]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/okhmg.qc
Merge branch 'master' into Mario/csqc_muzzleflash
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okhmg.qc
index df55fb88c42a4663b96b9aaa5a6f3b61d908692f..818b333597233066cc0c7702688dda2c37dbcad0 100644 (file)
@@ -40,7 +40,7 @@ void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
 
        W_MachineGun_MuzzleFlash(actor, weaponentity);
        W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
@@ -57,10 +57,8 @@ void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity
 
 METHOD(OverkillHeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
-        PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
-    else
-        PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+       if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+               PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
 }
 
 METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
@@ -74,14 +72,11 @@ METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .en
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
                        // Set secondary fire animation.
-                       vector a = '0 0 0';
                        actor.(weaponentity).wframe = WFRAME_FIRE2;
-                       a = actor.(weaponentity).anim_fire2;
-                       a.z *= g_weaponratefactor;
                        FOREACH_CLIENT(true, LAMBDA(
                                if (it == actor || (IS_SPEC(it) && it.enemy == actor))
                                {
-                                       wframe_send(it, actor.(weaponentity), a, true);
+                                       wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
                                }
                        ));
                        animdecide_setaction(actor, ANIMACTION_SHOOT, true);