]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shockwave.qc
Merge branch 'TimePath/modules'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shockwave.qc
index f8f41f1b4a4197305feec1905f55223698e0b59f..28cbe69bbe5a1a04a7a52f400127070ff5d49732 100644 (file)
@@ -1,12 +1,13 @@
+#include "shockwave.qh"
 #ifndef IMPLEMENTATION
 CLASS(Shockwave, Weapon)
-/* ammotype  */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none)
-/* impulse   */ ATTRIB(Shockwave, impulse, int, 2)
-/* flags     */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC);
+/* ammotype  */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none);
+/* impulse   */ ATTRIB(Shockwave, impulse, int, 2);
+/* flags     */ ATTRIB(Shockwave, spawnflags, int, WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC);
 /* rating    */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
 /* color     */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
 /* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
 #endif
 /* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");
@@ -243,7 +244,7 @@ void W_Shockwave_Melee(Weapon thiswep, entity actor, .entity weaponentity, int f
        meleetemp.owner = meleetemp.realowner = actor;
        setthink(meleetemp, W_Shockwave_Melee_Think);
        meleetemp.nextthink = time + WEP_CVAR(shockwave, melee_delay) * W_WeaponRateFactor(actor);
-       W_SetupShot_Range(actor, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
+       W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR(shockwave, melee_damage), WEP_CVAR(shockwave, melee_range));
 }
 
 // SHOCKWAVE ATTACK MODE
@@ -355,7 +356,7 @@ void W_Shockwave_Send(entity actor)
        WriteByte(MSG_BROADCAST, etof(actor));
 }
 
-void W_Shockwave_Attack(entity actor)
+void W_Shockwave_Attack(entity actor, .entity weaponentity)
 {
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
@@ -366,7 +367,7 @@ void W_Shockwave_Attack(entity actor)
        float i, queue = 0;
 
        // set up the shot direction
-       W_SetupShot(actor, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+       W_SetupShot(actor, weaponentity, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
        vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
        WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor);
        vector attack_hitpos = trace_endpos;
@@ -709,7 +710,7 @@ METHOD(Shockwave, wr_think, void(entity thiswep, entity actor, .entity weaponent
         {
             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(shockwave, blast_animtime)))
             {
-                W_Shockwave_Attack(actor);
+                W_Shockwave_Attack(actor, weaponentity);
                 actor.shockwave_blasttime = time + WEP_CVAR(shockwave, blast_refire) * W_WeaponRateFactor(actor);
                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(shockwave, blast_animtime), w_ready);
             }