X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Frpc.qc;h=09e6ce29e4f75aea8ea609f476430cb79a37c6db;hp=745b87f85349714f4ffe81241ebcbb50a9d920e4;hb=59845bcb06720efc1f30ffbf550f7e04a4c51fcd;hpb=87bec07409c336c956a798556064c6819ad40a4d diff --git a/qcsrc/common/mutators/mutator/overkill/rpc.qc b/qcsrc/common/mutators/mutator/overkill/rpc.qc index 745b87f85..09e6ce29e 100644 --- a/qcsrc/common/mutators/mutator/overkill/rpc.qc +++ b/qcsrc/common/mutators/mutator/overkill/rpc.qc @@ -1,16 +1,15 @@ #include "rpc.qh" #ifdef SVQC -spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); } void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity) { this.event_damage = func_null; this.takedamage = DAMAGE_NO; - RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, directhitentity); + RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity); - delete (this); + delete(this); } void W_RocketPropelledChainsaw_Explode_think(entity this) @@ -27,7 +26,7 @@ void W_RocketPropelledChainsaw_Touch (entity this, entity toucher) W_RocketPropelledChainsaw_Explode(this, toucher); } -void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if (this.health <= 0) return; @@ -49,15 +48,15 @@ void W_RocketPropelledChainsaw_Think(entity this) return; } - this.cnt = vlen(this.velocity); - this.wait = this.cnt * sys_frametime; - this.pos1 = normalize(this.velocity); + float myspeed = vlen(this.velocity); + float myspeed_accel = myspeed * sys_frametime; + vector mydir = normalize(this.velocity); - tracebox(this.origin, this.mins, this.maxs, this.origin + this.pos1 * (2 * this.wait), MOVE_NORMAL, this); + tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this); if(IS_PLAYER(trace_ent)) - Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - other.origin) * WEP_CVAR(rpc, force)); + Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.weaponentity_fld, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force)); - this.velocity = this.pos1 * (this.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime)); + this.velocity = mydir * (myspeed + (WEP_CVAR(rpc, speedaccel) * sys_frametime)); UpdateCSQCProjectile(this); this.nextthink = time; @@ -69,7 +68,7 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea entity flash = spawn (); W_DecreaseAmmo(thiswep, actor, WEP_CVAR(rpc, ammo), weaponentity); - W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage)); + W_SetupShot_ProjectileSize (actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(rpc, damage), WEP_RPC.m_id); Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); PROJECTILE_MAKETRIGGER(missile); @@ -86,6 +85,7 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea set_movetype(missile, MOVETYPE_FLY); missile.projectiledeathtype = WEP_RPC.m_id; + missile.weaponentity_fld = weaponentity; setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point @@ -106,7 +106,6 @@ void W_RocketPropelledChainsaw_Attack (Weapon thiswep, entity actor, .entity wea SUB_SetFade (flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(actor, weaponentity, flash, '5 0 0'); - missile.pos1 = missile.velocity; MUTATOR_CALLHOOK(EditProjectile, actor, missile); } @@ -140,7 +139,7 @@ METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .en METHOD(RocketPropelledChainsaw, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(rpc, ammo); + float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(rpc, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_RPC.m_id]) >= WEP_CVAR(rpc, ammo); return ammo_amount; }