]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/oknex.qc
Merge branch 'Mario/headshots' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / oknex.qc
index e1b26c36d17c790ab334067c0dcd198c5ef13028..55afbe45c1112e4f2fdf04632f62dd71becdbbb5 100644 (file)
@@ -12,16 +12,21 @@ METHOD(OverkillNex, wr_glow, vector(OverkillNex this, entity actor, entity wepen
        if (!WEP_CVAR(oknex, charge)) return '0 0 0';
        float charge = wepent.oknex_charge;
        float animlimit = WEP_CVAR(oknex, charge_animlimit);
+       float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
        vector g;
-       g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
-       g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
-       g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
+       g.x = f * autocvar_g_weapon_charge_colormod_red_half;
+       g.y = f * autocvar_g_weapon_charge_colormod_green_half;
+       g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
        if (charge > animlimit)
        {
-               g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
-               g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
-               g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
+               f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
+               g.x += f * autocvar_g_weapon_charge_colormod_red_full;
+               g.y += f * autocvar_g_weapon_charge_colormod_green_full;
+               g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
        }
+       // transition color can't be '0 0 0' as it defaults to player model glow color
+       if (g == '0 0 0')
+               g = '0 0 0.000001';
        return g;
 }
 #endif
@@ -90,7 +95,7 @@ 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, thiswep.m_id);
+       FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, true, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, thiswep.m_id);
 
        if(yoda && flying)
                Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
@@ -145,14 +150,11 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
                        (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);
@@ -216,7 +218,7 @@ METHOD(OverkillNex, wr_think, void(entity thiswep, entity actor, .entity weapone
        //                              if(fire & 2) // only eat ammo when the button is pressed
        //                              {
        //                                      dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
-       //                                      if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       //                                      if(!(actor.items & IT_UNLIMITED_AMMO))
        //                                      {
        //                                              // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
        //                                              if(autocvar_g_balance_vortex_reload_ammo)