X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fokmachinegun.qc;h=597d17e2e1ea87f3732bd5ea63ad9737fd537268;hp=817e369816ac69ad599ac19474fd1d39b1798ab0;hb=4e21f418ad9e6287efb942c1fa2861a51981110a;hpb=b2108fdf144cd75a50be6fba1d68a642f41a1531 diff --git a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc index 817e36981..597d17e2e 100644 --- a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc +++ b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc @@ -30,14 +30,11 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap } okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max)); - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE); + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), 0, WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE); actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; - Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - - W_MachineGun_MuzzleFlash(actor, weaponentity); - W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); if(autocvar_g_casings >= 2) // casing code { @@ -70,7 +67,7 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity FOREACH_CLIENT(true, LAMBDA( if (it == actor || (IS_SPEC(it) && it.enemy == actor)) { - wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true); + wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true); } )); animdecide_setaction(actor, ANIMACTION_SHOOT, true);