]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/okshotgun.qc
Merge branch 'master' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okshotgun.qc
index c71263aee4b47b79658bfb6949de6335bcf3f8f9..784d1c37b770f47a4110b76cc03e990dacee4063 100644 (file)
@@ -19,25 +19,7 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
        {
                // Secondary uses it's own refire timer if refire_type is 1.
                actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, 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(okshotgun, shotangle),
-                       WEP_CVAR_SEC(okshotgun, damage),
-                       WEP_CVAR_SEC(okshotgun, edgedamage),
-                       WEP_CVAR_SEC(okshotgun, radius),
-                       WEP_CVAR_SEC(okshotgun, force),
-                       WEP_CVAR_SEC(okshotgun, speed),
-                       WEP_CVAR_SEC(okshotgun, spread),
-                       WEP_CVAR_SEC(okshotgun, delay),
-                       WEP_CVAR_SEC(okshotgun, lifetime)
-               );
-               actor.(weaponentity).m_weapon = oldwep;
+               BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
                if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
@@ -63,7 +45,7 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
        }
        if (fire & 1) // Primary attack
        {
-               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, refire)))
                {
                        return;
                }
@@ -73,7 +55,8 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
                        WEP_CVAR_PRI(okshotgun, bullets),
                        WEP_CVAR_PRI(okshotgun, spread),
                        WEP_CVAR_PRI(okshotgun, solidpenetration),
-                       WEP_CVAR_PRI(okshotgun, force));
+                       WEP_CVAR_PRI(okshotgun, force),
+                       EFFECT_RIFLE_WEAK);
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
                return;
        }
@@ -83,32 +66,14 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
                {
                        return;
                }
-               // 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(okshotgun, shotangle),
-                       WEP_CVAR_SEC(okshotgun, damage),
-                       WEP_CVAR_SEC(okshotgun, edgedamage),
-                       WEP_CVAR_SEC(okshotgun, radius),
-                       WEP_CVAR_SEC(okshotgun, force),
-                       WEP_CVAR_SEC(okshotgun, speed),
-                       WEP_CVAR_SEC(okshotgun, spread),
-                       WEP_CVAR_SEC(okshotgun, delay),
-                       WEP_CVAR_SEC(okshotgun, lifetime)
-               );
-               actor.(weaponentity).m_weapon = oldwep;
+               BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
        }
 }
 
 METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
        ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo);
        return ammo_amount;
 }