]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hlac.qc
Don't multiply shot direction by 1000 in each case, fixes strange flashes appearing...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hlac.qc
index ae6c9a66372f4637ec28cfacb5890a82987f0e33..34481e6191fab3639e75dd8b6e05a45d9ac2c946 100644 (file)
@@ -12,7 +12,8 @@ void W_HLAC_Touch(entity this, entity toucher)
 
        isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
 
-       RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher);
+       RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius),
+                                               NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, this.weaponentity_fld, toucher);
 
        delete(this);
 }
@@ -29,8 +30,8 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
     if(actor.crouch)
         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
-       W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
-       Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
@@ -60,14 +61,15 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        missile.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, missile);
        IL_PUSH(g_bot_dodge, missile);
-       missile.projectiledeathtype = WEP_HLAC.m_id;
+       missile.projectiledeathtype = thiswep.m_id;
+       missile.weaponentity_fld = weaponentity;
 
        CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
 
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);
 }
 
-void W_HLAC_Attack2(entity actor, .entity weaponentity)
+void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 {
        entity missile;
     float spread;
@@ -78,8 +80,8 @@ void W_HLAC_Attack2(entity actor, .entity weaponentity)
     if(actor.crouch)
         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
-       W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
-       Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        missile = new(hlacbolt);
        missile.owner = missile.realowner = actor;
@@ -105,7 +107,8 @@ void W_HLAC_Attack2(entity actor, .entity weaponentity)
        IL_PUSH(g_projectiles, missile);
        IL_PUSH(g_bot_dodge, missile);
        missile.missile_flags = MIF_SPLASH;
-       missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
+       missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
+       missile.weaponentity_fld = weaponentity;
 
        CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
 
@@ -124,16 +127,15 @@ void W_HLAC_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int
        if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
                if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
-               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!(actor.items & IT_UNLIMITED_AMMO))
                {
                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                        w_ready(thiswep, actor, weaponentity, fire);
                        return;
                }
 
-               int slot = weaponslot(weaponentity);
-               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
-               W_HLAC_Attack(WEP_HLAC, actor, weaponentity);
+               ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hlac, refire) * W_WeaponRateFactor(actor);
+               W_HLAC_Attack(thiswep, actor, weaponentity);
                actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hlac, refire), W_HLAC_Attack_Frame);
        }
@@ -150,7 +152,7 @@ void W_HLAC_Attack2_Frame(Weapon thiswep, entity actor, .entity weaponentity)
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hlac, ammo), weaponentity);
 
     for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
-        W_HLAC_Attack2(actor, weaponentity);
+        W_HLAC_Attack2(thiswep, actor, weaponentity);
 
        if(!autocvar_g_norecoil)
        {
@@ -188,14 +190,14 @@ METHOD(HLAC, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 }
 METHOD(HLAC, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hlac, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
     return ammo_amount;
 }
 METHOD(HLAC, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hlac, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
     return ammo_amount;
 }
 METHOD(HLAC, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))