOCKWAVE.m_id, + thiswep.m_id, weaponentity, head.origin, final_force @@ -566,14 +566,14 @@ void W_Shockwave_Attack(entity actor, .entity weaponentity) actor, actor, final_damage, - WEP_SHOCKWAVE.m_id, + thiswep.m_id, weaponentity, head.origin, final_force ); if(accuracy_isgooddamage(actor, head)) - accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage); + accuracy_add(actor, thiswep, 0, final_damage); #ifdef DEBUG_SHOCKWAVE LOG_INFOF( @@ -608,7 +608,7 @@ METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponent { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime))) { - W_Shockwave_Attack(actor, weaponentity); + W_Shockwave_Attack(thiswep, actor, weaponentity); actor.(weaponentity).shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready); } @@ -658,14 +658,12 @@ void Draw_Shockwave(entity this) if(a < ALPHA_MIN_VISIBLE) { delete(this); } // WEAPONTODO: save this only once when creating the entity - vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum)); + vector sw_color = entcs_GetColor(this.sv_entnum - 1); // Team_ColorRGB(entcs_GetTeam(this.sv_entnum)); // WEAPONTODO: trace to find what we actually hit vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance)); - vectorvectors(this.sw_shotdir); - vector right = v_right; // save this for when we do makevectors later - vector up = v_up; // save this for when we do makevectors later + VECTOR_VECTORS_NEW(this.sw_shotdir, _forward, right, up); // WEAPONTODO: combine and simplify these calculations vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min));