vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
WriteHeader(MSG_BROADCAST, TE_CSQC_VAPORBEAMPARTICLE);
- WriteCoord(MSG_BROADCAST, w_shotorg.x);
- WriteCoord(MSG_BROADCAST, w_shotorg.y);
- WriteCoord(MSG_BROADCAST, w_shotorg.z);
- WriteCoord(MSG_BROADCAST, v.x);
- WriteCoord(MSG_BROADCAST, v.y);
- WriteCoord(MSG_BROADCAST, v.z);
+ WriteVector(MSG_BROADCAST, w_shotorg);
+ WriteVector(MSG_BROADCAST, v);
WriteByte(MSG_BROADCAST, hit);
WriteByte(MSG_BROADCAST, etof(player));
WriteByte(MSG_BROADCAST, player.team);
if (isNew) IL_PUSH(g_drawables, this);
this.drawmask = MASK_NORMAL;
- this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
- this.vorg2_x = ReadCoord(); this.vorg2_y = ReadCoord(); this.vorg2_z = ReadCoord();
+ this.vorg1 = ReadVector();
+ this.vorg2 = ReadVector();
this.cnt = ReadByte();
int myowner = ReadByte();
this.owner = playerslots[myowner - 1];
bool flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
- W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage);
+ W_SetupShot(actor, weaponentity, true, 0, SND_Null, CH_WEAPON_A, vaporizer_damage, WEP_VAPORIZER.m_id);
// handle sound separately so we can change the volume
// added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
sound (actor, CH_WEAPON_A, SND_MINSTANEXFIRE, VOL_BASE * 0.8, ATTEN_NORM);
yoda = 0;
damage_goodhits = 0;
- FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+ FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, WEP_CVAR_PRI(vaporizer, force), 0, 0, 0, 0, WEP_VAPORIZER.m_id);
// do this now, as goodhits is disabled below
SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
float spread = autocvar_g_rm_laser_spread;
float rndspread = autocvar_g_rm_laser_spread_random;
- Weapon w = actor.(weaponentity).m_weapon;
- actor.(weaponentity).m_weapon = WEP_ELECTRO;
- W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage);
- actor.(weaponentity).m_weapon = w;
+ W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
float counter = 0;
float total = 1;
- Weapon w = actor.(weaponentity).m_weapon;
- actor.(weaponentity).m_weapon = WEP_ELECTRO;
- W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage);
- actor.(weaponentity).m_weapon = w;
+ W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
if(WEP_CVAR_SEC(vaporizer, ammo))
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity);
- // ugly instagib hack to reuse the fire mode of the laser
- 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(vaporizer, shotangle),
- WEP_CVAR_SEC(vaporizer, damage),
- WEP_CVAR_SEC(vaporizer, edgedamage),
- WEP_CVAR_SEC(vaporizer, radius),
- WEP_CVAR_SEC(vaporizer, force),
- WEP_CVAR_SEC(vaporizer, speed),
- WEP_CVAR_SEC(vaporizer, spread),
- WEP_CVAR_SEC(vaporizer, delay),
- WEP_CVAR_SEC(vaporizer, lifetime)
- );
- actor.(weaponentity).m_weapon = oldwep;
+ BLASTER_SECONDARY_ATTACK(vaporizer, actor, weaponentity);
// now do normal refire
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);