]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/electro.qc
Merge branch 'bones_was_here/lms_specwarn' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / electro.qc
index 4a6ee87d5cc16ac5bb008897ba88007994da9813..d80703175983b87eb0c046ffa68e42276aad0d4e 100644 (file)
@@ -312,7 +312,11 @@ void W_Electro_Orb_Stick(entity this, entity to)
        newproj.weaponentity_fld = this.weaponentity_fld;
 
        settouch(newproj, func_null);
-       newproj.death_time = this.death_time;
+       if(WEP_CVAR_SEC(electro, stick_lifetime) > 0){
+               newproj.death_time = time + WEP_CVAR_SEC(electro, stick_lifetime);
+       }else{
+               newproj.death_time = this.death_time;
+       }
        newproj.use = this.use;
        newproj.flags = this.flags;
        IL_PUSH(g_projectiles, newproj);
@@ -351,8 +355,13 @@ void W_Electro_Orb_Touch(entity this, entity toucher)
                spamsound(this, CH_SHOTS, SND_ELECTRO_BOUNCE, VOL_BASE, ATTEN_NORM);
                this.projectiledeathtype |= HITTYPE_BOUNCE;
 
-               if(WEP_CVAR_SEC(electro, stick))
-                       W_Electro_Orb_Stick(this, toucher);
+               if(WEP_CVAR_SEC(electro, stick)){
+                       if(WEP_CVAR_SEC(electro, stick_lifetime) == 0){
+                               W_Electro_Explode(this, toucher);
+                       } else {
+                               W_Electro_Orb_Stick(this, toucher);
+                       }
+               }
        }
 }
 
@@ -468,10 +477,10 @@ void W_Electro_CheckAttack(Weapon thiswep, entity actor, .entity weaponentity, i
        {
                W_Electro_Attack_Orb(thiswep, actor, weaponentity);
                actor.(weaponentity).electro_count -= 1;
+               actor.(weaponentity).electro_secondarytime = time;
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
                return;
        }
-       // WEAPONTODO: when the player releases the button, cut down the length of refire2?
        w_ready(thiswep, actor, weaponentity, fire);
 }
 
@@ -524,21 +533,22 @@ METHOD(Electro, wr_think, void(entity thiswep, entity actor, .entity weaponentit
 
     if(fire & 1)
     {
+        if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor))
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire)))
         {
-                W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
-                weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
+            W_Electro_Attack_Bolt(thiswep, actor, weaponentity);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
         }
     }
     else if(fire & 2)
     {
-        if(time >= actor.(weaponentity).electro_secondarytime)
-        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(electro, refire)))
+        if(time >= actor.(weaponentity).electro_secondarytime + WEP_CVAR_SEC(electro, refire) * W_WeaponRateFactor(actor))
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, -1))
         {
             W_Electro_Attack_Orb(thiswep, actor, weaponentity);
             actor.(weaponentity).electro_count = WEP_CVAR_SEC(electro, count);
+            actor.(weaponentity).electro_secondarytime = time;
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
-            actor.(weaponentity).electro_secondarytime = time + WEP_CVAR_SEC(electro, refire2) * W_WeaponRateFactor(actor);
         }
     }
 }
@@ -563,14 +573,6 @@ METHOD(Electro, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon
     }
     return ammo_amount;
 }
-METHOD(Electro, wr_resetplayer, void(entity thiswep, entity actor))
-{
-    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-    {
-       .entity weaponentity = weaponentities[slot];
-       actor.(weaponentity).electro_secondarytime = time;
-    }
-}
 METHOD(Electro, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(electro, ammo), WEP_CVAR_SEC(electro, ammo)), SND_RELOAD);